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ACT Patreon [SaliaCoel] Femdom School Deluxe


SaliaCoel

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If you are into Femdom and into Japanese Hentai Anime Style - youre in the right place!



------
About the Game:

You are a Student in a School of Dominant Female Classmates and Female Teachers and there are Female Monsters nearby and everyone and everything wants to rape you and you need to somehow safe the world from the Monster Girls because if they cant be stopped every male in this world will be enslaved by girls.





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Controls (general)

While Bound:
Q (Aggressive):
You do that to "attack".

E (Defensive):
You do that to "defend"


////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////// BARS ////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Clothes Bar:
Regular Physical Damage tears your clothes apart and reduces your Clothes - bar. At 0 your Penis is exposed. Also at 0 your Regular Physical Damage now reduces Life

Penis Bar:
Arousal gives you an errection. At full errection your Penis is exposed- Also after errection: Arousal fills cum. At 100 Cum you climax and loose all your cum - and lots of Willpower.

Life Bar:
At 0 youre unconscious.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 
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AnotherLurker

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As previously stated in the old thread, a third person view definitely makes the kissing work out much better, but player movement is still a bit stiff and clunky seeing as there's no strafing or fully directional movement, which gives what we call "tank controls"..

For a demo, this is fairly decent, and whaddaya know, finally another game to add to my dwindling collection of "hentai games that include intercrurral".. Although the animation for it was a bit clunky (the "it's obvious this person hasn't really tried this irl" kind of clunky), it's FAR better than nothing, and nothing's what I and others have had to go on for years now.

The only advice I can give on that front is, the difference between pleasing a man out of the desire to make him cum, and pleasing a man out of the desire to tease or dominate him, is in the pacing.. She wouldn't speed up her pace when she knows he's about to cum, she'd remain slow and steady the entire time, drawing out the sensation to an excruciating point, always just going slow and gentle and steady non stop until he's came.

This also counts towards the finish as well.. Drawing away just as they cum to let them fall on their ass while their dick twitches and oozes out cum is something a dominant or antagonistic woman would do, but that's more of a shame-inducing move than a willpower-breaking one.. It's far more of a mind-breaker to just keep him held and slowly milk his entire load out the same way you got him there.. Why? Because once you've teased them to the point that a non-stop slow steady pace is enough to make them cum, continuing that same pace as they cum completely overloads their senses, and thus by extension, their cognitive thinking mind. A man can become just as much a slave to sexual pleasure as a woman can..

If I wished to be exceedingly harsh, which is something I get the feeling that you secretly enjoy, I'd say congratulations, your game has evolved from "demo that shines as a depressing waste of potential" to "demo that's officially good enough for one to be satisfied with on a basic level, even if the dev decides to vanish the next day and never come back".. -gives a nod to MogiOrigins and SpacEscape-

Trust me, that's a respectable gap you crossed, and shows you have, if nothing else, more gumption than most of these dime-a-dozen up and coming devs with a big empty project and a pocket full of dreams.

I give it the hentai game seal of approval, now excuse me while I wipe my monitor clean and go wash my hands.
 
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Sithri

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oh neat you finally released the crazy upgrade you've been building

i hope you keep with supporting that first person camera though i will admit that gameplaywise the third person camera is probably better for gameplay and visuals and is probably way easier to screw around with, i still like the first person perspective despite how awkward it is

good job! a huge improvement on everything! just keep it up

i will say though make sure your forced animations don't take super long to finish or if they do end up super long, make sure they are on the rarer end of things you encounter because nothing feels more like a slog than a super long forced animation you see super often

not saying they are currently because there is like barely anything there as of now, just something to think about since a lot of this game looks like its gonna be grapples
 

Someone92

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IS the game suppossed to end / freeze once you fall to the ground?
 
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SaliaCoel

SaliaCoel

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IS the game suppossed to end / freeze once you fall to the ground?
oh yes. im sorry
this is only a debug-build to give a first expression- just hit alt f4 for now. ^^"
 

Locutus

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For basically being a one-room tech demo this is pretty good, and I appreciate you actually seem to have taken feedback about your previous demo! Good job. Here's some feedback:

I'm arriving at this game not having played your previous release, so if what I'm about to talk about was clearer, or explained then, I'm sorry.

I realise this is a very early build of the game, but just from the systems present currently, I think it would benefit from having a bit more feedback given to the player. Here's what I mean - she grabs me, and I mash Q (am I supposed to mash, or hold, or do some sort of timing based thing? again, no feedback is given to the player here), and after a bit of the animation playing out, I break free. But no bar appears to show me how close I am to breaking free, and the animation doesn't show me struggling in time with the button press (I realise that asking for dynamic AI driven inverse kinematics would be a bit much, so that's fine). I played several times, and while pressing Q more seemed to break me out faster than not pressing it, it still felt pretty imprecise. Conversely, the defensive move during the intercultural animation has her switch her animation in response, so you can tell that your button press did something.
Basically, I think that either some sort of bar, or flashing prompt, or even a sound cue, to let the player know that 1) pressing Q is the correct move and 2) you made some progress towards escaping the grab, would be good. It doesn't have to be "X more presses to escape" or "50% escaped", just something to let you know that you actually have (some) agency here. Because currently, outside of your instructions here, it feels slightly like a placebo, like holding the B button down to help capture a pokemon.


Also, when she punches you, your model's torso shrinks and extends like a telescope.
 
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SaliaCoel

SaliaCoel

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Also, when she punches you, your model's torso shrinks and extends like a telescope.
Fixed! Thanks a lot!

Basically, I think that either some sort of bar, or flashing prompt, or even a sound cue, to let the player know that 1) pressing Q is the correct move and 2) you made some progress towards escaping the grab, would be good. It doesn't have to be "X more presses to escape" or "50% escaped", just something to let you know that you actually have (some) agency here. Because currently, outside of your instructions here, it feels slightly like a placebo, like holding the B button down to help capture a pokemon.
This problem is slightly harder to solve
So probably i will do it with a sound-effect. im not sure right now :/


Its explained a bit in Patreon, basically it is a "skill" that has a short cooldown. one is "aggressive" (Q) the other one is "defensive" (E).

Q .. tries to make the enemy aroused- somehow.
E stops your arousal to raised for a couple of seconds - so you can struggle while not getting aroused.

Q has a 20% proc chance to make your struggle free instant
E has a 20% proc chance to make your struggle less effective

also if any of those happen procs happen you cant use your skills anymore -
 

DawnCry

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Well I would actually like to be useful so... I think it will help you a lot if you can answer a few questions:

-First of all you have shown a "basic fight system", but the first question is under what circunstances will you have to fight, is it random? or perhaps in that school there is a "capture time" each day?

-Another big question is why is your character going to that school? unless you were a pervert I would think that there is something that isn't being said to take that choice.

-Then when we think about the girls that will try to dominate you one big question is if you will divide them on types or if the girls will be more unique and with personalities.

-What about group fights?, I mean with this fighting against 2 or more girls at the same time, will it be in the game?

-How about you talk about the kinks, will the game have futanaris for example? or will the girls be able to enter into a more extreme part of femdom by using a strap on and thing like that?

-Final question is if all the sex is on that fight mode and being defeated by a girl.

Those questions I think that they are quite important not only for you as the creator, but for those that are interested in your game.

I would give you a concept and recommendations but I don't truly know what you have planned so don't want to be invasive.
 
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SaliaCoel

SaliaCoel

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Well I would actually like to be useful so... I think it will help you a lot if you can answer a few questions:
WOHOO THANKS FOR THE INTEREST :D

-First of all you have shown a "basic fight system", but the first question is under what circunstances will you have to fight, is it random? or perhaps in that school there is a "capture time" each day?
Its more like: You run around in the world - and some girls may not bother with you while others will chase you. If those who chase you "touch" you the fight starts in a new instance in a new scene.
You win the fight to get exp.
You loose = Game over . You have to load the game . (also it creates another safe-file which you can use for different minigames later)

Also the story - mode can start battles in certain situations.

-Another big question is why is your character going to that school? unless you were a pervert I would think that there is something that isn't being said to take that choice.
This is a Lore-Question I havent thought much about atm.
Basically what was in my mind was that you got expelled from your previous school and the only school which is accepting you is this one.

-Then when we think about the girls that will try to dominate you one big question is if you will divide them on types or if the girls will be more unique and with personalities.
Im so glad this question is asked.

I made the framework so that every Girl may have her unique "animation-set".
I already have 2 different walk-animations for girls.
One is walking "more feminine" the other one is walking like a nerd.
And so Ive thought about "Classes".
A "Ladylike" girl will do slap-attacks instead of punches and walk more like a lady and kiss like a lady and do sexual-things like a lady.
A "Wild" girl will do scratch-attacks instead of punches and walk more wildly and fight more wildly

Since I have the Framework set up already (I can add and remove animation-sets from code or through the inspector very easily) this will be 100%ly a feature - since its easy to implement, But i dont know when exactly


What about group fights?, I mean with this fighting against 2 or more girls at the same time, will it be in the game?
Yes!
4 Girls can grab you at the same time.
The inital grabber will be the "main grabber". The other ones will support the grab and increase the amount of time you have to struggle.
For now I focus on making a bug-free 1v1 - before I do that.

-How about you talk about the kinks, will the game have futanaris for example? or will the girls be able to enter into a more extreme part of femdom by using a strap on and thing like that?
Yes and it will be toggleable.
You can even toggle the most extreme stuff like scat and peeing animations on or off.
If you toggle everything off Girls will only do the "soft-femdom" stuff as a fallback-animation.
This will impact the balancing a bit - but i think its more fun to have a more realistic gameplay.

-Final question is if all the sex is on that fight mode and being defeated by a girl.
There will be a "story-mode" and a "Quickmatch-Mode"

Sex-Battles will have both but Story-Mode will have sex and animations based on choices too.
You can have reverse rape sex - in both.
 

DawnCry

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Then the only thing left is knowing a bit more about the story mode, like what is the general plan, personally I would hope for girls with personalities and interactions out of fights at the very least but the main thing is asking about what you want to do on that point.

All you have said is great as a free mode, or even in some games it would be used as part of the story mode to farm exp and other things.
 
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SaliaCoel

SaliaCoel

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Then the only thing left is knowing a bit more about the story mode, like what is the general plan, personally I would hope for girls with personalities and interactions out of fights at the very least but the main thing is asking about what you want to do on that point.

All you have said is great as a free mode, or even in some games it would be used as part of the story mode to farm exp and other things.
Since youve asked:

The "Plan" is to have "personality-sets" (which get the "animation-sets" mentioned earlier). Again the "wild" girl will have a "wild" personality, while the "ladylike" will have a "ladylike" personality- and also the shy one has shy personality (and shy-ish animations")

I plan to make at least 8 real Personality-sets. + one "casual" set.

Catgirl-ish (Wild)
Crazy (Yandere),
Shy / Cute (Dandere)
Ladylike (Boss-Bitch-Type)
Cool-girl ( Kuudere)
Creepy /Silent / Scary - Type,
Evil / Arrogant / Sadistic-Type
Lazy-type

^
Those will have their own dialogues .

The Casual is mostly for RNG-Girls (the girls in the school who are not your classmates) who will have all sorty of animations and voices.

Plus a couple of more special characters (The Teachers/The Principal / special characters maybe?)

Then your "class" will have each girl once.
You can even customize the appearance of each girl with the customizer.

Since im busy doing lots of other things though- this dialogue-thing will have to wait.
The most important part will be making a bug-free battlesystem.
While working on the battle-system everyone can enjoy the waiting doing those battles.

And until im ready to implement that - the plans may change (for example removing the lazy girl and adding tsundere personality type)
 
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darkwhite1602

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this is it? One invincible chick with 2 attacks?
 

The Silver Bard

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Definite improvement over the previous demo. The animation feels much more polished and the shove attack feels pretty decent. I see a lot of potential here, and I have some feedback.

You're going with the old tank control scheme from early survival games to disempower players. Something that most of those game had, and you could really use, is a quick-turn. A slow turning speed is a real pain in the ass if you need to turn around completely. Double-tapping back to turn 180 degrees can reduce player frustration without dramatically changing combat balance.

Your defensive vocabulary is important in a game where the player doesn't have a lot of offensive ability. The risk/reward system you made for grabs is a clever design, but it would be nice to have something for strikes. Having a parry or dodge with a limited input window to avoid strikes would make the combat more interesting, especially once you have a variety of enemies with different attack animations. This could give you some decent counter-play.

On the subject of attack animations, the punch to the face as the basic clothing-destruction attack feels out of place. It would fit for girls in martial arts or boxing clubs, but you probably want the basic girls to feel like combat novices. A rough swipe, slap, or low kick would be more appropriate.

An additional note on counter-play: A general rule of game design is that enemies are only as interesting as they are fun to fight against. Now, you're also making a fetish game, so there are some ulterior motives to the enemy design, but it's still a good principle to bear in mind. This can be as simple as changing combat dynamics by including enemies if different abilities. For example, mixing an enemy with a good stun and low health into a group of basic enemies forces the player to prioritize them. You could also throw in girls who are only a threat when the player is naked to make them change priorities suddenly. Enemies with ranged attacks is also a simple way to do this.

 
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SaliaCoel

SaliaCoel

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You're going with the old tank control scheme from early survival games to disempower players. Something that most of those game had, and you could really use, is a quick-turn. A slow turning speed is a real pain in the ass if you need to turn around completely. Double-tapping back to turn 180 degrees can reduce player frustration without dramatically changing combat balance.
THANK YOU! ^^
I feel like we are thinking the same . I thought about giving the player a "skilltree" to chose his skills.
I thought about a "mobility-tree", an "aggressive-tree" and a "defendsive-tree"
On that mobility-tree that double-tapping was supposed to be a skill to unlock.

Your defensive vocabulary is important in a game where the player doesn't have a lot of offensive ability. The risk/reward system you made for grabs is a clever design, but it would be nice to have something for strikes. Having a parry or dodge with a limited input window to avoid strikes would make the combat more interesting, especially once you have a variety of enemies with different attack animations. This could give you some decent counter-play.
Actually the "E" Button is defending against Basic-Attacks. Its just not implemented yet. The animation is ready though, i just need to code that.

On the subject of attack animations, the punch to the face as the basic clothing-destruction attack feels out of place. It would fit for girls in martial arts or boxing clubs, but you probably want the basic girls to feel like combat novices. A rough swipe, slap, or low kick would be more appropriate.
There will be "animation-sets" and different girls will have different animations. The Punch is just the "fallback-animation".
Even though I like the "clothes = armor" system i also feel like that the enemies kicking to the leg - to undress the players top and enemies punching to the face and undressing the players trousers feel totally out of place, but its sacrifice Im willing to make to focus on more pressing work which deserves my full attention .

An additional note on counter-play: A general rule of game design is that enemies are only as interesting as they are fun to fight against. Now, you're also making a fetish game, so there are some ulterior motives to the enemy design, but it's still a good principle to bear in mind. This can be as simple as changing combat dynamics by including enemies if different abilities. For example, mixing an enemy with a good stun and low health into a group of basic enemies forces the player to prioritize them. You could also throw in girls who are only a threat when the player is naked to make them change priorities suddenly. Enemies with ranged attacks is also a simple way to do this.

I already explained 8 different "types" of girls im planning in the previous post.
I hope to achieve that in 1-2 months.

Thank you for the Feedback- <3
 

Sithri

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its an open world game about school life with strangely aggressive females right?

why not make it so you learn skills through attending classes

will give the setting more theming, give more of a reason to run around and do things, and have things happen to the player
 
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SaliaCoel

SaliaCoel

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its an open world game about school life with strangely aggressive females right?

why not make it so you learn skills through attending classes

will give the setting more theming, give more of a reason to run around and do things, and have things happen to the player
Well- it will have a "more or less valid reason" why those females are strangely into raping the player character.

Currently I dont think its rewarding only to "play the game" (like Yandere Simulator) to skill up.
I have different Plans though.- its a bit faaaaaaaar in the future (after 3-4 months?)
Its through making your Homework and passing the Class tests.

Dont worry, it will be fun Homework ;-)
 

Vanity

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Granted the first Demo had me more intrigued mostly due to the Moves that the Girl used there, what made this last Demo less intriguing to me (what of course is a personal thing) i do look forward to where this goes, so far it really is promising, thought i could live without the Tank controls, but that´s something i am surely willed to accept for Girls chasing me everywhere ahahaha

 

SuperStripFight13

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Would like to see something a bit more offensive minded. in the demo is there a way to actually defeat the attacker?

all i can do is push her. and it doesnt seem to do much of anything.

secondly would love to see some Fat monster girls, and Fat school girls. use face sitting and some 69 action. make their tongues wider and thicker.

Bigger Better Badder. sorry always loved to BBWs.

and finally awesome idea and a nice start. good work bro!

if i wanted to animate my own models, what programs are you using? would love to do some of this for my own enjoyment.


thanks for reading, cheers!
 
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