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Okay, thanks for the clarification.

There are still many subtle bugs in the game, so sometimes I can’t even tell whether a behavior is an intended design or an actual issue. I’ll continue digging into the system to thoroughly review the underlying logic.

About your suggestions
I agree that shorter games often lack the space to tell a meaningful story or provide the kind of immersive experience that longer games can deliver. Extending gameplay and fleshing out world-building definitely adds to a game’s longevity—and that's something I'm mindful of.

I’m aiming to build a dating sim, not an errand simulator.
While I’d love to explore all the possibilities and grow the game into a golden indie title, I have to stay pragmatic as a solo developer. Scope control is key. There are too many examples of devs burning out—starting with passion, only to end up trapped in a project that grew too large to handle.
The same fire that sparks creativity can also burn you alive if you’re not careful.

Before this project, I had several that didn’t make it. Each one failed for different reasons, but they all shared a common root: overambitious blueprints. Some were just misdirected efforts, but others became valuable lessons I’ve carried into this project.

Your suggestions are great, and I appreciate them.
But complexity adds up quickly—having five different races, seven distinct MCs, and deeply varied NPC personalities is a large undertaking, and each new layer increases the development overhead significantly.

NPC personality and appearance randomization is in the plan—but it's lower priority for now, behind core systems and foundational work.

As for kink expansion: it’s a tricky area. It’s definitely fun, but diving into every possible kink would turn development into a bottomless pit. So I plan to add one new kink (or expand an existing one) every few updates, guided by community feedback and majority interest.

Still, good suggestions are good suggestions.
I’ll bring some of the ideas to a community poll when the time comes, and I’ll keep your tips in mind—especially when it comes to keeping the project fresh and avoiding design staleness.

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I just got home from get off work...

I've made some games before, but they weren't about quirks. They were about "cultivating female super soldiers." They also used innate abilities to influence acquired abilities combined with fixed class traits. Now I know which quirks are easy to create using the engine:

Values and switches are the easiest to create. Special items increase or decrease a specific value, such as physique, chest size, muscle strength, and lactation. Similarly, specific events can be used to change hairstyles.

Implants are like manually adjusting a specific value. They can be increased or decreased using specific items (such as silicone, hydrogel, and saline). This value can be built into a branch of the "Cum Inflation" value. Because there's no leakage or fertilized eggs, it's relatively easy to create.

Regarding Quirk conversations, you can actually set a maximum number of unique quirks.

For example, for races: wolf, fox, human, shark, and dragon, each race will have a specific dialogue, exclusive to that race.

Exclusive: Each character can only obtain one specific Quirk, and Quirks don't stack with conversations from other Quirks. This prevents a lot of plot confusion. For example, if someone likes expansion, there won't be a pregnancy preference, or someone likes a large figure, but not a petite one. Only one of each type will be drawn.

The maximum number of dialogue options is limited. Generally, four is the maximum, and three is sufficient for races.

Personality: Personality is essentially just an additional set of conversation types, directly related to specific Quirks and other specializations. This allows for specific lines and interaction types, reducing workload. Generally, a maximum of four personality types per type is sufficient (Strong Office Lady, Introverted and Well-behaved, Virtuous Mother, Tomboy).

Other more complex and complex aspects that increase workload:

Environment:

Because different NPCs live in different social circles and have different dates (in my game, training and surgery), I had to create environments that fit the NPC's life experiences. This gradually evolved into a small community... Each map had to create a ton of events related to the NPCs. Oh... my.

In the end, I had to switch to a phone and command system to invite specific NPCs to labs, departments, and even my own home, significantly reducing the amount of extraneous scene creation. I only preserved a few environments that normal people would perceive and a few more unique locations. In total, we've reduced the number of locations from over 40 to 18.

Character Accumulation:

In the later stages of the game, a "working contact list" will inevitably take shape. Excessive characters will lead to the "heavy workload" you and I discussed before, so I ultimately implemented a cap. The number of subjects undergoing experiments at any one time cannot exceed a certain limit. If you're designing random NPCs, it's also best to have a cap system. Generally speaking, the optimal number of personalities x the number of types is optimal, ensuring two people of each race. (Not counting fixed NPCs.)

Character Animation and Interaction System:

This is also quite demanding. Besides the basic physical abilities (my game includes interactive animations for nine activities like treadmills, weightlifting, shooting, etc.), along with specialized animations and interactions (even wall-breaking and vehicle-throwing in the later stages), there's a lot of work to be done. You can probably tell that the game only has three sex moves right now... but there's going to be more in the future. There's going to be dating, chatting with NPCs, eating, playing games, watching movies, dancing... there's probably going to be a lot of that later on. Doing this was one of the things that ultimately got me down.

Come on, Let the flames devour you, and don't let your passion die.