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sashv94

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A member registered Dec 04, 2022

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Looks exciting! Cant wait to play it :)

In case the game includes a gallery system like the previous CCTV then I humbly ask that you space the arrow buttons further apart from each otjer and/or give a counter (e.g. 1/N) so that the player can have feedback that the UI received the input.

As a very final request  - release on Thursday? :)

(2 edits)

Some ideas:

Slower burn. The models in the screenshot and Jack the brat are nice but rushing to nude/explicit stuff kills the tension. And, imho, you want to build tension between your characters because that keeps the player engaged and wanting to get to the next thing. So far I have seen a couple of ways other games achieve this. To put it briefly, avoid revealing stuff too fast and avoid making your main interest characters too "porno" in the early game. For example, I find most of retsy's games do both of these really well - early naked scenes are blurred or from angles which keep things sexy and hot without gluttonizing on the graces of our main interest, and characters typically do not wear porny or skinny clothes (like they do e.g. in milftoon games).

So - peeking, touching (with progression hand, leg, butt, side tit, etc.), kissing (cheek, lips, tongue) and of course backlash for when things are taken too far for example touching breasts or trying to kiss on mouth then Jane's reaction should be reserved as in "that is not right" and if repeated "what the hell are you doing? / go to your room!".

With clothes you could also try a progression system. Baggier and less revealing clothes depending on characters stats, and progressing to sexier stuff if the character gains more confidence during the game.

Story arcs. What causes Dan and Michael to grow an interest toward Jane? Perhaps they are part of a "bodycount" club at school and want to go for the ultimate prize, or perhaps the recent divorce has stirred up some unhealthy competition between the guys in the sense of "who does mommy love the most?", or perhaps the competition has been going on for sometime and played a part in why Jane got divorced. Or perhaps one of the guys is a good kid who tries to save the family unit, while the other has some darker goals.

Or perhaps the dad characters is not yet totally out of the picture and Jane is trying to work it out but Dan/Michael has different oppinions.

Give the player more control on how sex scenes progress and especially where to finish - inside, tits, back, face, mouth, etc.

Don't forget the male sounds. When conquering the ultimate prize there needs to be grunts of victory, especially so during the climax :)

Limit the amount of characters. Jane, 3 kids, (maybe a dad / some other antagonist) + a couple of supporting characters. That is already 4/5 main characters and 2/3 supporting characters. And each new character means new content. Imo, few deep characters with plenty of content per character is always better than plenty of shallow characters and little content per character. 

Bonne chance with the game!

Hi Retsym,

One additional thing I think would be nice to include in the next game is the POV mode that you had for POVMan in Atomiquest, however, POV would be from Daniels point of view, and this would of course affect the POV camera angle.


As a second thing, I had an idea to pitch to you to put into that large bag of already nice ideas: a slice of life in a school dance / prom setting similar to HouseWife in that the game would have two parts but with a more story driven approach of The Goodtown Mystery. The first part of the game would be the days leading to the dance and the second part of the game would be e.g. the day before, the day of and the day after the dance. In the first part the objective would be to make a plan, get the interest to go to the dance, and do preparation stuff (eg. hotel bookings etc.) and in the second part the player executes / observes the outcome.


Replayability could be introduced by persisting some "stimulations" or "knowledge" between the plays which unlock new approaches or even new characters. So for example, perhaps in the second part of the first playthrough the player observes that some character is lonely or jealous of players attention to someone else. This would then unlock new interactions with that character during the subsequent playthroughs.

k, thats my 2-cents : )

Ta!

First of all, I have to say that the renders and the characters are looking good. I also like vacation as a setting because it allows for a set period of game time and a plausible setting for passing time.


Characters

When people go onto a holiday they tend to bring a lot of clothing. Day-time clothes in a warm climate would tend to be more loose and ordinary while for night time activities the characters could put on something with more bling and show more cleavage (but not too much) especially when attending dinner or going to a night club.

As for the number of characters, I would much rather have a story, build up, interactions and content for a just a couple of characters than shallow content for many characters. Some supporting characters can help sell the main story better and make endings feels more "real" e.g. in this game one such character could be the father figure or a rival who can cause an early game over scene such as: After failing to woo Karen, the game skips to the end of the vacation and screen follow with text: "Family <surname> had a wonderful vacation. Karen found the spark with <father> once more. Blair had a summer romance. And Daniel... well he had fun too" with Daniel all grumpy and kicking rocks. A father-figure rival actually would not need to be physically in the game but could be present in the character's discussions. For example, perhaps Karen confides in Daniel and talk about her marriage.

Build up and mini-games

I find that build up is one of the hardest things to get right in these kinds of games. Usually devs just jump to the spicy content after some lukewarm dialogue. I would like to see the level of intimacy between the characters increase slowly. For this, mini games like the dancing mini-game is a great idea! Other activities like that where the character can slowly but surely explore new territory will help sell the progression better.

Which brings us to the important point that development of the relationship between Daniel and Karen should not be a linear grind. For example, suppose there is a domination path for Daniel where he tries to swoo Karen. So Daniel will try to make advances but Karen should realize that what is happening is inappropriate and wrong, and set him straight in a very strict manner. For example, too eager touching would be met with annoyance and scolding, and a first attempt at a kiss on the dance floor will cause her to pull back in "what in the earth are you doing?" manner. It should be up to the player to get past these obstacles, and even if you did everything right, the story should be done so that there are always some ups and downs.

Game and scene endings

Speaking of endings. I would much appreciate more contentful endings with more control on how content ends. Regarding the game endings, ideally there would be both bad endings (like the one above) and good endings. And the endings could be more than just summarizations of how you did during the game. As an example, the ending of the Housewife game could have been a playable epilogue from the kids perspective. The family would be back home again, the playable character is the kid, it would be night time and he is in his bed, credits and scores roll on the side of the screen but the player can choose to click on the bed to go to sleep OR (if you did well enough) click on the door and wonder into the mom's bedroom and "drive" home the victory.

With scene endings I would like to be able to choose where to finish (face, mouth, tits, ass, etc.) especially so if the route the character is on is the domination route.

Phew, sorry for the long write. :) Super excited to see Sunkissed when it is out - it is looking great!