hah, that's really funny because someone else mentioned Wedding Witch at some point and I just now looked it up -- I have literally never seen this game! I'll have to play it. I guess I don't find it shocking that someone else would have a similar idea, but believe me when I say that this is a genuine coincidence. I have no incentive to lie here, so you really just have to trust me that there was no copying going on.
You're quite right that the characters basically play the same and that's mostly a relic of me wanting to release a bit more content without having done all of the necessary legwork to differentiate characters and make more gameplay. I've never made a NSFW game before and am learning to navigate the balancing act of "new visual content" v. "new gameplay content" that people are willing to tolerate. Tons of games have the exact same gameplay loop but just a continual grind to unlock more content (see any match-3 based game), so I wasn't sure how much things needed to vary.
I hear you on the 'different preferences' front, which is why I kinda wanted to make the upgrades optional: if someone doesn't like the FMG stuff, they can avoid that upgrade. I was considering playing with some way to get a benefit by "foregoing" any additional upgrades in a particular tree. I also constricted the upgrades to match the number of generated states, which I guess is also an unnecessary restriction: I could just give you 10 str upgrades but only have 5 visual states.
Overall, I know I have a lot more to do and I have a pretty long list of things I'd like to have done before I declare things "v1". I guess I biased toward "release early, unfinished to get feedback" rather than develop for a few more weeks/months, and I'm now paying the price with lots feedback on things I'm well aware are unfinished!
I appreciate your thoughts!
unlikelystory
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Height was something I considered and something I may add at some point, but the challenge with having these things being distinct dimensions is that even if I only added 4 height levels, I'd have to generate over 1,000 more images representing the character!
I may just end up making one particular character where that's how they express Vitality or Strength, or maybe have a wildcard attribute that gives more flexibility here without having to combine it against all other traits.
The reality of things is that it's incredibly hard to do things solo. If I didn't use AI for image generation this game likely wouldn't be made. It's a huge step up in complexity to work with someone else on things like art & asset creation.
I'm doing this for fun and have no desire to benefit from it monetarily. I've gone to moderate lengths to put enough work in both on the asset generation side and coding/gamplay side for this to not be complete slop, but if you want to apply that label indiscriminately then that's up to you.
