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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.