Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

2.The escape interaction alone has made the game much more enjoyable, so I’m looking forward to more gameplay mechanics being added. I hope these mechanics focus more on strategic choices, luck comparisons, or timing, rather than traditional fighting game-style skill inputs, which would lower the difficulty and enhance the overall experience. I believe the ideas below could inspire future developments. But I'm not sure if Mugen or Ikemen engines could support these ideas, as ② and ③ are mechanics I've only seen in other games. Even if possible, the coding might be quite complex. These are just brainstorming ideas to provide inspiration, not a recommendation for you—Mori to implement them. After all, your primary strength is as an artist, and without your incredible creations, even the best mechanics would lose their charm.

①Easier to implement:

Spend more than 1 energy bar to switch directly from BOT to TOP without needing to escape and counterattack first.

Consume a certain amount of energy to lock the BOT's escape function, forcing the current interaction to be completed.

② A "rock-paper-scissors" mechanic:

This idea was mentioned by another player in the comments. 

First, for the escape mechanic:

When BOT is being controlled, the first escape attempt could cost only 0.5 energy and trigger a "rock-paper-scissors"-style determination:

Win: BOT successfully escapes.

Tie: Escape is temporarily disabled, and BOT can try again after a short cooldown with another 0.5 energy.

Lose: Escape is disabled for a longer period, and the next escape attempt requires an additional 0.5 energy (which means next time it will cost 1 energy, and next-next time 1.5).

This determination process could include some erotic elements and unique voice based on the results to make it more engaging.

Then, for the currently underutilized ultimate moves (L), they could be transformed into high-risk, high-reward skills by incorporating the "rock-paper-scissors" mechanic:

After using an ultimate move, a determination occurs:

Win: The ultimate is fully successful, leaving the opponent defenseless and putting them into a special suppression state (the current animation works great). This suppression cannot be escaped, deals more damage, heals more HP, and automatically triggers MP.

Tie: The ultimate is partially blocked, resulting in the same animation but only with damage and healing bonuses. It can be escaped and does not trigger MP automatically.

Lose: The opponent counters the ultimate, escapes, and puts the user in a brief staggered state.

Adding this "rock-paper-scissors" mechanic could introduce more variability to battles, making them more thrilling and unpredictable.

③ A cursor-pushing mechanic:

This idea came to me because, while playing, I noticed that TOP has multiple options during suppression (changing frequency, positions, Assist, etc.), whereas BOT only has the option to escape when enough energy is available. This creates an imbalance in the gameplay experience. To address this, I thought of a cursor-pushing mechanic inspired by party games. Here's a preliminary concept:

Upon entering a suppression state, Round 1 begins, and a 9-section gauge bar appears. The cursor starts in the 5/9 section, and each section represents a different outcome:

0~1/9: BOT's acts greatly excite TOP, leading to high HP loss for BOT and an energy bonus for TOP.

1/9~2/9: BOT successfully escapes.

2/9~4/9: Proceed to the next round.

4/9~6/9: BOT is ejaculated, loses HP slightly, and TOP cannot use MP.

6/9~7/9: BOT is ejaculated, loses moderate HP, and TOP can use MP.

7/9~8/9: BOT is ejaculated, loses significant HP, and TOP can use MP.

8/9~9/9: BOT successfully drains TOP, absorbing HP and energy from TOP's ejaculation, and TOP cannot use MP.

Each round lasts 8 seconds, with four 2-second intervals for determinations. The rules for cursor movement are as follows:

TOP earns +0, +1, or +2 based on their frequency at the end of each interval (low, medium, high).

BOT presses J, K, or L, corresponding to strong resistance (-2), light resistance (-1), or flirt(+1).

The cursor moves according to the results, and the final cursor position at the end of 8 seconds determines the round's outcome. Skills that consume energy can also be used during the round and take precedence over cursor mechanic.

This mechanic would give BOT players more options and increase the chances for dramatic comebacks, making battles more exciting.


I've written so much because I genuinely love F'n L. It's unlike any other game I've played before. I hope you would push forward, Mori, and thank you for presenting such an amazing piece of work!

Heyyyyy mate,  those are some neat ideas! Thank you so much for taking the time to write all of them, and even oganize them!

I did have some of the stuff you suggested in mind, I'll try my best to add more mechanics bub, it will take a long while.

So, hopefully, for next year there might be new mechanics! Thanks again buddy, stay tuned for this end of year, there will be one last free update to close 2024!

(+1)

Hey! Really appreciate your reply. Can’t wait to see what’s next. I've already joined your Patreon to support your amazing work—absolutely love what you have been creating. Keep it up!

Thankies bud! It means a lot to me <333