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(+1)

Loving this game so far, thanks!  As I've been playing it, I came up with three suggestions for your review!:

1. It would be awesome if clothing items enhanced stats and added new Context moves in battle (both by the player and the opponent!); for example, the bondage arm bands could increase RES and ERO, but run a Context risk that the main characters hands could be bound for the remainder of the battle if the opponent used a grapple move, such as the Highway Man's bear hug.

As another example, the scarf could add the Context move of binding the opponent for ERO moves but could also be used as a soft strangle against the main character by the opponent.

2. It could make for unexpected interest during battles if the main character and opponents had chances to grab and turn  the other's own weapons against them for either more damage (hammer, crowbar, bat) or more stimulation (whip, flogger, dildo...!)

3. It would be great if you could add a setting to disable bad endings, since it's unfortunate that the main character can't experience everything in the game because some of the events lead to 'bad ends'; happily, I've yet to encounter a bad end that couldn't be navigated around believably (for those who really want to get into lots and lots of trouble), so here are five solves I thought up as examples (spoiler alert, btw - don't read further unless you've already played the game a long way):

- Meat infection bad end: rescued as a test subject (not too soon) by scientists pursuing the rumor of the abandoned base

- Plant girl bad end: after being obsessed with the plant girl for a while, random fairies tickle the main character, and the increased oxygen from laughing breaks down the drugged state from the spores long enough for the main character to get away

- Rescue mission    bad end: after main character is kept as a dog for a while, Fern's submissive contact could be coerced into freeing main character; afterwards, the main character could be strung up for public enjoyment upon approaching the guards (Fern would have to steal the key for the second(+) attempts)

- Mirror bad end: after being taken away by the reflections, end up in the basement of the manor and be tortured for the entertainment of the Mistress for a while before being tossed out by the servants at the entrance to the graveyard to restart the manor search sequence

- Milking Farm bad end: after being kept as a milking cow for a while, main character has to be beaten and coaxed more than the other cowgirls to produce satisfactorily, and when another cowgirl is captured, the main character is replaced and thrown out and can start the infiltration sequence all over again.

There are a bunch of other bad ends that can be solved similarly, but these give you an idea what I'm talking about...

Thanks again for the great game!

(+1)

Thanks! Glad to hear

1 stats on clothing leads to people wearing clothes that give the best stats and not what they actually want to wear, which I'd rather not

Sometimes, there might be differences depending on what clothes you wear, but probably won't be anything too major since leads to same situation as before, wearing what suits combat rather than what you want

2 same as above!

3 unfortunately can't, because it'll require me to account for multiple different situations where the player escaped from something that should be irreversible. It's just not viable. Some really interesting scenarios you've laid out there though XD

And you're welcome!

Thank you for the careful answer!  Yes, structuring stats to avoid item favoritism is quite a challenge: I'm glad you liked the scenarios!

Incidentally, I ran into a bug with the later wearables that locks the game up, and an issue with kneeling sequences: I'm using windows 10: hope this helps!