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Additional Details – Avatar System & Long-Term Perks

Since you’ll probably read everything at once when you wake up, I wanted to add some more detailed clarification regarding what I meant earlier about the avatar system and long-term perks.

I didn’t go very deep into this part before, so this is a good opportunity to explain the idea more clearly.

Avatar Representation

What I had in mind for the avatar displayed on the right side would be a modular system based on a small number of base models rather than requiring completely new artwork.

For example, the avatar could rely on four base variants:

  1. Default male body (no body hair removal, short hair)
  2. Body with longer hair but without body hair removal 
  3. Body without long hair but with body hair removal
  4. Body with longer hair and fully shaved/laser-removed body hair

Items would keep their current statistics, but when equipped they would visually appear on the avatar model.

This would create a stronger role-play feeling by allowing players to immediately see their character’s evolution instead of imagining it.

Additional visual indicators could also appear directly on the avatar, for example:

  • a make-up icon,
  • a gold version of the icon when make-up was professionally done at the beauty salon,
  • a “dirty” status indicator showing when the character needs a shower.

The “dirty” state could even unlock specific scenes or interactions depending on circumstances.

It could also be interesting to visually display certain conditions directly on the avatar (for example semen or similar states), even on a simple 2D model. This alone would greatly increase immersion without necessarily requiring complex assets.

Since penis size already exists as three selectable sizes, having it visually reflected on the avatar would also reinforce consistency.

I understand this represents additional work, but I genuinely think this kind of persistent visual feedback would add significant value to player immersion.

Long-Term Perks & Clinic Progression

Regarding perks, here are some ideas expanding on what I mentioned previously.

A strong direction could be unlocking permanent upgrades through the clinic, giving resets meaningful long-term rewards:

  • Permanent Laser Hair Removal Once unlocked, body hair removal becomes permanent, removing the need to regularly return to the beauty salon.
  • Natural Hair Growth Perk Instead of relying on extensions that degrade over time, the character could naturally grow hair up to a maximum length. This would reduce maintenance visits while still allowing customization if desired.

Hair differences could optionally distinguish between extensions and natural hair, though this would be more of an extra feature depending on development priorities.

Nails & Maintenance Systems

Another idea would be adding permanent nail growth as a clinic perk.

This would differentiate between:

  • temporary nails from the beauty salon,
  • and permanent natural nails unlocked through perks.

Once unlocked, players could maintain or repaint them themselves through the make-up system instead of constantly returning to the salon.

The beauty salon would still remain useful, but permanent upgrades could simply increase maintenance duration, for example:

  • Hair maintenance changing from weekly → monthly,
  • Nails lasting weeks instead of only a few days.

Small Gameplay Adjustment

Applying make-up possibly shouldn’t consume significant energy.

Currently it feels slightly strange that such a basic preparation action costs as much energy as heavier activities.

Overall, these systems would:

  • reinforce immersion,
  • strengthen long-term progression,
  • give resets meaningful rewards,
  • and reduce repetitive maintenance without removing gameplay depth.