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Sorry if I mist something, but like you said there was alot XD.

On the ghoul front and automatic resources. Currently the game is moving to 2 combat systems. First castle defense which is aimed to make the player not lose resources. Second an offense where you go out and raid. The main point of the raiding (as of writing, this might change) is to collect thralls. Thralls are basically the ghouls you describe. They are used to collect resources like wood and stone by sending them to for example the mines.

On the slave girls front. I took a lot of inspiration from Dungeon Lord and could be adding some type of mind break/catatonic  system for them. Currently they just do not gain stats after fucking them for some amount, which is not the best system - but it works for now.

And the skills are interesting, again can't say what I will add. I'm focused on combat at the moment so I'll loop back to this when I get around to 0.3.

On the oral thing, the obedience thresholds are very different at the moment. So a new girl would take a couple of nights to go from rape to consensual.

The idea of making affection the consent barrier and obedience be for jobs is quite a good one, because after the current changes affection basically became useless. And that is a nice way to get it back into the game.

Love training are neet as well. The AI could probably manage some of those like fingering and sex toys.

(3 edits)

I eluded to the below, but didn't flesh out the idea. I do think it would be cool to have quests to go find ritual recipies. You may have already been thinking along these lines, but spell acquisition could be a combination of finding a ritual recipe, then doing the blood sacrifice to get lvl 1, then find recipes to make the rituals more powerful to upgrade the spells.

This could give you a place to do more than just go on a raid, fight one combat, and return to castle by having quest lines to get different spells and upgrades for those spells or a simpler option might just be RNG spell page drops from normal combats.

Maybe both. A quest unlocks the initial recipe and RNG drops level ups. Another option could be a quest unlocks an initial spell that can be leveled to a cap, then another quest for the more powerful ritual raises the spell level cap.

From a design PoV, I'd think the initial quest would unlock a new zone to raid in and that zone would have the RNG drops rather than trying to make the RNG drops only start spawning after the quest is completed.

Quest line rout might be something like breaking into a temple and fighting a high priestess in charge of protecting an ancient scroll. Even if not a quest line, it could be a place to add in "boss" fights.

It is a very cool idea, but there are not really any systems in the game currently supporting it (like a questing system you speak of). So there would be a lot to add. But I'll keep it in mind for adding progression

xD I did say up front that the ideas build on each other and could turn into a huge system. If you find the input helpful as opposed to annoying, just let me know where you'd want to focus brainstorming and what direction you want to go with it.


Again, I'm don't know how to code. Based on what you currently have in the game, I'm guessing the simplest way to do this would be to lock raiding buttons until a criteria is met.

To follow the above example, you currently have the temple raiding area. If there's a way to lock that and only make that selection available if you have a harem girl with a certain level of purity stat or after sending her to train at temple X number of times or something similar.



The rest of this post is under the assumption that locking a raiding area behind a criteria is doable.



Obviously this can't be done until after you've added in traits and stats in V3, then training methods in a later version, but I suspect at least having your outline of the direction you want to go in place will help with design choices you make along the way when choosing traits and training options to put in whether you go this direction or focus more on castle building or both.

So rather than a specific quest, it's just meeting criteria to unlock a raiding area. It could just be a higher level area instead of a specific boss fight. Then to simplify the idea of capping spell power behind rituals. Maybe your spell power is capped based on which raiding areas are unlocked. Alternately a boss fight raiding area could be unlocked based on the girl stats and beating that boss could unlock the new raiding area.

Cannon could explain it with idea of finding the scroll in the temple, while mechanics would just unlock a higher spell power ceiling for each area unlocked.

it ties together with the other post about making stats more useful than just numbers big.

I do think capping spell power rather than letting it scale infinitely will add more of an element of challenge and strategy to your combat system.

As it is the strat is to just pick a spell and level it to the point of 1 hitting anything while ignoring the others. Caps could force you to use strategy like the lust spell vs some targets and the self healing vs some, then raw damage against others.

Then having higher level caps gated behind something provides a sense of progression and purpose. Happy to help you look at numbers to balance where to cap for each tier of raiding area.

The same thing could go for castle building finding blueprints or doing the same thing with automatic blueprints coming available upon unlocking a raiding zone.

So building on your current system, building recipes that require stone unlock when you unlock the temple, recipes that require wood might be the ones you start the game with as the 1st / free raiding area would probably be the woods.