XaiJu
fleshcult
fleshcult

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Sex Club Prototype Released!

Here's the Patreon reward for October, the prototype of sex club concept. This could be a means of meeting new prospects in Fleshcult 2. I'm evaluating it to see if it's fun and sexy.

To play, open up the HTML file in the attachments in a web browser. I wouldn't recommend it on a mobile device. I haven't tested it there and I'm pretty sure it breaks on portrait displays.

Hope you enjoy it, let me know what you think!

P.S. In November I'm going to pause Patreon payments and skip the reward for the month. There's some stuff in my personal life I need some extra time to catch up with. But I'll see you all in December with some good stuff.

Sex Club Prototype Released!

Comments

Thanks! I'm definitely thinking in terms of the existing encounters becoming one minigame among many. If I removed them entirely I don't think it'd be a sequel any more

Fleshcult

when fleshed out a bit more I think it would make a great addition. I don't think it should completely replace the Visit mechanic though. Good work!

Guy Guitar

Loving it! What Artem suggested, to limit resources, maybe each room could have sth. like... call it "lust potential" of different value, all adding up to a shared pool... like energy consumption vs. generation?

Tobias Buckenmaier

It's a fair point that it's unclear. I was curious if it could work like Neko Atsume, where different cats show up for different toys and foods, but you're never told why. Then again, it's natural that cats are arbitrary and humans are supposed to have reasons. Internally, the pieces of equipment fulfill different kinks, and the characters each have a list of kinks and a probability of appearing if all their kinks are met. I guess I need to show more of that to the player. Constant probability allows for some players to get really unlucky, so maybe it'd be better to have a shuffled deck of characters? As for speeding through the progression and running out of things to do, I'm not too worried about that. If this were attached to a bigger game, that would slow down the turns and give you other things to spend money on. And if the basics work, I can pile in more characters and upgrades. And if the prototype had more stuff to play over a longer term, it'd be kinda cruel to put it in before implementing load/save! Synergies between different pieces of equipment are an interesting idea. That definitely would be worth exploring. After the break I'll go back to FC1 stuff, but I'll be continuing to think about these things.

Fleshcult

The challenge and mechanics are a bit unclear even after playing it. Like, what exactly attracts new customers? What should I build to get the last one? I rotated through all possible room and they still didn't come. Eventually, you get all rooms bought and money still flows and no more goals to achieve. If developing an idea like this, I'd suggest to limit resources a lot and don't expect the player to build/try everything. Instead, let them choose to what direction to specialize and each room should bring its own set of effects, that could be sinergetic with other rooms.

Artem


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