This month I've been doing some Fleshcult 2 prototyping. This prototype is a skeleton intended to check that the resources from the different minigames will integrate in the way I want. I hope you find super-early design exploration interesting, because this is not erotica yet.
How to play:
Unzip all of the zip's contents somewhere.
Double click on game.html and it should open in the web browser of your choice.
Thoughts:
I didn't get everything I wanted into this version. Only about half of the resource network does anything because it's missing invasion defenses, offensive raids, plots for agents to pursue, and transformations.
That said, I've learned some things already. Cash is already showing a tendency to silo into surface earning and surface spending.
I'm not sure the cash/mana distinction is pulling its weight. Splitting a resource into variants can direct the player to varied sources and therefore varied activities, so they're not playing the optimal farming thing over and over. But unifying a bunch of resources creates contention on what you might spend that unified resource on, which creates interesting dilemmas. So there's a happy medium, and 2 flavours of cash might be too many for this limited volume of stuff.