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(+5)

Glad you're enjoying it! I’ve got plans to address most of your concerns already, so let me run through them...

    The Gym: Yeah, I think I went way too grindy there. I plan on adding a few other ways to passively level athletics, so I wanted to get the system in and see how it feels as a whole, rather than make the gym easy and have to nerf it later. I also need to make it more obvious how much training with Vega and using the protein shake helps.

    Relationship status: I've got that in my crosshairs. I'm looking to add a sort of quest/story status menu in the next patch where you can view the progress of the various storylines and get hints on how to advance them (or see if you're at the current end of content). To answer your question: most of the current storylines are triggered by chatting with characters, so those scenes happened because of your efforts!

    The Gloryhole: Right now, it's mostly for fun/flavor, but I made a point of keeping the stranger's identity unknown and the ending open so I can revisit it later. I really like the idea of it eventually being someone she knows, too!

    Getting drunk: Currently, regarding work, being drunk only affects stress levels (Sable ignores high stress and works anyway, and is generally less affected by stressful events). Drinking with patrons at the Wink increases the "flirtiness" of the shift and ups your chance of getting a tip. However, you're totally right that she should be less inhibited! That was an oversight on my part. Right after I post this, I'm going to update the function that determines how willing Sable is to do lewd things and add a modifier for drunkenness.

    Combat: This is still mostly in the planning phase, but I see it being tied to the main storyline and a few select locations. You aren't going to be fighting your way to the grocery store! It'll be an element you can seek out like most others. I'm going for a sandbox vibe where you don't have to do any one part of the game if you don't want to. I’m also hoping to include an auto-combat system so people who aren't interested in the nitty-gritty can just watch it play out.

    Choices: These are limited right now as most storylines are just beginning. I absolutely have plans for major branches in the storyline, but I'm just not far enough along for those impactful choices yet.

    Multiple romances: Honestly, I was planning for each relationship to have a "lock-in" point where you couldn't pursue others, but if multiple romances/harems are something people are interested in, I could certainly explore the idea!

    Clothing: Right now, it's pretty simple: each article of clothing has an "appeal" stat (some positive, some negative). Appeal is calculated based on what's showing; for example, wearing an appealing bra and then covering it with a hoodie removes the bra's appeal and applies the hoodie's negative stats. Currently, appeal only governs tip amounts at the Wink, but I'd like to expand that (and I realize now I should probably display the appeal stat in the UI!). I do have plans for exhibitionism content, though there's none currently. Otherwise a few of the current scenes have some minor variation based on outfit, but I'd like to keep that going and add more where I can.

    All said, thank you for the feedback! Hopefully, this answers your questions and the coming updates will address the rough edges!

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Thanks for the very detailed reply! Glad to hear you've got all these in mind already and really looking forward to how things progress.

On the gloryhole personally I like the idea of it being Elena not just because she's my fav so far (tall, pink hair, pony tail!) but also because she has a previous relationship with the Sable (or they at least knew eachother to some extent) so there's a little more impact to her realising it's sable on the other side of the wall. Perhaps even a little side story of when she first realises that and decides to keep going anyway, maybe even going specifically hoping sable would be there from her pov after it's revealed. Of course that's just my personal hope.

Speaking of, do you have any plans or would consider doing some alternate pov side events? Letting us get to know the other characters from a different side or how they feel about certain events.

As for getting drunk she should be less inhibited yeah but maybe sometimes if she's too drunk she might make bad choices without player input, doing things she might not even at high lewd levels normally. This would add a bit of risk/excitement to getting her too drunk. I'm not sure what consequences could be involved but it would make it so you have some reason to not just take every drink offered. Maybe she gets taken home by someone and doesn't get paid because she slipped out of work.

Keep up the good work!

(+2)

I do have plans for a story from Snaps point of view, that would kind of tell the same story from Sable and Snap's POV separately. I could see doing more characters if I like the way that one turns out. 

Automatically making some bad choices when too drunk could be fun too! I'll think about how I could implement that in the future.

When it comes to multiple romances, I would personally prefer the lock in option. It might be better to add options for both if the player wants to purse either a monogamous or poly relationship.

Also, will there be pregnancy content in the game? Like, one of the futas impregnating the MC?

(+1)

Yeah that's the way I lean too.

As far as pregnancy content, I've definitely considered it. Its way on the backburner though, until I feel like making a bunch of edits for all the outfits...

Wow, thank you for the detailing all of this!

I do like your proposed solutions for athletics and think they'll be plenty once it becomes another stat improving in the background and not the shiny new toy.  If I could be greedy I'd also appreciate it Vega herself got some love in more availability before too long.  As someone who did figure out the importance of the extra steps of shower, shake, & spotter, the point in the current system that I felt got frustrating was her sometimes disappearing when the hour rolled over during all the little time jumps involved in getting 100% ready before the workout.  More worryingly, it made me feel like spending time talking to this character who I did like was a risk not worth taking if it meant she might leave before getting a set or two in.  I think a small system quietly providing a little stability would go a long way in alleviating that particular feeling.  I don't know what would feel best and not break the current codebase out of static guaranteed hours 2 or 3 days a week (I hope that's not already a thing and I'm just unobservant/bad at scheduling my gym visits), some logic in the background preventing her from leaving if she and sable are in the forge and the protein shake or showered status effects are above some amount of time left, or something else entirely I couldn't think of.  I could also just get over myself and always fully level athletics before getting trying to get to know her, and the moments during the workouts and level-ups are great by the way, but I also want more people to properly appreciate the living bronze sculpture and sometimes plumber even after she becomes non-essential to timely gains.


I'm super torn on voicing support for relaxed/multiple romances.  As you mentioned, the story's only just begun.  There's a lot of time and potential developments to deepen and complicate relationships.  I already love what we've seen from Sable and the multitudes she contains.  I love that she can be almost paralyzed by what she has decided are her inadequacies and the legacy she has to live up to and yet not too worried about checking crabholes on the beach after being explicitly warned that the sea tends to eat people after dark.  I can absolutely believe that she and we will experience things that leave her ready to make a decision about who she wants to spend her life with.

More importantly, I think you should write what you want first and foremost.  Your writing is, in my opinion, far and away the best part of this project and adding material or working under constraints you're personally lukewarm on should be an extremely low priority.  Relationship dynamics are hard enough to get right with two people, staying on the pulpy fun side of group relationships seems herculean and hard to justify implementing for a cast not intended for it from the start.  I would hate for any reader who has or finds a favorite character to reach the end of her story and come away feeling like it was closer to part of a checklist or a prologue to a poly relationship they don't care for instead of the fairytale romance she deserved.

With all that said, there remains the primordial urge to see Sable doted on.  This raises a logistical issue that she has a forehead and two cheeks that all deserve to be kissed while she's told she's doing a great job but most love interests seem to only have one mouth to kiss with. (No spoilers about any eldritch monster romance options, please!)  It's not feasible and would almost certainly make for a worse story overall, but the irrational heart still yearns to see everyone get together in all their own unique wedding dresses for one big end card style event and I definitely haven't gone to bed thinking about any multi-party stories like Tavi and Nim working together to build a sybian.

(+1)

Wow, thank you so much for this thoughtful feedback! I'm glad someone else feels that primordial urge to take care of Sable! She's so cute!

Regarding Vega and the Gym: You are spot on. I realized that the current system actually punished players for engaging with the mechanics (showering, talking, drinking shakes) by eating up time and risking her going somewhere else. I've added a fix for this for the next version; basically, if you are currently in the gym, Vega won't leave when the hour rolls over (unless it's her hard leaving time (9PM)). That should provide the stability you mentioned so you don't feel like talking to her is a risk. Vega doesn't have guaranteed hours, like you noticed, but she is way more likely to be free in the early mornings and late evenings.  My intention was to simulate her being busy with multiple clients throughout the midday, making it harder to catch her for a chat or training session.  Though I think this is one of those cases where realism needs to yield to gameplay, It's just not fun when Vega is popping in and out randomly while you're trying to prepare. I never intended for players to feel punished for talking to Vega!

On the Romance/Writing: I really appreciate the vote of confidence in my writing. 'Write what you want' is definitely my north star here. I don't think I'd cram in canon group dynamics for characters that aren't suited for it. (though what Sable might dream about when she sleeps is fair game!). If/when there were any group dynamics I imagine they'd be written for characters that were suited for it.

Thank you for clarifying!  I do remember Vega's introduction mentioning the off-hours, and even if in the moment I wasn't sure if the pattern I was seeing was real, it did work in corralling me into a pleasant routine of evening sessions when combined with the natural closure of the other shops.  The fix you mentioned is definitely plenty for the single point of friction, thanks again for addressing it!