Just played the most recent version and a few things stood out:
- Character's and mods' name bugs
- Background flickering to main menu screen after animation ends
- Unique characters don't feel unique outside their quests and scenes
- After Loan quest ends, the game feels a bit empty
- The Battles feel repetitive
The first point is straightforward. Sometimes the JSON tag CHARNAME appears with the character's name. This also happened with the modifications available in the Slave Market menu. It's a simple, yet painful to solve given the amount of text (I know first-hand), bug.
The second bug is again straightforward. When the background animation ends, the background quickly flickers to the main menu screen (which appears to also be running for some reason) before the BC animation starts again. I know one can turn the animations of, which will probably solve the bug, but I like the animations in the background. A nice addition when compared to Strive for Power, and one we may hopefully see in the ero scenes in the future.
I know this may be my personal feeling only, but the unique characters barely seem unique outside their quests. Zephira, Anastasia, and the MC have unique classes that actually provides unique bonuses, so I reckon it would be nice to see it with the others. I'd also suggest allowing the development of said classes through EXP. For instance, Zephira receives a divine quest from Alios and, upon completing the quest, the player has the option to expend exp on an evolution of her unique class. Cali could have a Champion class (which further improves her sword) and Daisy could either have an improved Sex Toy class or a Lover class or similar.
The fourth point is the most "personal feeling" of the five. After playing Strive for Power, my main critique of that game was that one simply needed to farm money in the beginning of the game before having an easy time with all the quests. Only the Dragon's nest felt like a real challenge, even with the best equipment and characters in the game. Having to, in Strive: Conquest, pay a loan gives the player a huge incentive to explore the game and find new ways to either strengthen your party, or get more money to pay the debt. I played in hard mode from the beginning, and it was a good challenge, but after I payed the bank, the game again felt empty, my only objective being upgrade the household, the characters, and doing quests.
I suggest having a weekly (or at least between two and two weeks or something) objective. In the prologue, that'd be the Loan; in the Arc I, the landlords could be required to support the city's war effort through any ways possible (weapons, tools, food, battles participated, potions, armour, wood and stone, anything that can be produced). I haven't played Act II yet, but an objective would feel nice.
The fifth point again is straightforward, and a bit personal too. The battles feel like the same after the first time you face an opponent. The locations making a difference beyond enemy type and strength could solve the problem. This is a low priority problem, though.
Anyway, I'm hugely satisfied with the game. It's far better than Strive for Power, which was already a good game.
Edit: Probably something that was already considered in the development, but when it comes to checks in the gameplay, I think it would be better if the game used the stats instead of the factors. For instance, when recruiting Anastasia, even if the MC has maxed charm and chooses all the correct options, if charm factor is below three or four, you'll fail.