Re: Survive or Succumb - A post-apocalyptic text RPG.
I still always enjoy seeing new open-fuckworld adventure projects, as crudely described. Very minimal success rates sadly. Few people only do it because they thought it's an easy way for get some dosh. I could touch up more on that, but it's too messy a topic.
Some decent early-potential and the scenes aren't bad. Certainly no qualms with the notion of everything clearly having a feminine form in some manner. Inventory management could use some work though; stacking food/common items on top of each other instead of becoming separate objects. Unfortunately I don't have much in the way of criticism besides some bias against the engine. As usual, the only main problem with text adventures is writing, unless you adopted a non-traditional approach of roughly describing scenes and exercising your skill in programming to provide more exotic scenarios, you're gonna be looking at writing a fuck-ton of specialized scenes the more varied you want your player characters. If you wanted more exposure there are other specialized places you could post it, but if it's just a hobby project and you especially don't want people trying to railroad your development to their desires, it's un-needed.
Thank you for the honest feedback!
And I see you, cheeky light blue text... if I was going to make a cash grab game, I'd make some generated 3d graphics wank in RPG Maker.
I know what you mean on inventory management; I might rework things from cloned objects to using the master object and changings its display to x1, x2, x3, etc based on integers. Would be a pain, but would also clean things up a lot.
As for character variation, and the impact it has on scenes, they are light at the moment. One thing I know I'm never going to do is much fuckery with limbs, especially legs. As much as I like a naga... legs are staying as legs.

I'll start getting into more scene variations as I go on, I think; simple stuff like tits not being described as bouncing unless they're above a small size, etc.
More exposure would be nice, but I'd prefer to wait until I've got one or two more large updates out before I do. First impressions matter, after all... though it's this attitude that's kept me from releasing anything for so long since I started; the desire to have it be big and polished and finished from the get go. Whoops.
Hey, Pykrete Blue!
Could you please elaborate on how the hunger system works? I could be wrong, but does it give you stat penalties?
Also, would it be worthwhile to put like a "Hunger Level" stat on the right-hand "Status" pane?
Cheers!
Hunger is a bit invisible at the moment, isn't it? I'll see about rectifying it in the upcoming update.
How it works is very simple; every time the player goes to sleep, hunger increases by 1, to a min of -3. For every tier of hunger below 0, penalties start. They start light, but become debilitating by -3. Now, sleeping is by far the best way to recover HP in SoS: medstims are expensive, and napping just restores Energy. So when -3 hunger hits, you're not allowed to sleep, and must risk fighting on low stats to find some food, any food.
I thought It'd be a good way to balance 'daily' grinding and help emphasize that the player character, even if they're strong, still has to obey their own needs. Also, I wasn't about to write a horrible starvation based bad end, hah.
I'll probably put a hunger bar in the status pane like you suggest.