Sorry. I keep getting baited back here every so often because the character on the cover is wearing a collar and chains XD
Bondage Queen
Recent community posts
Very nice! It actually was interesting to play a 'hard' H-game (even if the difficulty was due partially to jankiness). I think it would be cool if you put in a 'hard mode' at some point later on in development.
Great demo, though. I don't think I've ever seen that much earnest feedback given to an H-game.
Glad to hear you guys are working on mechanics! As for the difficulty, yes that is usually the hardest problem to solve in a bondage game (since snowballing into loss all the time isn't fun per se, but also if its too easy then the bondage doesn't feel legit). One idea that might help is to make things on the more challenging side, but also have some kind of mechanic or system where if the player loses, they get some kind of benefit to make it easier the next time. For example, perhaps on the second attempt, the enemy will spend a turn or two gloating (so the player effectively gets an extra turn or two). Just an anti-stonewall idea. Another version of this is in Magical Girl Luna, in which, after the player loses, Luna's mentor pops in and gives advice on how they can win ('The enemy does a strong restraining move after this thing, you can Defend to prevent it', etc.).
Hmm, interesting so far. Here's some constructive feedback if you don't mind:
I feel like the peril system leaves something to be desired. It's pretty easy to avoid getting bound as long as you keep up on healing, which isn't hard to do, especially against trash mobs.
Getting bound also doesn't feel very impactful or meaningful, because (A) getting 'halfway' bound doesn't adversely affect you very much. You can still attack and cast (imo is a bit immersion breaking) which makes the bondage feel cosmetic, and (B) even if fully bound, your ally can free you in 1 turn while also restoring a bunch of health, so it's not really a big deal.