>>2292749>To add another risk/reward suggestion. You could add something like hot springs in your dungeons.The most important part here is keeping the game still fun and not turn it into a slog, like with combat stripping. I'd prefer if player did not have to regret loss of progress, just because of seeing a lewd scene. I want to be careful here. If I'm stripping the heroine it needs to be done for a reason, and it needs to not destroy fun.
>You could also add mimicsTraps and mimics are good ideas indeed. I've also been thinking about adding elements of gambling to dungeon traps.
>I think a big incentive for the player to play “right” would be the loss of their equipment. HQ will always have spare clothes, but they are nothing compared to the more expensive and powerful armor the player had before the encounter.This sounds very tricky to balance and comes with downsides of combat stripping. Maybe keeping things simple is better until a good idea regarding costumes economy pops up.
>A clever player might get around this mechanic save scummingI have plans to thwart some save scumming, because taking out risk from a game like this is just killing your own excitement. Hopefully, you won't need to save scum to get the results you want. Save scumming indicates problems with the game, so let's try to avoid these problems.
>>2292750>The idea of a rival is interesting.This sounds cool, but far beyond the scope of a demo. Too many things need to work, before a high concept like this can be considered. Focusing on player being on the receiving end for the time being seems better.
>For example, the PC could get into a fight at the tavernThis is a very good and fitting idea. Thanks for adding details that were not mentioned before. The more details, the better, because I surely am not a fountain of ideas. (Keep 'em coming.)