Happy chewsday bruvs, innit. Today I have for you an upd8 that includes yet another new item removal minigame, a set of items that uses it, and a new enemy that dispenses those items.
New balancing minigame: There's a set of scales with weight constantly being added to one side. Add weight to the other side to keep it balanced for a few seconds!
More margin for error when the item is easy to remove
Is used to remove money items
Included is the sketch I used to originally conceptualise this minigame. A few ideas have been scrapped so it's not entirely accurate any more but I figure a bit of behind-the-scenes is still interesting
New enemy: Capitalist
Has 1/40 chance to spawn alongside money piles in rooms or from lootboxes
Does not aggress until you pick up money
Speed increases the richer you are
Binds the player with money items
New money items:
Coin eyes: coins covering the eyes that blind
Moneygag: It's a moneybag gag
Golden handcuffs: This game has no colour so they look grey
Cash straps: Forcibly keeping the player's legs together
Banknote bra: Holds the cult's money - you're not allowed to spend it
Esc button now exits from save selection menu
Coin SFX improved
Game more reliably saves what floor you're on
Enemies no longer play walking animation when attempting to move with 0 speed
Fixed a performance issue when spawning many items via debug
2025-05-20 07:38:10 +0000 UTC
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Good sunrise everyone, today I again have for you an update that adds a new item removal minigame, one in which Eliza breaks free of chain items using a screwdriver. Also included are more tweaks and improvements to recently added features. Here's the list:
Added new item removal minigame for chain items
Must position a screwdriver at the weak point of a chain link to break it. Number of links increases or decreases based on difficulty
There's an overall time limit to break every link, though you are granted a little extra time with each link broken
Applying any binding to a slave yields a little money
Fast tape enemies now have very short vision range
Slave binding menu rotates such that navigating with left/right makes more sense
Slaves have the same walking animation as everything else now
Fixed recruiter not following player betwixt rooms
Fixed recruiter targeting other slaves
Fixed slaves picking up consumables. Silly slaves, those vials belong to Eliza!
Fixed lootbox drops sometimes spawning inside walls
I hope you enjoy your new screwdriver o( ̄▽ ̄)ブ
2025-05-13 05:03:53 +0000 UTC
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Good morvening everyone, today I have an update for you that primarily includes a new item removal minigame, and a library of tweaks. Behold:
Added new item removal minigame for latex items, in which you must use timing abilities to stop the wheel in the right place
Cognitor ending is easier, now requires 80 rather than 100 credit
Robo claw is less likely to remove archetype items - maid, cognitor, etc. Will prioritise other items if available
Lootboxes, when they randomly decide to remove an item, select with the same priorities as the robo claw - preferring to remove more severe bondage items and avoid beneficial or archetype items
Props built at home should be less likely to erroneously appear in the dungeon
Random props - slaves, detritus, etc - less likely to spawn inside of walls
Fixed long skirt erroneously appearing behind some items
Fixed crash that occurred when twice entering a room in which a slave spawned
Fixed being able to remove a locked item by wearing a different item in the same slot
Thank you for enjoying my game, and thanks to all who gave feedback that lead to these improvements!
2025-05-06 15:48:33 +0000 UTC
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I hear many opinions about this so it's time to get some hard numbers: What do you think of how hard it is to remove items in The Bondage of Eliza?
2025-04-28 15:38:41 +0000 UTC
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Today's bad news is that there will be no TBOE Tuesday Upd8 this week
Today's good news is that instead there is a Monday Upd8 today
Previously on TBOE: there were added tubes that are occasionally scattered throughout the dungeon. And you gained the ability to bind other slaves, which would give you cult credit.
Now, when you have 100 cult credit and all cognitor garb equipped at the start of a floor, the cognitor tubes will be open and you will be able to enter them for the new ending
Speaking of ending, the television at home can now be watched. By which I mean you can review any earned endings through it
Speaking of watching, cameras now occasionally pop up to watch you
If you have met all the requirements to enter the stables before you enter the pony track, you will now be sent to the stables immediately upon upon telling the jockey you want to do pony stuff
When slaves reached the ladder, you used to be sent to the next floor. That's no longer true
Fixed problem where the control panel would mistakenly show a button to enter the cognitor track
Some UX improvements
We at Daent Towers profusely apologise for the early release and swear on our ancestors' tombs that we will do our best to release builds on time from now on
2025-04-28 15:35:25 +0000 UTC
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Good morning everyone, it has been brought to my attention that in the previous upd8, 0011c, melee enemies were consistently failing to apply items to the player.
I have updated the pinned post with a new version 0011cii, that rectifies this.
Also included in this upd8 is some animations on the cognitor mask that I was working on. while I'm doing an off-schedule upd8 I might as well include that too.
2025-04-24 09:35:18 +0000 UTC
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Good morning everybody, today I have for you an update which brings the ability to bind other slaves in the dungeon, and a slight impetus to do so. Here's the changes:
Slapping a slave allows binding them with items from your inventory
Enemies now try to bind other slaves
If you are near another slave, enemies will ignore you
Enemies act slightly more sensibly when finishing binding
Wearing the cognitor mask shows an overlay
If on the cognitor ending track, there is a 50% chance that a floor will have a slave that you are tasked with binding. Doing so yields Cult Credits, failing to do so removes Cult Credits
Having enough Cult Credits - 25, 50 and 75 - allows accessing the other cognitor items at the home control panel
Retiring from the cognitor track confiscates all cognitor items you are wearing at the time
Some props at home can be examined
HP and stamina bars have unique images now
Item icons show if the item is locked and what type of lock is used
Button sprites have been improved, many of them no longer cut off awkwardly
Thanks for enjoying my videogame! (ノ◕ヮ◕)ノ*:・゚✧
2025-04-22 07:53:45 +0000 UTC
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Good chewsday to all, this week I have been ill and so the upd8 is smaller than I would otherwise have liked.
I have been reminded that there's no hobble skirt in this game, so the fashionista now has one to bind you with
There is a low chance to come across a fellow slave in any room. This other person will also be trying to head to the floor exit and so you can usually follow them to get the shortest path there
2025-04-15 15:57:07 +0000 UTC
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Good noon-ish everyone, today I have for you an update that improves the concept of ending tracks introduced previously, doing so in the following ways:
Tracks can be quit without completing them:
Maid track can be quit by convincing Jean to let you retire. This is achieved by finding a Convincing Letter of Resignation in the 12th lootbox you open as a maid
Pony track can be quit by successfully removing all pony garb
When entering pony track, the Jockey deadlocks one random pony item on you
Home control panel shows the current track if one is active
Debug menu has an option to immediately change track
Items that you drop now appear on the floor and can be picked up again
Lootboxes drop items on the floor instead of placing them directly in your inventory
Defeating a Recruiter, which takes 4 hits, drops a guaranteed Cognitor Mask
When wearing a Cognitor Mask, home control panel now has the option to enter/leave Cognitor track. This has no effect yet
Entities spawned via debug menu are less inclined to appear inside walls
Fixed visual problem with fishnet sleeves
Disabled auto-updating of translation files
Thank you friends for continuing to enjoy my game (ノ◕ヮ◕)ノ*:・゚✧
2025-04-08 09:24:08 +0000 UTC
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Good morning everyone, today I have an update for you that changes the mechanisms of the the tracks leading to endings, what I am calling ending tracks. The specifics are:
The maid track now needs to be activated by examining some detritus then talking to Jean about it
Recruiters now penalise with Failure Cages rather than maid garb
Entering the maid track now causes the next recruiter to equip one piece of maid garb, enabling cleaning
Maid garb beyond the first must be acquired through cleaning tasks, with a 50% chance
The pony track now needs to be activated by volunteering for it to the Jockey
If not on the pony track, the Jockey can be safely ignored
Jockey punishes not with pony garb, but by electrolocking random items that you have equipped
Pony garb must be acquired through succeeding at crate delivery tasks, with a 50% chance
Succeeding the crate delivery with full pony garb directs you to the Stables, where the track continues as previously
At present one track cannot be entered nor interacted with while the other is active, and the only way to exit a track is to complete it
As possibly previously mentioned, the intention is to reimagine ending tracks as something where progress is a reward, instead of a punishment as it previously often was. Gaining the special garb as a prize for doing well, rather than a penalty for doing poorly. In future I would like to implement a means by which one can be forced off a track if one does spectacularly badly at the related task, along with some voluntary way of doing so.
Thank you for enjoying my game (* ̄3 ̄)╭
2025-04-01 08:19:24 +0000 UTC
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Good afternoon everyone, today I have for you an upd8 with a smattering of miscellanea around no particular single theme, here's the main changes:
The pause menu now has a list of character stats
Some items have an intelligence dampening effect, which more noticeably affects Eliza's ability to remove items that require focus to remove. Like items with laces
Fashionistas now have a new item, the Distracting Monocle, which presents Eliza with an enchanting swirling pattern that brings about the above intelligence dampening effect
Eliza now gradually gets used to wearing heels, and will be able to move normally in them after a long time. The flipside is that this will make flatfooted walking harder and slower
Some items have had their ease of removal changed
Lootboxes can have new Cognitor items, which do not yet have special effects
Pressing ESC in the wardrobe UI no longer causes one of the inventory panels to disappear
2025-03-25 15:42:49 +0000 UTC
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Good eighteenth everyone, today I have for you one progress report concerning the next archetype/ending, and some rumination on the direction I expect development to go long term.
Cognitor stuff
The visual design of this archetype is fairly described as 'latex drone with some mechanical aspects', and the fate of all successful cognitors is to be sealed away in tubes in the floor, joining a sort of bank of people constantly surveilling and influencing the facility that they are no longer free to wander, or to leave.
The job of the maids is to clean, and the job of the ponies is to move things to where they need to be. The job of the cognitor is to make decisions in favour of the cult where the leaders do not have the attention to do so. This is a bit more abstract and so takes a while to design a minigame around. What are these decisions? What if you make a bad decision? How often do they need to be made? Here's the skeleton of how I would like this to work: there are a few situations where you're punished for acting unmannerly, e.g. with the compliance cuffs. as the cognitor, you would be the one remotely implementing these punishments upon others. At the moment I am considering what level of simulation and visuals to present the other character's position with. I am liking the idea of this display with the radar blips for the other character and enemies around them.

Long term schemes
Some months ago I caused a poll to appear on this page asking whether development on TBOE should wrap up quickly, continue ad infinitum, or eventually reach a conclusive end. Generally an eventual conclusive end was most favourable, and I too am in favour of that approach. The two ways to do that are 1: to add some number of endings, items, enemies, etc to the point that the game is of a satisfactory size and then declare it ended; or 2: to work up to a greater 'final' ending, one that would probably involve Eliza confronting the leader(s) of the Cult of Challenge, or dismantling it in some other way, or perhaps joining said leadership team.
A consequence of attempting to release an upd8 every week is that development on larger single features rather falls by the wayside in favour of things that work nicely right now. The main example of this is the secret editor through which custom items can be made, which is secret because it's not yet very good. At some point reasonably soon, I intend to suspend the attempted weekly releases for a while in order to work on things like that, and on the everpresent chore of refactoring the codebase so things can be added and modified easier in the future.
Endings are a strange thing in this kind of game. Moving toward them is simultaneously something that the player wants, and that Eliza doesn't want. A reward and penalty at once. As a result, the existing ones are this weird mix of prize for going above and beyond; and punishment for doing badly in the game. That's going to have to change at some point but I'm not sure how. Possibly by making the pony/maid items purely rewards? Relatedly, the good point has also been raised that some folks are put off by these two archetypes and would rather not be forced to interact with them. Fair enough, I've been there. So I will probably eventually change the endings to opt-in systems so the disinterested can completely ignore them.
Alright that's all for this week, I will see the lot of you on tuesday.
2025-03-18 18:48:52 +0000 UTC
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Good afternoon gamers, today I have for you an update that primarily adds a bit more life to the dungeon.
Occasionally you will come across another cult recruit, who is in a bit of a pickle. To help her out requires you to make a sacrifice.
Tentaclings no longer spawn in place of comsumables on normal floors. Instead a new curse has been added that causes them to spawn.
Rarely, a crate will have a person visible inside.
Crates can be pushed as well as pulled.
The Control Suit is easier to remove with the dead key.
After more than a year in development I am pleased to announce that the game can now be paused.
The pony ending is accessible on any floor if you manage to permalock the pony garb.
2025-03-11 15:07:52 +0000 UTC
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Good late night everyone, today I have for you a small upd8 and information on the next set of things I would like to add to TBOE
The published features in this upd8 are:
- The debug menu now has lock options when donning a new item: You can choose any lock to apply to the item
- The debug menu also has vial options, to immediately apply any vial effect to yourself
- The debug menu also also can show cyrillic characters if requested
- Some missing localisation keys added
A 'slave cult' is an organisation as complex as any other, and as a result it needs much administrative work done. Keeping track of inventory, managing recruits and their equipped items, ensuring protection money is paid to larger cults, that sort of thing. Such grunt work is beneath the owners of the cult, especially when they have a large pool of labourers to draw from, and so a new set of equipment was developed: the Cognitor Suit and its centrepiece, the Cognitor Helmet. Such a helm can be used to feed its wearer the day to day management duties of the cult in the form of tasks and questions. Of course, if the wearer refuses to participate or tries to sabotage the cult through this responsibility, the helm and attached suit have ways to deliver punishment...
Currently I am drawing up plans for a minigame or series of minigames to represent the duties of this Cognitor role that would be comfortably challenging and also communicate the theme of the situation. Since it's still in the planning stages this is the best possible time for comments or suggestions on the matter, all my inboxes are open as well as the comments section of this post.
Thanks for your interest in my game, bye for now! (ノ◕ヮ◕)ノ*:・゚✧
2025-03-04 23:49:13 +0000 UTC
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Salutations everyone, perhaps you noticed that I made a second game over the last week. This consumed some of my time and so today's update is a small one, albeit one that brings more interactivity to the home decoration added in recent weeks.
Added some fishnet clothing items
Language selection is more reliable
High chance to get furniture from lootboxes
Lootboxes can give 'birdcage' furniture, which allows you to get a pet bird that follows you around
Lootboxes can also give robo claws to help remove electrolocked items at home
Added editor button to main menu, this takes you to the room editor
2025-02-25 17:07:06 +0000 UTC
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Good saturday everyone, small update today. I have for you a small free game that I've made over the last week or so, with art by DankestOfDans. It's a deckbuilder, so give that a go if you like, we might give it a couple more updates over the coming weeks/months.
New public TBOE upd8 at the start of next month as usual.
2025-02-22 07:20:17 +0000 UTC
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Good february everyone, today I have for you a small update.
Primarily it adds a number of clothes to the game.
They can be found in lootboxes, which will prefer to give you clothes that you do not already own.
2025-02-18 15:53:56 +0000 UTC
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Good afternoon everyone, today I also have for you a little game that simply provides some random items to choose from. Everyone shall see the same items at the same time, and every day the selection will randomise again.
2025-02-11 15:47:03 +0000 UTC
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Happy holidays to all, where the holiday in question is a normal weekday
Today I have for you an upd8 that primarily adds furniture
Lootboxes now have a small* chance to drop a Music Record of the current background music. The first time this happens you will unlock a Gramophone to play the music at home
Money Fountains are a rare gadget that can be found throughout the dungeon. I think you can guess what it does from the name
Projectile enemies stop throwing when the player can be bound no more
Main menu no longer stops responding after exiting options menu
Possibility of softlock fixed in one Archive room
Many months ago I accidentally added random carpet tiles to some rooms. They've been removed at longest last
Popup when buying deadkey piece
Translation-related changes
Assets with names starting with an underscore are not loaded
Language selection uses actual language names instead of codes. although only English names at the moment
Translation keys added for ending text, floor names, music names, some other things
Handwritten font added for Japanese and Cyrillic character sets
When opening the game, any existing translation files are updated with any new translation keys
* every consumable dropped by a lootbox has a 5% chance to be a record if you don't already have that music unlocked
2025-02-11 07:48:26 +0000 UTC
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A blessed Tuesday to all. Today I have for you an upd8 in which Eliza gets a smart home which can be altered and influenced by the control panel in the foyer.
Much of the furniture at home can be moved or removed in 'build mode' which is accessed through the control panel
Vial reroller and hourglass are now deployed via this build mode
Hourglass is unlocked upon using a permalocker
Vial reroller is unlocked once you have sipped half of the different vial types
Item list behaves better when you have enough items to fill it completely
Vantawhite gag has an icon now
Slots tweaked such that you can wear vantawhite gloves and cuffs simultaneously
2025-02-04 13:08:45 +0000 UTC
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Grand morrow everyone, today I have for you an upd8 to implement an obvious feature: The white enemies in the stables have a suite of new vantawhite items, since if you're wearing the pony gear half of the existing vantawhite items are not wearable.
Whitener enemies now have four new vantawhite items: Gag, blindfold, cuffs (arms) and irons (legs). They mostly inflict additional restrictiveness when near enemies, except the blindfold, which does so when not near enemies
Save select screen shows details of your save files: the floor you're on, money, items dead/permalocked, etc
Your inventory is now stored in the wardrobe when you time travel, and wardrobe is not emptied
Coin pile value doubled
Jockey deadlocks pony items when applying
Sketches added to loading screen
Fixed bug where rope blindfold wasn't visible
2025-01-28 08:27:59 +0000 UTC
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Merry Tuesday to all, and to all a good night.
Today I have for you an upd8 with some fixes and improvements. Most notably, loading is much faster, time travel has been added, and the game can accept translations.
Features n fixes
If you get permalock'd, an Hourglass will be available in the living room. This allows you to time travel to the start of the game in order to escape the permanent restraints while keeping ending credits. In this way it is possible to get other endings.
Initial floor generation is faster, but in exchange there may be a moment of lag when entering a room
Asset loading at the start of the game is faster, and the screen no longer shows the full path of the files it's loading
Getting whipped while pulling the sulky now gives you a speed & stamina boost
You can now hide in haystacks. You remain hidden for a short time even after leaving them
Severe blindness now makes the map invisible
Stratagem minigame is now less likely to overflow off the screen
Held vial no longer disappears between floors
Why's there two versions
Prefer to use 0008e_lnx and 0008e_win. Some of the systems have been ripped out and replaced to make mod support work better when eventually it becomes relevant. As far as I can tell it works fine but I've only had so much time to test it and so the _stable versions are also provided this week in case there's some undiscovered crashes
Using translations
If you obtain translation files in the form of two files `translations_??.csv` and 'global_translations_??.csv', you can use them by placing them in tboe_mods/base before opening the game. At that point the options menu shall have an option to choose language.
Making translations
If you copy the files 'tboe_mods/base/translations_en.csv' and '/global_translations_en.csv', you can add a new language to the game.
Your language of choice should have a two letter ISO 639-1 language code, e.g. ja for japanese, ru for russian, zh for chinese
Copied files should be placed in tboe_mods/base, and named to match the language code, e.g. 'global_translations_ja.csv'
In both files, leave the first column alone and change the second column:
2025-01-21 08:38:06 +0000 UTC
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Good noon everyone, today I have for you an update to TBOE featuring a new floor, the Stables, and a thematically related ending.
What's more, I have a poll question for you, the question is: What do you think of the difficulty of TBOE?
Below are the details for this update. The new stuff is quite large so we can expect it to be tweaked somewhat in coming weeks, so please let me know what you think or if you find anything to be unreliable.
v0008d:
If you fail the Jockey's task with all four pony items on, you will be redirected to the Stables
The Jockey joins you in the stables, and asks you to pull her throughout the floor in her sulky
Stables always has a Permalocker with which you can seal your pony items
New enemy on the stables, the Whitener, someone who has been consumed by vantawhite, and who applies vantawhite items in melee range.
Giftwrappers appear on the stables now, instead of appearing from lootboxes
They also move slower and can see further
Bugfixes n tweaks
Interactables' popups should no longer appear at the top of the screen where they're obscured by the holes in the page
Return home button on the F3 debug menu would previously create a duplicate player entity such that items wouldn't appear on the side portrait. That's fixed
Adjusted depth ordering of entities
Improvements to some item collisions
2025-01-14 07:45:55 +0000 UTC
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Good morrow, today I have for you an upd8. The short description is that ribbon bondage has been added, via an enemy that sometimes emerges from lootboxes, and using attack stones now requires charging your slap.
More comprehensive list
After opening a lootbox, a new enemy might emerge, who has an endless supply of ribbons to bind you with. At some point this enemy will be removed from lootboxes and added to a new floor
You can no longer arm/disarm. Instead you need to hold the attack button for a second in order to deal damage
F3 debug button now has a button to go home
Bigger text in debug menu and secret editor
Jockeys don't bind you in pony garb if you're not in the same room as them when you leave the floor. This is never relevant when playing normally, but if you skip floors with the F3 debug menu then jockeys in other rooms should no longer suddenly throw pony stuff on you
Player icon in minigames now looks more like Eliza and less like a bowling ball
Subitems is the pre-existing system where some items can be worn in different forms e.g. rope can be worn in the form of leg ropes or a rope gag etc. This system has been updated somewhat:
2025-01-07 09:52:50 +0000 UTC
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Good day to you, happy last day of the year and retroactive merry xmas to all.
Today I have for you a small upd8 with some conveniences and visual improvements, here's the main changes:
When selecting an item, the 'doff with helping hand' option is no longer at the top
Status effects from vials persist between floors, and when saving/loading
Quitting and reloading no longer sends you home
Control suit is easier to remove
Some decorative props can be rotated
Fixed some block tiles not being solid
New backgrounds for the depths & archive
What else is in the works, what can you expect in the nearish future? One glaring omission at present is the lack of a ponygirl ending. To that end I am constructing a new floor, the Stables, which should only be accessible once all the pony garb is equipped, much like how all the maid garb is required for that ending. Once all the items are on, you'll access it by... doing... something... not sure yet.
The other main thing is that I'll be wanting to add the ability to make custom enemies to the secret editor. Not much to be said about that yet I think.
2024-12-31 18:12:44 +0000 UTC
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Good morning everyone, today I have an upd8 for you with balancing, convenience, and controller support. here's the main changes
Some controller support: Can move with joystick, instructions show gamepad icons when relevant
Improvements to UI navigation mostly around selecting items in game
Picking up vials is more reliable: previously they could not be grabbed if you had recently picked up any consumable
Some tiles have random variations
Map shows icons for room contents: Exit ladders, crates, lootboxes, etc
Added some more rooms with crates. As a result, the jockey should appear more frequently
Pony gloves now only force-equip pony items if they are acquired from lootboxes
Solid points, the devices that shoot a collar&chain at you, now require line of sight in order to attempt to shoot
Holding sprint while standing still no longer consumes stamina
2024-12-10 07:19:35 +0000 UTC
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Good time everyone, today I have for you an update including vials of mysterious liquids.
Vials are consumables that can be found in the same way as money or keys
Each shape of vial has a random effect that is not known until you drink one of them
Effects include
> Drunkenness: Lose some control over your movement for a while
> Item unlock: Unlock a random non-permalocked item
> Glue skin: Items are harder to remove
> Free money: Free money
Naturally, vials cannot be consumed while gagged
Jean has been busy installing a Vial Reroller in the living room, which can be used at some cost to reroll all vial effects. Of course this means you will no longer know what any of them are
Couple updates to pre-existing features too:
New music for the robozone
Archive & robozone have new rooms
The jockey can now appear at the end of the archive & robozone
The jockey has learned to make more than one facial expression
2024-11-26 17:40:16 +0000 UTC
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Good evening. Received a couple quick suggestions regarding the upd8 earlier today and so decided to throw out a small bugfix upd8
Deleting a save no longer deletes two saves instead of one, and has a confirmation popup
Debug menu's lists have bigger more legible text
2024-11-19 20:44:04 +0000 UTC
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Good morning friends, today I have for you an update with a smattering of pony/jockey related stuff
The Jockey is a character who occasionally appears at the end of the first two floors, demanding the bringing of a supply crate. Like a good pack mule, it is your duty to do so. Failure to do so will get you slapped with some deadlocked pony item.
Added a bunch of rooms to the Depths, some of which contain these crates.
If you are wearing a pony item, lootboxes have a chance to give you another one.
Bolas enemies no longer lead their shots - the first floors were previously too hard in comparison to the others I think. Difficulty increases to latter floors are also in order but that's for later
The 4th lootbox opened in a run will have a dead key piece. Since the maid and pony garb tends to be deadlocked, there is a need for more of these keys.
Items that are locked have slightly more difficult removal minigames
You get full HP at the start of each floor. The point of HP is not to be a serious long term threat but to enforce compliance with restraints that deal damage
Added a debug log that can be copied in case of bugs
I've also added some features that folks have requested:
Custom items with colour are no longer rendered monochrome
Added option for dialogue speed
Robo claws now prioritise removing purely detrimental items as opposed to beneficial items or clothes e.g. steel knuckles/top hat
Couple bugs fixed too:
Thanks for enjoying my game (✿◡‿◡)
2024-11-19 09:57:28 +0000 UTC
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There's a question of how to implement the much aforementioned Pony Items insofar as how to get them onto the player and what tasks are associated with this role.
But there's also a bit of a lack of characters in this game.
This seems like a pair of problems that can be solved in one stroke.
The Jockey I think shall occasionally chill by the end of a floor and assign a task of logistics. Usually an easy one, but deciding not to do the task shall get you slapped with pony garb. Already wearing the pony gear and thus being in the ponygirl role would perhaps increase the chance of the Jockey appearing, and perhaps the severity of these tasks, much like how the current maid tasks work.
2024-11-12 19:09:32 +0000 UTC
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