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Deleted 141 days ago
Deleted 209 days ago
Deleted 141 days ago
(+1)

The problem is that getting bound is not part of the gameplay loop, it is a threat that ends it. So we have a game centered around bondage but the gameplay itself is about doing all you can to avoid bondage. Even just a little can snowball out of control real fast. Got your ankles tied? Whoops, now you can't dodge the 5+ bondage spells that are about to hit you. But at the same time, avoiding getting bound at all as your character becomes more and more powerful becomes trivially easy. And what do we have at that point? A bondage game without bondage. Playing whack-a-mole with NPCs that you defeat in 1-3 hits and they are powerless to to anything against you, because the alternative would be to risk a game over, and there is hardly any inbetween. If this was a 3d game with much more immersive bondage simulation, I'd understand the appeal of getting stuck indefinitely, but it's not.

Deleted 209 days ago
Deleted 141 days ago
Deleted 209 days ago
Deleted 141 days ago
Deleted 209 days ago
Deleted 141 days ago
Deleted 141 days ago
Deleted 141 days ago
(+1)

My issue is not that bondage in the game is disempowering or that it makes me unable to fight. I was not the one who brought up bound fighter builds. My issue is that once you are full bound and captured, it's gg.  Getting bound and captured should be something the player would try to avoid, but IMHO it should not be the end of the world (the game). That's why I said that there should be a way the player could earn their freedom back. Integrate being captive into the gameplay, rather than having it as an interactive game over screen. You have other preferences, and I respect that, but let's agree to disagree.

Deleted 141 days ago
Deleted 141 days ago
Deleted 141 days ago
Deleted 209 days ago