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Interesting game. I'm looking forward to what this could become. You might already be aware of some these points but here goes:  Sometimes your party members will get stuck at the door, or freeze at when descending or ascending, while still taking up space as party members. Other than fixing that bug, a more convenient way of managing your party would be a great addition, like a dedicated menu for it.

What direction are you planning on taking this game? Rogue-like or more open exploration for example? Depending on that, I think a save option would be great to allow you to explore and try out things for fun without losing stats, etc. like getting caught on purpose.

I know this is early development, but a little something to tell the player that they have completed everything would be appreciated. I made it to the final floor, 10, cleared it, and wondered around, looking for a message, finish line, just something that would say “congratz, stage cleared” “you have reached the end of the current game” some like that.

I like the different temperament of the characters, PC and NPC alike – the tooltips were helpful in guiding me to know what sort of non-combat action would be best. So far, it is lacking, but with some actual dialog, events etc. a lot of fun could be had with it. When an NPC comes with a request involving bindings, having something more happing after the restraints had been applied, would make it NPC request something to excited about. Especially for the sub route.   I think it could be a lot of fun messing around with the various temperament and requests of the NPC. So far, I think there is most to do as a dominant, while the sub route was rather uninteresting. The sub route needs the option to surrender (that could also be a way of gained favour with sudden temperament) and some more captor to captive interaction, just to name some examples. 

As others have pointed out, the game is really easy once you have figured it out: Capture someone within your “power level”, drain them for all their stats, move onto a new one, repeat until your stats are maxed, and find someone strong you can recruit. This system needs to be fleshed out to avoid repetitiveness.

A little tutorial would be nice. By reading the guide and testing things out, I did get a hang of it, but a little guidance at the start would shorten the time it takes to go over the mechanics and might prevent pushing those players who struggles to understand the gameplay away.

The info screen blocks view of the text indicating your target while your turn is ready. I accidently used a skill on the wrong target because of that once. 

(+1)

Thanks for the long feedback!

To answer your question: I aim to create something like a roguelite game where regular runs reset character progression but allow the player to collect some kind of special currency that will be used for creation of their own map. That map should act as a sandbox where player brings NPCs to have fun with. The idea on how to actually achieve that is still forming so I can't say much more than that.

As you said, this is in early development. Things are only partly implemented because of that. I'm currently working on clearing a lot of mess and creating a gameplay loop where quests will be driving it. The repetitiveness is something that will take time to flesh out. I certainly want to do it but it looks like it will take time before I come up with a nice relationship between randomness, determinism and objectives.

Systems in the game still change a lot so I think that having a misleading tutorial would hurt more than it would help right now. I'm using the excuse of game still being a prototype for this point.

UI is very messy and that is one of the things that I'm cleaning up due to it being poorly stylized. Next update might cover some of your concerns about it but I won't promise anything yet because I'm focused on standardizing UI for now. Tooltips (and anything that requires mouseover) will be removed from the game because they don't work on touchscreen and I want to make a port to android in the future. That would mean that either UI/UX needs to be good enough for players to infer what a mechanic does or the guide needs an explanation for it.

Thx for the the reply :) 
I only give a long feedback when I feel like there is potential for a great game. And waiting to make a tutorial until the the system is more concrete is very wise. I did figure the game out eventually.

Giving that you are going for roguelite style, I guess that is why the stats-boosting potions say "...for this run". At first I was a little confused by the phrasing since when you close the game/go to mainmenu, you are back to square one, but that is because you are planing on letting some things achieved during a run to carry over to the next one?
Anyway, good luck to you going forward, I'm excited to see what this game could turn into!

(+1)

I probably add "save" functionality for current run in case the player is in hub. I don't intend to add "game over" state though. Things that will persist are the already mentioned sandbox map with currency for it, some kind of achievement system and anything else that I think makes sense. These things are similar to tutorial when it comes to implementing it now: it will cost me too much time and effort to maintain them while I'm still creating an actual gameplay loop. So the best thing in my opinion is to ask for patience while I'm searching for ideas that I want to lock in.