Great job, nice’n’fun game :) After playing several versions, including 0.0.7 I might offer some IMHO suggestions. Just a bunch of ideas that might improve game’s overall feel, of course very subjective and up to you to decide.
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Random names for world and player. It gets tedious to input them all the time, and seems like confuses the new players :) In my experience constructing those of a few word parts yields good results, e.g. names can be Marta(mar-ta), Flora(flo-ra), Annie(an-nie) -> this way generated names could be Marnie(mar+nie) or Flota(flo+ta).
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Game over state. Not necessarily “game over” but instead of a soft-locked loop the character can just “wake up” near home, with all items lost. Adds meaning to defeat, plus protects from softlocks when an opponent can grab before the character can land a hit.
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Farming mechanics seems to be completely unbalanced, but that’s ok. Doesn’t seem like seeds can be discovered in the world though.
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Overabundant resources. The game has amazing survival potential, but one run in the clothing store is enough to stack up on clothes for the entirety of the game. I personally prefer to have “clothes” not as a boring micromanagement element, but as an interesting mechanics (including constant shortage of clothes - which can be amplified by elements such as unavoidable clothing damage (e.g. by going through thorns) or disrobing events, like enemies/traps who steal clothes or ability to enter some location only nude (e.g. water)). Also items are found in perfect condition, it might be a good idea to make it random, so finding something good is a luck.
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Damage sponges. Combat unfortunately currently doesn’t offer anything fun (and I don’t tell it should) but the enemies are “damage sponges”. E.g. to take down a goatman player character literally needs to rest for some time - just not enough stamina to deplete the healthbar. Results in kinda-boring/trivial loop hit-step back-hit-step back without any creativity involved. This kind of behavior can either work when enemies are quick to kill so player doesn’t get bored, or in case there are many enemies and maneuvering between them becomes a non-trivial task (quantity becomes quality). Of course extending combat system into something more complex could solve the issue from the other side (by forcing player to think before taking actions, e.g. hitting an enemy who is blocking staggers the heroine, or some attacks require quick repositioning/dodging as cannot be simply avoided by sidestepping) - but it’s much harder than tweaking enemy numbers and hit-points :) Now “avoiding fight” altogether is often the preferred strategy especially against enemies in the streets.
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(related to previous) Most weapons are absolutely useless. The damage scales from 1 to 24+ - this way it takes 24 times longer to kill enemy with bare hands than with a hammer - and they are very slow to kill with a hammer, making using any weapon with damage below 14 literally unusable. 10 damage of knife will take several minutes to chop down the goatman, it’s not hard it’s super boring :D
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(very minor) Time slow is sometimes not appropriate, player is far out of reach of enemy and still gets the prompt to press space. Not sure if this mechanics is a good idea at all.
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Slow movement. The only way to move faster is to run, which in turn drains stamina - which in turn makes combat super slow if one comes there without full stamina bar. Especially hurts town location, where distances are large and empty and sometimes require backtracking. The classic solution “no stamina drain outside of combat” doesn’t seem to be possible in this game as there is no specific “combat mode”. Not sure how to fix that. Making locations more crowded with events has other unwelcome consequences. Making running free may open exploits in combat. Making it extremely depending on how much player carries can be a good “Strategic factor” - going into combat full nude and run as much as you like. Equip armor and carry a lot of stuff - running has a price. Also doesn’t seem like a good solution, unless there will be combat-only missions where player can balance between those, usually player will need to drag loot back to base. Another idea: “quick way to recover stamina” right now it recovers independently if player moves or stands. E.g. make “crouch” regenerate stamina much faster.
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Quick-loot, quick-put. Might be a good idea for a button “loot all” and button/key combination to put everything into the storage, without dragging individual items.
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Search and stealth. Currently enemies do not react to player moving around. Slimes always see the player when in range. Goatmen usually look away from player and one can search shelves behind their backs at point-blank range. Maybe make them patrol the location. Also may be make stealth subsystem, when the amount of clothes player is wearing + current action determines how much noise is made = enemies can hear and go investigate. Can also be “alarm traps” that will attract monsters from the locations. Maybe also give a stealth-attack bonus on unsuspecting enemies debuffing them or just dealing bonus damage.
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There seems to be a bug with stacking items (they don’t seem to stack in containers, they sometimes stack in the inventory if dragged above other, and they usually stack properly when item is put into container and then taken). Just noting here, nothing critical.
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Some intermediate goal for the game might be welcome. E.g. collecting money or some other stuff. Not just walk around aimlessly. But Get 25 bucks to “be cool”.
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Pause doesn’t really pause the game, neither locks controls.
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Tools stores seem to be very rare. I’ve found only a couple - and only got 3 of 4 planks to craft a bench.
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It’s hard to pick which item is interacted with. Maybe hovering mouse over it can be a better guide than player character’s position and facing?
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Dash-rolling through goatmen makes them lose their target and just continue walking in same direction. Also going out of location (through the door) seems to confuse them in a similar way - they’ll just go into a wall)
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Significant storage limitations may be not a good idea - there are a lot of resources in the game (which is great) - but sorting them at the base is really complicated (which is boring). Maybe at least increasing capacity of storage or make ability to craft large storage containers could be a good idea.
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No health/stamina is visible during sleeping. Which makes sense to know because sleep-to-recover :)
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When the enemies had enough fun they may just leave the heroine alone. Would avoid stun-locks ending in an infinite loop. Also makes sense from logic point of view :) Maybe will leave her in a debuffed state so that player can’t immediately fight back after getting up. Maybe stealing items (or damaging them during forced undressing). Maybe teleporting away instead of just walking to first make some safe time for the player to recover, second prevent from killing the attacker right away after they turn back on the character.
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When in crafting or building menus it might be good to highlight what is lacking for the receipt.