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Aaw of course! Yeah the rotation is a bit wonky, but I don’t really know how to improve it. Yeah the physics are there to just spice it up, didn’t try to go for realistic.

Aaw crap ahah, was kinda out of it when I released. Yeah, lock of hair, weird that you are the first to mention it ahah. English isn’t my mother tongue, bound to make some mistakes. Yeah haven’t looked into this at all after the release, no idea how to fix the font, might need to use a different one, shame, I really like this one.

Glad you like it so far! Yeah I had some ideas for the burning, but I was kinda burned out when making this, ended up pulling only the bare minimum.

Hmm yeah, not right away on board with the call thing, but some way to re-dress her would be great. Other outfits sound great though, some more art to make, but pretty simple code-wise.

Yeah, didn’t want it to take too long since the current gameplay is so monotonous, will rebalance when new items/characters are added. I think I kinda made a “desensitization” system already, it just doesn’t really show since you only have the one character. If I remember correctly, the characters sensitivity increases with time passing even in the shop.

Yeah, the plan was for upgrades for the kiln you burn the items in, making everything more potent, but got lazy and didn’t get it done for this release, but item for just the touch sounds great too.

Aaw yeah, we talked about the picture in picture focusing on bits and different views, but again got lazy and left it out. Face focus sounds great.

Glad you finally got to try it out! Thanks for the feedback!

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I get what you mean with the phone call, it does kinda... detract from the separation/anonymity angle that makes the voodoo hot. Maybe instead of that... you'd buy some sort of mini-mannequin that you could set up before each day with mini-clothes? Lore-wise, it'd be that putting specific clothes on that mini-mannequin would mentally influence her into wanting to pick that outfit, but only subtly, so it can't be something she wouldn't otherwise consider doing (or something along those lines, you get the idea), which would explain why you couldn't just strip everyone you meet right away. And it would explain why you still have to buy the clothes for them, and not just buy mini versions of the clothes for the mannequin.

I don't think it even needs to be said, but I'm definitely looking forward to the next update of this where you can get some of these features in. Not all of them, I wouldn't expect that right away.

Any ideas on who the next customer is going to be? And how you're going to unlock her? (or are all the customers just going to be randomly pulled-from for the intimate item pool?)

Ooh I like the mannequin, though I don’t think that’ll be a 3D object, making 3D clothes is a still a bit new to me. Maybe some kind of new window before the voodoo session where you can pick the clothes.

Yeah, just have a couple of projects in the works currently, dunno when I’ll get back to this. And probably focusing on a new character first.

Well I have some art of the dragon lady. And some really rough sketches of some other customers, though none of them really insipred me. So might end up designing a brand new one. I was thinking that while I add more characters, they’d be instantly available. Just a new personal item appearing in the menu. If I ever end up with a lot of characters, maybe some more thought out system would be in order.

Oh, yeah, making that a 3d object would definitely be overkill, especially since the characters the clothes are actually going to be on are 2d.

Making the characters be instantly available seems sensible, at least for the first few. Although I feel like there'd be more of a sense of progression if eventually there were "more difficult" customers that you'd unlock. Maybe via the special extra voodoo items like we were discussing before in the other game's comments. If all the characters were available right away, then you'd see each individual one pretty infrequently, so it would be harder to gauge your own progress, and once you had enough needles/touch power/whatever you do to make climaxes easier to get one of them to "max level" (getting them nude, seeing all the facial expressions, getting their clothes fully wet, whatever the metric might be so that there's nothing new to see after it's done), then you'd have enough to see that for all of them, and the game would essentially be over. Plus, any system you make would let you eventually add in the shop owner as the highest stage in the progression.

I had thought of two ways new people could show up after the initial first batch: either it's via getting new voodoo items that fit their personal tastes, like I said before. Theoretically, these people would have maybe visited the shop before and decided not to participate because a specific desire of theirs wasn't catered to by their current "stock". I feel like this is a good idea, considering that would naturally make it so that you didn't have to add a ton of variations for each customer for each new voodoo item you got. The second idea is a bit simpler: New customers just get recommended to the shop by a previous customer once they reach a specific level of satisfaction. Maybe a combination of both (for some customers), and if you fulfilled the recommendation requirement but not the correct type of voodoo equipment, the shopkeeper would give you a message like "there was a lady who came in today asking if we had ____ available in our services."

If you wanted, you could send me some of those customer sketches over discord, and I could tell you which I liked and that sort of thing. Might help you to feel more inspired about one of them, or I could suggest something entirely new. Plus I'm kinda curious about it too, lol.

But yeah, that's all for later once those other projects are done and you're working on this some more. I'm definitely going to be keeping an eye out for those when they come out.

Oh crap yeah, forgot about that. Like if you complete one character, the next one will be over super fast with all the upgrades. Might need to rethink the progression completely. I’m not sure if I like the idea that one customer is inherently harder, but might be the only way to balance it out.

Hmm tying the character to an item could work, maybe you don’t upgrade the kiln, but the item. That would somewhat reset the progression when switching to a new character. And I like the second idea too.

Sure, just heads up they are really rough ahah.

Yeah, one is Quest of The Holy Cage, been working on that on and off. Really need to finish that, people have been waiting for so long for a patch, but I keep getting distracted by new stuff ahah. The other is a sequel to Closest Inhabited Planet, got an itch to try a bigger 3D project so I’ve been messing around in Unreal. It’s a large project though, gonna work on it on and off, but got really into the 3D stuff so have been stuck on it for a while. Oh and started doing commissions, so kinda got my hands full at the moment.