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You already wrote about character skills changing according to how much that character is bound or transformed. When I got it right this is based on the class a character gets from being bound. This is a nice idea and I‘m looking forward to see it in action. I‘m not fully sure how the class change mechanism works. Do characters get experience while fighting bound or does it just depend on how many items a character has equipped?

Perhaps there is a way to expand a bit on this idea. It should be very difficult to swing a sword while your arms are bound in an armbinder or kick while your legs are tied. So it would make sense, if certain skills would be replaced by a weaker version depending on the bondage items the character is wearing. For example the slash skill of a warrior could be replaced by a tackle skill. Once the character has sufficient experience being bound, she could then become a specific bondage class with better skills.

As an example the warrior class could become the ero tank class, with little offensive power but strong damage absorbing and preventing abilities.

This could be a skill set for this class:

Bump: Run into an enemy and deal little damage. Has a small change to unbalance the enemy. Physical: 2-3 damage; Physical: 000x||xx00; adds distraction 20% chance

Moan of courage: Moan loudly and buff your allies. Increases the damage of your allies. Targets all allies: xxxx||xxxx; adds strength (weaker version of the current buff)

Meat shield: Place yourself between the enemy and your team to protect them from attack. Target one ally and one enemy in the first position: 00xx||xxxx; Taunts one enemy, adds guarded to one ally, adds block to self

Masochism: The next time you receive damage, you are healed by twice the amount, but your lust also increases. Target self: 0xxx

Here are two links for example images as inspiration.

https://www.deviantart.com/uberis/art/The-TANK-924929622

https://www.deviantart.com/lurkx/art/Orchid-The-Witch-s-Assistant-Explained-950199915


Hopefully I found something you have not seen before, even though I think that is a bit unlikely.

The way it will work is that once an adventurer gets three cursed items of a specific set, her class changes. With the bondage items, the class changes to prisoner. Each class has its own weapon(s) and attacks, since the prisoner doesn't have her hands free, none of her attacks require her hands (in fact, none of her attacks exist yet, so I'll be taking your ideas into account for the moveset). Of course, she'll still get experience in that class using development goals which gives her better skills. And the idea of the class is also to be a tank as you mentioned.

Hopefully I found something you have not seen before, even though I think that is a bit unlikely.

It indeed unlikely, I'm a big fan of cursed equipment. The problem is that many of the images are hard to implement in a game without making it unplayable, buffing and tanking being the main exception.

Thank you for the explanation. Yes I agree combining bondage with fighting characters is quite tricky. However it fits nicely with all kind of magic, since this is purely fictional and you are free to create the rules for magic as you like. It is your choice if bondage makes magic harder, easier or doesn't effect it at all.

And one more suggestion, this time about a specific item the collar of captivity.

Collar of captivity (Type: Accessories Collar):

Uncommon; Durability: 20 (change to: 70); Damage –10% (change to: 5% chance to destroy a normal item or equip a new cursed item; if all slots have cursed items: transform into spiked collar of captivity); Uncurse: Reach level 3 of prisoner 

The collar looks like the most sturdy cursed item so far and should have an higher durability (if that has any effect?). The damage reduction effect does fit a collar particularly well. So my idea was, how about the collar being an item to accelerate the prisoner curse. That would also give the player an incentive to prioritizeremoving the collar. If removing cursed item before the curse is completed is a game mechanic at all. What do you think, would such an effect fit into the game?

Durability protects against item destruction by enemies. Enemies cannot equip an item before the current equipment part is destroyed (or the slot is empty). Of course, enemies also don't destroy equipment from their "region set", so the prisoner set for the Ratkin. So it would have the effect of making the item harder to destroy (and potentially replace) in other regions. But yeah, higher durability would make sense.

I like the concept of the item having a chance of destroying items, or equipping other ones. Although I'll need to do some testing whether it's balanced. It's certainly possible to implement. And damage reduction is always a safe, albeit boring, thing to put on cursed equipment.

Currently there's no mechanic for removing cursed equipment early, since the curse (in this case, reach level 3 of prisoner) applies immediately. But it might be a fun mechanic, where you have to hope the curse doesn't set in before you can uncurse the equipment at the guild.

Thank you for the answer. I think a way to escape cursed items would be really nice. Mostly because I like to see damsels to struggle in their restrains. It looks so cute and sexy.