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Yeah, good catch! The third view will indeed focus on her legs and go all the way down to her feet.

To be honest, I'm not too keen on lewd scenes in the next game. I think you're totally right, that it's wise think about what lewd framework a developer wants to commit to, and then make sure it is compatible with whatever setting and mechanic they want to implement. That being said, I think making scenes turned out to be not very exciting for me. I really like game mechanics with randomness, and I really like paper dolls. I also really want erotica to have some kind of home in my games. But, I'm thinking about a new, slightly different balance.

Here's a couple of ideas I'm quite keen on:

1) The story focuses on 2 adventurers, a man and woman, who plunder dungeons. The focus of the game is finding loot and diversity in equipment and skills. But between dungeons, there could be short, sweet, romantic scenes between the two. So, there is an intimate relationship growing between the two, but the scope of erotica stays pretty small. Of course, there will also be erotica in the random sexy outfits the woman wears, including bikini armors.

2) The story focuses on a woman who salvages random loot, and then maybe she can somehow process that loot. Like you say, it could actually work in Fantasy or Sci-fi. I would get rid of the debt, morale, and the relationship levels (mostly). Instead, what I might do is give the player 100 days or 52 weeks for a playthrough, and then tally up some kind of score. The lewd events will be fewer but more focused and optional. Between each mission, she could go to an adult club, where she can let loose, drink, flirt and do naughty things. At the beginning, her options are limited, but as she does certain options, more options eventually unlock. I imagine her outfit changes over time, she can get tattoos and piercings, she might become more intimate with strangers, or she might start strip dancing. There's no bonus or penalty. It's just something to look forward to between jobs (for both the player and the character). The player will always be at the helm of which direction this progression goes. In fact, this time around, I think the player can choose what outfit to wear each day. But, the outfit parts have to be unlocked first, maybe using "boldness points" that the main character gains by doing activities in the adult club. Or, something like that. Hopefully this comes off as a smaller, more focused scope, but still a fun design. But like you say, the expectations would be pretty different.

What do you think?

(+1)

So the romance/erotic scenes are more a reward for completing missions? That's completely ok, many commercial games go this way.

1) Sounds like a good concept. The "hunters and collectors" principle is always fun. You can also make a connection between the dungeons and the romance scenes. For example, you do not only find better gear, but also clothing / toys /... that can be used or even trigger the romance scenes.

2) Does not sound that exciting for me. Might work, but it could feel like you are playing two different games that have no real connection to each other. The goal is survive game 1 long enough to see the good stuff in game 2.

Those are all good points, thanks!