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!
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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!
This is such an amazing game Mori! I absolutely love the idea of using various "positions" for "attacks". It transforms the game from a typical violent fighting game into something more like a "non-violent erotic wrestling Match". This makes it much easier to immerse myself in the fantastic animations you've created. Also, I have to say, the way the sound effects and voice change based on the characters' state is brilliant—it really enhances the immersive experience. I've been playing it on and off for several days now, and I genuinely love it!
That said, I do have a few suggestions. I'm not sure how difficult they might be to implement, as I only have a basic understanding of Mugen's code.
1. Since the game doesn't require complex input techniques, I often choose to watch AI battles in Watch Mode. However, I noticed a few issues:
① In Watch Mode, characters often use MP multiple times after "ejaculating", continuing until their energy bar drops below 1. This leaves the AI unable to use escape skills as BOT then due to the lack of energy. This issue reduces the excitement of AI battles. As it looks weird to use up all your energy on MP and put yourself in a dilemma.
② When AI character has Assists or controls other who has Assists, it always switches BOT or TOP once if AI has enough energy. While switching roles is a great feature, it costs 2 energy bars only to switch and almost has no effect, which can disrupt the balance of AI battles.
Suggestions:
① Could you implement a code-level restriction that temporarily disables MP use after an attacker finishes one MP action? This would directly address Issue ①.
② Could you adjust the probability of AI using MP or switching Assist through Mugen's random number generator? This would allow AI to use these skills with a certain likelihood rather than every time. If feasible, you could also introduce a similar random probability for AI switching positions during battles, as the current AI seems to switch positions too infrequently.
③ Could MP and Assist switching be given unique reward or penalty mechanisms? Currently, these skills seem to only provide visual effects, whereas escape skills, which also consume energy, can significantly prevent HP loss and impact the match outcome. In AI battles, energy spent on MP or Assist switching feels less valuable compared to using it for escapes. Adding specific rewards or penalties for MP and Assist switching might make the matches more dynamic and exciting.