SfP is a game inspired by free cities and jack of nine tails. You own a personal mansion and acquire slaves from various places, explore world, complete quests and advance through the Mage Order. Most plot points are still heavily in development, but otherwise game is fairly stable and 'sandbox'y.
You can view changelog in the game's main menu.
For newer version patches download 0.3.32 version or lower first.
You are a mage, inheriting lone mansion in forest. Your aim is to come to prosperity, and for that you will need to organize your new base, acquire servants, money and mana, which will also require you to have sex.
Alright. Since ver 0.3.35b and 0.3.39b are obviously patches...what version of the game am I supposed to DL to make all this work right?
To start let me say I've been a fan of management style games like this one for a while now and it's nice to see others trying their hand at the genre. This one in particular has great potential and I've spend quite a few hours in game just screwing around with different play styles.
Now on to the criticisms I guess. As stated by many others the learning curve is indeed steep. I myself had to use CheatEngine and give myself nearly double the starting gold and food so as not to end up broke and hungry after the first week or two and I doubt that I would have taken the time to learn the game at all without this head start.
Lately I've been having issues understanding slave interactions regarding loyalty(another common theme in the review section here) even with that early game bump. I understand you're likely working on very specific issues and rushing to add content so as to stay relevent, it's one of the most common issues indie developers have and I have fallen into that trap with my own projects.
My suggestion is that you take some time to go over the action and item descriptions and try and be a little more descriptive of their effects. Same for the result descriptions after a spell like Mind Read or Sedate. I find myself spending all my mana trying to figure out how my slaves are feeling because there are isn't really any other physical or behavioral changes that clue us in on their development. Even if it's just a placeholder like "Loyalty++" or "Depravity --" it'll give your players a better idea of what their ingame actions are responsible for and give you a little check point to comeback later and swap it out for something more immersive.
Anyway I'm looking forward to future updates and just want to say well done on the work you've done thus far, curves aside. If you'd like any additional input feel free to PM me, Debugging and Game Balancing are kind of my job and while I may not make anything that would fit this site, I spend enough time here to feel the need to give back a little.
Great Game so far keep it up.
I have played several versions of this game sice it first showed up, and they all have the same difficulties. To start off the basic scheme is stacked so heavily against the player that getting into the actual game play is grindingly unfun. Someone commented earlier that food was hard because people are playing wrong, but really should you need 66% of your slave labor devoted to maintanence, even more now that cleaning the mansion is required. It leaves too little resources available for progressing, namely gaining gold which is needed to advance the slaves abilities by small increments, and the mansion by small steps. I can't say I am a fan of needing 3 or 4 competent specialized slaves that can only be acquired by random chance just to get through the early game fights. Not to mention the resource investment to make them not be grossly outmatched by the enemies. Slave interaction has also become more obtuse, with less ability to understand your slaves and act towards them in useful ways. In the latest version I can not figure out how to affect thier loyalty at all, but i can make them gain/lose obedience, just by praising or berating them to recently.
My two biggest pet peeves are 1) interacting in jail, requires you to bounce out of the jail menu and reenter it to get to alternate prisoners, and 2) having my cook randomly spend my money on food when there is plenty.
I feel the game is too slow, grindingly slow. It is hard to want to play a game that feels akin to watching paint dry.
Going to just chime in and say that the game itself is quite fun and solid. However, the learning curve is so steep that most people will just slip down before getting anywhere in it. Its especially frustrating because prior to the engine revamp the learning curve was quite reasonable, and after the engine revamp the learning curve just went vertical despite there not being any major noticable mechanics changes.
I find this game very frustrating to play at the beginning because it's not clear what's happening in regards to what influences slaves obedience and lust, nor when someone starts "stealing" food and money (how do they manage to do this and so much and so often?!) what to do to rectify it. I ended up learning some things by trial and error, but frankly it's very off putting to not understand what effect your actions will have, or even to be able to figure out how to take corrective action. A great example is the money/food thief. How do I find out who it is? How do I stop this behavior? I don't really know when to apply the punishments or the praises and in the end and it's frustrating.
I think this game would be much more popular if two things happened: First tone down the negative snowball for slaves, or limit how much they can steal because it's not fun to have all your money evaporate in 4 days from the start of the game (what crap is this?!) The second thing would be to provide more information about when to do certain actions. At least I should be able to disceren when I should praise/punish a slave - something that is totally not clear right now.
This game could be pretty good and you've clearly put a lot of effort into programming it, but the learning curve is far too steep and gives players a feeling of helplessness. Only the most stubborn people will push past this into figuring enough out in order to enjoy the game, and if that's the case, then why make it in the first place?
TL;DR Lower the learning curve.