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I dig the black on white. Reminds me of some earlier DOS games like Ultima, or I guess for a more contemporary example Undertale. I think that could be a thing you could try to go for here, a black and white super early computer game art style. Use the detailed sprite as an opener and go into full  retro land. It will also make the job of making sprite variations a lot easier. The moments when she changes her pose are nice, but they're quite rare, less work per pose means lots more poses.

I liked the action writing and how using the same command twice produced different results. You could probably hide a command buttons when all the text variations for it are exhausted. I would like to see more branching paths as far as the interactivity is concerned, maybe even some character stats that change based on what you do.

I think there's a good bit of potential here, keep working on it!

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Oh you got the art reference exactly!! I definitely think the art should be expanded on, and am looking for a pixel artist I could commission. So you thing going full old school with simpler but more diverse poses would be good?

And I agree, that would be a nice trick to hide the button once it's used up, I'm so glad you noticed the extra dialogue, I left it as a little easter egg for people willing to look!

I'm definitely nervous about branching paths with the risk of branching too much, but I agree more interactivity and stats would be amazing!! I think I should definitely double down on the old rpg aesthetic... thank you! If you ever have any further feedback or ideas definitely let me know! I would love to expand this idea!

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The branching paths can be linked to stats, so you don't have to make a whole new set of dialogue for each possible situation. RPG maker is already pretty good about this if you make the buttons into map character elements. Map characters with multiple variables  always go the highest possible state, so you can add "action chains" per each button.

For example:

  • "ass grab" is an action that requires dominance and adds arousal, it changes to "ass smack" when dominance is higher.
  • "fondle" is an action that requires arousal and adds dominance, it changes to "squeeze" when arousal is higher.

The two actions would change each other's states without needing any complex branches. As you add more options and more stats, the complexity of the branching story path builds itself for you. It might be fun for players to experiment with what options each sequence of actions give them, and you won't have to plan any sorts of elaborate flowcharts to keep track of every possible thing that can happen.

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That sounds awesome thanks!