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(+1)

Thanks for playing! I'm glad to hear you enjoyed my game and the "personality test" idea.

...And let me share some of my thoughts...

  • I made as many endings as I reasonably can. That's why some conditions are very specific, like the one you just mentioned. Now I'm not sure how well this game does a personality test.
  • I'm very happy to see someone mention about the gameplay. I believe a good gameplay is a requirement, not just a bonus, for a good fetish game, because:
    • With many fetish scenes in a game, there probably be some scenes a player doesn't like, so it has to provide something more broadly accepted: the gameplay commonly seen, even in non-fetish games.
    • Game-balance is also important; too difficult and players would be exhausted before reaching fetish scenes, too easy and a game would become tasteless.
  • The ending scenes are made short by design, because:
    • The event right before the final boss is supposed to be a plot twist, and I wanted the game to end soon after it.
    • I expected a player to do multiple runs, so I kept each playthrough short (the ending included).
    • It would take more coding to let the TF'd protagonist freely explore the new home. It also seemed awkward to me in many endings - some monsters have to be standing on a spot and waiting for challengers, for example.
  • I must admit my games have too few "TF with personality intact" scenes, especially in endings. Every TF ending/game-over of this game and Untitled (my previous work) has the player character brainwashed, unable to resist a monster's instinct, stuck in an inanimate form, or biologically dead. Maybe I should explore more possibilities if I make another game.