XaiJu
Phen
Phen

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Paranormal Investigator; a text adventure.

Given my musing on writing a text game again, I dug through my files and found the link to this small game I wrote years ago. This was done in QUEST, which must be played through the website. If I make another attempt, I'll likely try it in Twine. Considering a transformation roguelike, now; will try to make a prototype one of these days, once I figure out what sort of combat makes sense to implement.

Paranormal Investigator; a text adventure.

Comments

In either case, the idea was that surviving longer means things get to become bigger. I suppose that's why if it's a roguelike it shouldn't be too difficult of one. I have some idea how to make an RPG battle system using percentiles, but not much experience with it.

PatreonSoda

That was sorta the idea I wanted to go for (though with a Resolve/Sanity stat before gameover instead of weight, necessarily, because I love crazy size too much to restrict it seriously). But, I got stuck at figuring out what sort of combat I'd need to make; something that's simple enough, because hyper transformation is the draw, not necessarily intricate strategy. I can make something simple in Twine along these lines without too much trouble. Battling weight could be cute, though.

Phen

I've made games for a while and I never had much motivation to make horny stuff, but I always thought a hyper transformation roguelike would be fun. I imagined something where the traps and monsters make parts of the player character bigger, so they have to boost their attributes to be able to carry all the weight. Game ends if you get too heavy to move.

PatreonSoda

Huh. The lewd writing was good, though obviously there wasn't too much THERE there. I liked the concept with the paintings. The sex toys were funny. The bathroom scene though, it's a fun idea but the way it's programmed, it's really annoying to go through multiple times, say if you look at it like 'hmm, can i break the mirror and give her the sex toys somehow', then you have to wait and wait for the whole thing to run through... boo. I have also been spending way too much time trying to fiure out the promised secret for a game that's however many years old lol

Twi

Puzzles is another idea, but the appeal of a roguelike is how modular it is; I wouldn't need to plan out a grand storyline, but focus on making smaller bits and pieces that combine into lots of transformation goodness. And if I do that, I think I have to have a way to resolve encounters.

Phen

This is a great idea! However instead of combat why not try puzzles? A neat story idea would be like that soma game but instead of running from enemies you try to not get transformed (or not πŸ˜‰) but if you get certain transformations then other puzzles get easier or harder? I am not sure how hard this would be to create but combat transformation games try to lean to hard on the combat or story and as a result the transformation aspect is pushed aside, I liked the first corruption of champions over the second one for this reason you don't really need a strong story just a solid one the depth needs to come from what you can do to your character not the world this is the key difference in soft vs hard story telling.

Redd


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