XaiJu
ParasiteInfection
ParasiteInfection

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Theorycrafting 2

Okay - Stealth Management Farming Survival, constrained by the limitations of Twine

The core game loop should look something like this:

- Take action
- Am I detected? Yes/No
- Detection leads to negative consequence against Farming or Survival

I can add in random number generators for the % to fail for an action, which will get modified by improving parasites or changing behavior. This should lead to that savory snowball effect in farming games.

So... I need to design a detection conflict.

And of course through all of this sex has to be a centerpiece. Both positive and negative consequences should include sex, because why not.

Lightbulb - two types of detection. Detection of the parasites vs. detection of the main character being the source for the parasites. Detection of just the parasite means the target character cleans themselves but does not come after the main character. The main character can set traps to distance themselves from the consequences of detection. By doing in-person infestation, they can raise the % success rate for infestation but a failure leads to personal detection. Oh yeah... that's good. That's a good idea.

I can base the core mechanics off of X-COM I think, listing % success for various actions, even though it's in Twine. Okay I think I'm getting somewhere here.

Comments

Yeah, this game is fun but I primarily read for the story, so try to keep it not ludicrously clicky/grindy please!

Xari

I'm doing a major rework of part 2 now, a lot of the things you mentioned are going to be overhauled. I'm testing some stuff out in a couple rooms, basically have to completely redo most of the infection/infestation system thats in place right now.

Anon Smith

Played through the existing content (it's been quite a while). Um...are there two Joans? One that you meet (spoiler) through the strip club, and the other you meet through the mall? Also, if you click "not yet" at the mall, it repeats the same scene if you come back later. As far as farming goes, I've noticed that despite some improvements in navigation, the game is still a click-fest when it comes to harvesting parasites. One possible way around that is, once a household member is fully infested, they can start bringing you any parasites they birth/hatch. Maybe you can also visit them and leave instructions like "incubate any eggs you produce" or "give your eggs to me". That way parasites become less of a drag later on in chapter 2. Another thing I noticed. The Lez girl only shows up once a week at school. Since you're following a plotline with her, maybe bump that to twice a week instead? One more minor bug. After you've infested the strip club management, it still shows as uninfested when you visit again. Another thought. Once you infest your brain, the werm tells you to "go to the mall immediately." How about either 1) having the werm suggest multiple ideas, depending on how far you've progressed with the secondary content in chapter 2, or 2) allow you to "consult" the werm for one or more hints on what to do next?

Mouseguru

if you want to get real fancy it would be neat to set up fully infested pawns, or even infested areas that will just infest people on their own and if they get caught (and/or the area gets discovered), who cares. they think they have completely cleansed the threat and your out scot free.

KazzKazz

This is great, I think you're onto something.

lollerskates


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