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The basis of the battle system shows merit for sure (even if it's currently in that functional-but-super-broken pre-alpha state) but I'm curious as to the bigger picture here. Love the idea - there aren't nearly enough games with femboy content that not only allow the player to -be- the femboy but focus on it - even on your patreon, though, I didn't get a good sense of what the outline is for the game as a whole.

Is there going to be a fleshed-out story to this or is it primarily planned as a roguelike with a barebones "get from here to there and have encounters along the way" sort of focus? Will there be a character creation system? Appearance/clothing customization? Dungeons and towns?

Since the release is in the style of those games that're centered on clicking around the cells of a map and repeating the same few encounters I'd like to know whether this is going to be the meat of it. One thing that bothered me was that, while I did enjoy playing around with the battle system and you're clearly having fun designing encounters to be as dynamic as possible, as of now it feels less like a femboy RPG and more a minor gimmick tacked on to a game that's about bedongled monster girls trying to rape the player into submission.

So what I'm wondering is what sort of vision you're driving towards - what, specifically, is going to make this a femboy RPG? Are we seeing a fairly accurate depiction of what the game's going to focus on (i.e. is this to be another one that's going for the Monster Girl Quest format)? If not then what else can we expect to see?

When it comes to player femboy content the primary avenues to catch the appeal are exploring the character first getting into it (the process of becoming a femboy, in other words) and/or the character playing around with it: teasing with their ambiguity, enjoying looking cute, flipping freely between 'girl' and 'boy' dynamics in different situations, with different people, and in their own thinking - that sort of thing. With what you've got there's some potential to sprinkle femboy flavoring over the sex aspect of the combat (right now it feels more emasculation focused which again presses those monster girl game over rape buttons rather than anything directly relating to femboys) but other than focusing the scenes themselves more on the main theme I do feel like there'll need to be more to the game, whether it's a story with persistent characters to banter between map crawls or a dress-up mechanic or whatever else to give you room to explore those avenues and hit on what's appealing about a RPG focused on the femboy theme.

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Yes, there's going to be a fleshed out story mode - when you select story mode, it will soon give you that introductory scene, introducing the MC, the setting, and the tone of the story. There will be character creation, still, with the ability to customize some aspects of your looks, some background info that ties into your starting resources, name, etc. Even in story mode, the game will play in that roguelite fashion, but with some dedicated, automatic encounters added that move the story along and ultimately end with some story conclusion - not necessarily the same one every time. To answer that point - most of these set encounters will take place in dungeons and towns/cities.

Strategically moving from encounter to encounter on the world map is going to be a large part of it - although you'll also have movement within large cities and dungeon-areas. On the other side of it, customizing your character with skills / stances / spells / perks and gained knowledge will be a big chunk of the "RPG" part - right after the actual role playing of selecting how your character responds to situations when they have a choice.

As for the core "femboyness" of the game - what's currently in is not totally representative - it's very skewed toward combat encounters, with no way to avoid them, and very few meaningful interactions in the way of flirting, or being cute, choosing to explore more feminine attire/mannerisms/fun times, or encountering the same character multiple times and building a relationship with them, or just the character inside their own head thinking about the situations they find themselves in and how to respond to them. There also aren't currently the various attributes and customizable options that will allow your character to become more femboy-like, or more sexy, or to (potentially) keep chaste and merely have femboy-like qualities.

tl;dr - it's not going to be all click combat click - that's definitely over-represented in the current build. There are a lot more RPG elements and femboy-y elements coming down the pike - it won't all be monster girls with dongs going into the MC's face and butthole.

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Those're definitely some encouraging thoughts. On the gameplay side one thing that has always irked me with strategy RPGs is how so few of them have towns and dungeons. Even when the story's engaging and the battling is fun and fresh between encounters running from one fight to the next without the sort of monotony-shattering breather that towns provide or the curious interest that dungeons hold can make them a trudge if you're not playing in short bursts.

I did like the challenge of navigating the maps - the she-wolves give a good indication of how you'll need to plan when, where, and if you'll take on a tough fight - and the stances do feel like they'll allow for some diverse builds once some balancing and progression is in place.

As we get to see more of your thoughts on the core femboy aspect of the game make it down "on the page", so to speak, I'd definitely consider supporting the game.