Okay, the pictured scene has got me intrigued XD
Bondage Queen
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For me it's between Geminis and Sai, partly because I love glasses and the whole 'smart girl / tech girl' trope. It also doesn't hurt that Sai had the most character depth.
But actually it's clearly Geminis because she's not just super hot but oof that stuck up prideful attitude is soooo my thing. I think Geminis made me more gay than I already was lmao...
Also, while it's understandable people have complained about Geminis not getting enough 'action,' for me it's perfectly fine because she got restrained more than anyone else and that's more than enough for me! The alien parasite thing pinning her hands behind her while sucking her boob is hotter than any scene imo!
The only thing I don't like about the girls is that none of them really seem to get embarrassed even when half naked or in very compromising circumstances. I feel like they should at least try to cover their chests when talking to each other, lol.
Have the city get worse and worse is a cool idea, though it would be better to base it on 'events' (i.e. doing a quest or similar type of progress quietly increases the distress stage) rather than with a running timer as you mentioned. A running timer punishes players who like to take it slow and enjoy the game and, vice versa, will cause cause players who are just rushing the main story to miss out on most of this interesting dynamic (because they'll be done so quickly). Also, imagine leaving the game idling while you go out for a couple hours.. lmao. Most of this also applies to step counters or any other kind of 'efficiency tracking' method. Making it event based also lets you make it so that (if you want) the player can't possibly complete all the quests available unless they are willing to stay in hell city lol.
Also, I request public bondage events!
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.