XaiJu
tritrium
tritrium

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Working on something...

The house is not finished yet, but its getting there.

I mentioned last month that i would talk a bit about this.
I'm currently working on a new game!
A game that will feel & play a bit like an RPGmaker game, but isnt really such a game.
It will feature fully animated characters (obviously), Vore ofc (altho only for enemies where it fits), lots of big strong monstergirls sucking you dry, etc...

You will be playing with multiple characters to clear dungeons in an ironman-mode dungeon crawler.  Dungeons that are filled with greedy monstergirls & loot ofc!
Characters that get sucked dry or eaten during the run are lost.
At the start doing a dungeon will be very very hard, its gonna take a few tries to clear one.

But thats the cool thing, its not exactly a game over when all your chars disappeared in the tummy of a big monstergirl or got their lifeforce sucked out of them by a hungry pussy.
Yes you lose that run, but you will be rewarded according to areas cleared, stuff you found, etc, etc..
Which allows you to actually build up your "game" and complete dungeons.
Not sure yet about how punishing we gonna make you losing a run, my initial thought is that it should be TOO punishing, since the goal is mainly that you can build up your game.
On the other hand i do think its required to have some kind of reaction having your chars eaten or sucked dry.

Now the big thing i have in regards to this is the following:
1) Being able to reform lost chars?
That problably takes away from the meaning of them getting eaten.
But if not possible (thus permavore), how will this impact the diffculity & will it become too grindy?
2) Hiring new characters.
This is something i think is required, but im not sure if this in itself will be enough as per aforementioned reasons.
3) Another alternative idea would be that only some monstergirls can permanently devour characters & gain an ability (up to 3 in total) from the eaten character.
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Part 2 of the game:
This is the other half of the game, where you will be a shopkeeper & build up the town.
(If any of you have played "moonlighter", thats more or less what i'm going for with this part)
I know many of you liked the garden in Raadd, this will be somewhat similar to that.
You will be building buildings, upgrading your house, crafting gear with a smith, a witch, potionmakers, etc...
Essentially you will start with a tiny town & build it up to a bigger town as you progress through the dungeon part of the game.
Materials & loot to improve your house & town, will ofc be collected in that part of the game.

i waited a long time posting this, because i spent a lot of time working this one out.
This isnt like raadd that was more or less build on the fly.
This is a thought out game and i dont plan to deviate from the core idea of it all & have issues like feature creep cripple the game.
The goal is to keep things as simple as possible & work within the rules we set & not introduce countless exceptions and so forth. (feature creep)

Aside from that ideas are certainly welcome and ill do my best to respond wether or not they fit in the ruleset we have. (Ill probably post that ruleset later on as a guide for any of you with ideas)
Its food for thought and if any of you have any good ideas for this, please do let me know.
I have the core mechanics & idea thought out & prepared.
But detail & idea wise, i hope you guys will participate.
This wont be a free game, altho you guys will ofc all get a copy & be able to play alpha's betas, test versions and whatnot.

As always, many thanks for all your support!
Cheers!

Working on something...

Comments

Well the amount of chars you can recruit are linked to how much cash & items you have at any given time. But you are limited to X amount per run you do. You're supposed to hire them and you can give them gear just like you can for yourself. There are ofc better characters available for hire as you progress and build/improve the town. There will be buildings you can build to attract better chars, as there will be chars randomly in dungeons you can rescue that will join your town and improve it as well. The key thing is that i wanna have a baseline progression going with each run, despite you getting gobbled up or sucked dry by hungry pussies :D For the player the question is: how far can he get each run? Eventually the player will have a good enough outfit to reach the boss & eventually beat her as well. What we wanna avoid is the punishmen for dropping out a run being too big so it becomes too grindy. Its a tricky balance i know, but i hope we can get it right during playtesting. As i said in the post, i kinda wanna get that feeling of getting dominated by a strong (female) enemy and translate it well into the game. But without it being overly punishing overall, because that would get more frustrating then anything else. The idea is that any vore/sex-scene doesnt make it a "game-over" situation. As in: your last char disappeared in the stomach of a big female enemy, but hey! you collected a whole bunch of materials & loot along the way that you can now use to rebuild your squad & improve your town. You will also gonna be doing resource runs & you will be able to leave the dungeon early to save chars/loot for this.

tritrium

I've thought about your idea and think the number of Chars you have or can recruit should be linked to the progress of your town. Whatever you do, don't let there be endless recruitable trash chars. This would defeat your vision of the game. I suggest their be a cast of thoughtout and useful chars, so it hurts if you lose someone. For Example: Magic User, Healer, and so on. The big question in the room is though: Are you planning on making a good game with porn/vore in it or is this just going to be porn with a game setting?

Xhotono

I like the permanent char idea. Altho i would be a little milder on equipment loss given how prominent that stuff will be. Maybe have a durability system in there to help with this, so you dont end up losing everything you made. That would be a bit too much of a step back on the global game :-)

tritrium

Rogue-like, that was the name i was looking for but couldnt remember when i was writing it xD Yes! A rogue-like game.

tritrium

oh my, a rogue -like with sex and vore? I love the Idea and will glady participate in sharing my oppinion.

Xhotono

The other idea is a main party with a set crew that all experience the same consequences as the main player in the above description

I got 2 thoughts on how you can run the death cycle. not sure if it fits in your parameters but maybe you will like it anyway. Both ideas run off of having the same core player. make 1 permanent character with multiple add on characters like mercenaries. when the player dies depending on which way he died punish them accordingly. for example there are 2 main types here i will refer to them as physical death(vore) and you can say lifeforce or energy deaths from the drains. if the character is vored then the player can lose all equipment but maintain skills/xp if thats a thing. if the player is drained then he can lose skill/xp and recover body from lets say a temple built in the town with equipment. the mercenaries are permanent losses.

I love this idea! Monster girl vore rouge dungeon crawler hype!

Nanakra


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