My game, Trials of the Thief-Taker, is 25% off on Steam right now. Just in case your cup of tea is an interactive novel about catching or abetting highwaymen, smugglers and counterfeiters.
I note that half your reviews are negative - what are your thoughts on the points that the negative reviews mention?
One part of it was how the game was marketed (which is not in my hands): a lot of people played the game for the romance options, which are there but aren't a major part of the game. When they couldn't unlock the romances they bounced off. Also some people really didn't like the period slang element.
One valid criticism is that people think the ending is too rushed. The endings are very dependent on how you played the game, so the ending can be more or less involved. For instance, there's a huge trial sequence the player can skip if they never get arrested. The game has way more breadth than some players realise, with wildly different outcomes depending on how you play. It's a game for people that like to be rewarded for roleplaying in different ways.
In the next game I'm working on, I'm learning from these criticisms and making fuller romance options and much more protracted end-games. There'll be less granularity in responses though as players just don't perceive it. In Thief Taker, most of the skill checks have around five different possible outcomes rather than just success or failure, and it was probably a wasted effort on my part.
If it's anything like Tranquility Quest, I'm sure it's quite entertaining!
Although I think the setting/theme of TQ was really something very special. Question: was Thief-Taker already an actual game when you did that LP of it?
TQ was made up but was based on the setting of a free game I released,
Calm. The Let's Play of Thief-Taker starter when the game was published.