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SneakyScoundrel

21
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33
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A member registered Oct 04, 2020

Recent community posts


1)There is no hardcap for growth so eventually you do get past it,  less gain per scene could be beneficial here.

2)Some scenes have stats listed in the outcome (+breast, +preg, etc) would like to see more of that & something like a journal to note down which encounter already happened once or more.

(1 edit)

The premise is pretty neat, but the AI does not seem to be able to keep up with the PC's growth. Resulting in it haphazardly throwing images with no consistency.

The pathways between scenes could also use some work.

The 3D model looks bad at bigger sizes.

5+/10 so far.

Not bad but it could use something to give it more replayability (perk/equipment system maybe?). 

The AI tends to get stuck in some places in 3rd and 4th lvl (props/entrances)

Guards could use some variety (kobolds with cop hats would be nice)

The amount of churned targets transfered during sex is the exact same regardless if we are going at it with a tiny rodent or a big shark girl, makes little sense to me.

Solid 3,5/5 for now.

Actually , please do tell why Naho should be a option as a dragon's consort?

Don't rush the artist  , quality > quantity

I think it would be pretty funny to make him into a sissy (cute outfit + some chastity) considering how meek he is outside of the fights

Wait so Aric is still working on this? 

Maybe add forced feeding as a punishment , also would you consider adding oviposition outside of slugs? (snakes  spiders bees etc make eggs)

Introduce bonuses/penalties based on food quality in the mansion (prolly to obedience) , more advanced ones could be a energy/lust boosters and besides we already have milk so why not go a step further to refine that into cheese/butter? Besides that maybe a job for your slaves as a hired cook (based on wits + agility) , thoughts?

I think s4p2 lacks random encounters while travelling or inside the various villages (the game seems pretty bare boned to me) , on a slightly different note would you consider doing a small expansion upon cooking in the mansion?

Maybe add a unique milk refining machine available only to alchemist or boost chance for essences while having fun with dryads/demons etc . Slightly different question , what do you think about s4p 2?

So far the weakest option out of all of them is the alchemist while the most op is the breeder , outside of that could you tell what do you plan to add / change for now?

Mage run done, i can safely say that it is as reliable as always (120+ dmg each second turn thx to mind blast and over 100 dmg acid spit makes it very good) , alchemist is gonna be next .

Out of smaller things to tweak  i think you should look into item weight it is kinda odd that tiny gold ring weights exactly as much as a full suit of chain armor . Thoughts on that?

Will check out alchemist/mage/master merchant pathways soon (in a day or two) to see how viable are these  compared to the warrior path , as for subspecies i find just impure vanilla races (ex. human 95% goblin 5%) will keep a close eye on those tho in next 3 playthroughs , as for elves i think wood/moon elves could be nice  , is there any chance for a portrait pack integrated with this mod  in the future?

To be fair in this run i try to avoid magic as much as possible thats why neither my master nor starting servant were proficient in it also which is quite funny 7000 gold in the stash and these two mentioned above are the only ones living permamently in the mansion , other way to just mess around the farm i think would be going for multiple public entertainers / merchant type slaves (laboratory and beuaty parlor can get their looks up pretty nice while library can help train them way faster ) the only downside is that you need to hunt for specific slaves (pretty voice is the most preferrable trait) . Going back to your first question raising and training slaves for upgrade points should stay since getting your rep back from selling untrained ones to Sebas can be tiresome , my idea for a perfect game is to have multitude of ways going forward so if you were to nerf the sell prices i would still look for any different available pathways (i love to explore this type of thing) . Magic casters are not very good at early game after second guild quest tho their power can snowball as long as they have necessary cash for it , would love to see some weak dmg aoe spell added tho while warriors depend more on equipment (thats where rerolling shitty daggers and leather armor in umbra comes in) and are pretty reliable since the beginning.As for races i  have serious bias knife eared creatures (elf / dark elf) so depending whether i feel like mage/warrior run i dont pick anything else , would have to do some runs to determine whether other races are balanced.That's all for now.

After 140 days and reaching lvl 10 i found out that you can very easily skip the farm part if you just become express slave delivery (lots of ropes in eq , high str and agl master and / or starting servant , anything above normal look makes you a guaranteed profit after lvl-ing up you can just move to sea/marsh/mountains to hunt rare monster girls/bois for even more coin, after you acquire coin you can take it easy with a slave or two at a time so they become actually proper servants not rebellious cattle (dem upgrade pointz). Any thoughts?

Maybe give dryads a bonus to foraging/hunting since they are quite well attuned to nature  , outside of that i guess i will try going high str slaver since capturing ppl still yields quite a bit of coin

Any tips on how to get some stable food income on this expansion? Foraging and hunting is entirely useless now,

I am aware of that , however whenever i try to name it the game doesnt register it = i type some name in the box -> press enter -> i am back to '' name the dog '', same thing with the raptor .

Is it a common bug that you cannot name animals?