alright, the list of promising hentai game makers is increasing.
can't wait to play your game, it looks really good, and your promises got me really interested so keep up the good work![]()
People have already likened it to a female FOBS with art similar to Selvaria's Quest, so I'm interested.
Although I should mention that not everyone who is interested will pay for a patreon. Fuck, I need a job.
I hope the demo comes along well. Lord knows we've reached the h-game drought where everything promising doesn't come out for at least three more months and possibly a few years for some.
Looking at the patreon, it seems the demo has been delayed by about 3 days. It seems like the Tileset artist had some computer trouble and a lot of their files got corrupted so they have to redo most of it. It always sucks when stuff like this happens, but everything else seems to be good to go for the demo so hopefully the delay won't be too long!
You have no idea how much this bothers me. The very first thing I announce and it's met with a delay. Hopefully at least people know everything I've worked on is actually good to go, literally the only thing needed is the tileset. But still, grrrrrr!
A gif from the person's patreon. Reminds me of FOBS so I'm definitely interested.
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Regarding 'lose to get hentai', it's one of those tricky things that varies by both the kind of game, and what different individuals want from it. I'd say go for what works for you, and that as long as the overall quality is good I'm sure you'll have an audience.
Just for the sake of discussing the subject a bit though, and offering some insight to why some do prefer the 'lose to get hentai' style, personally, I'd probably say my favourite kind of format is the kind you get in either games similar to Princess Sacrifice, Maiden Snow, or perhaps Seeds of Evil. In these examples hentai still comes from "losing" to various degrees, either from mishaps and significant failures during combat or in defeat, but a key feature is that it neither requires nor triggers a game over. You get messed up, put a notch on your stats, and try again/escape your captors. There's no loading screen, checkpoints or resets. It's something that happened to your character and is intended to feel significant. Sort of similar to DarkSouls, of all things, I guess.
It is certainly a bit of an awkward trade off though, between getting immersed and invested in the character and the dire deeds that inevitably will happen to them eventually, and then the fact that to maintain that immersion you need to continue roleplaying it straight, and will quite likely miss a good portion of the H-content on the first run. I very much enjoy the struggle itself, and find it a very important aspect, but can ironically also sometimes get disappointed upon success. Depending on the difficulty and overall design of the game, it can be a very tricky balance to strike. Very few get it right in my opinion, and there's a huge amount of games out there where all the h-content is solely locked behind a full game over followed by reverting to a checkpoint or loading screen. It often devolves to a rather fake feeling (and tedious) process of deliberately blundering into h-scenes, only to load back and undo it because you have to.
So I still know exactly where you're coming from when you say you can't stand "lose to get hentai", even as a big fan of it, when done right. From what I can gather, the above examples don't really seem to be the kind of thing this game is aiming for regardless, but h-content not triggering or directly contributing to game overs still seems a shared concept.
Depends exactly how you define "lose", but I could imagine a castlevania-esque game described like this, having a dungeon for each castle that the heroine might get thrown into and then escape (after dickings) rather than reverting to checkpoint. Depends perhaps on how large each level is intended to be, whether that would be practical or not. It would also obviously imply that at least one defeat is required per level to avoid missing a bit of content, so dunno how compatible that is with the design principles (unless the dungeon content is only regular monsters and other H-anims also found outside it?). Just food for thought I guess.
Anyway, wishing you well with the project. Hope it's all smooth sailing looking forwards.
The way I see 'lose to get hentai' is that it feels a lot like a fetish, it's a fetish where the player likes to struggle with an enemy and lose, to then get sexually aroused.
The plan is to make the game fun as hell to actually play regardless of its H content. The tricky part is that one of the things that makes combat fun is that there's an actual punishment for being bad. If i were to simply allow the user to just get back up and continue playing forever and ever, that would completely trivialize the map design, the traps, the enemies, and the game will just turn like any other hentai game where the gameplay is literally:
* move around
* see new enemy
* go afk
* see fuck animation
* depending on game, you either lose, or you struggle.
To be honest I also believe it's a cheap way of adding sex, and people do it like that just because everyone else does too. THAT SAID, im open to adding sex sequences if the player dies for instance, like if you were to die from combat, you go on the ground, enemies try to get to you, and the player gets a sex anim based on who touched her first. But this would mean you no longer get to smash some buttons around to struggle, so I dont know if it would even fulfill the fetish
That seems like a fair statement. I'd add that it's also about that immersion aspect, and a scene that feels more natural and real, but that relies on a mix of design rather than just 'LTGH' alone. Whilst I'm happy to fight against a game getting almost no hentai whatsoever for potentially hours, riding the tension, because I find it makes the final fall all the more impactful feeling and exciting, I understand that's very obviously not for everyone, and very easy to argue as being a fetish.The way I see 'lose to get hentai' is that it feels a lot like a fetish, it's a fetish where the player likes to struggle with an enemy and lose, to then get sexually aroused.
This bit is a part where we're thinking of it from different angles though. Like Unholynur described, ever going afk or throwing a fight to see H content is the absolute opposite of where the appeal is supposed to come from. Any game that I end up doing that on, is one I've already given up on being any good. Gameplay being both fun and challenging is crucial too, and by no means an opposite concept. I've put literally over 50 hours into Maiden Snow, despite it having what could reasonably be described as only 2 paper doll style animations. Going afk to see it would be a near worthless experience. It's all about how you got into that situation, and the consequences that come after, that makes it exciting. The primary punishment in that example, is that every sex act has lasting gameplay influencing effects on your character (along with getting dropped in a random location naked having lost some gear).The plan is to make the game fun as hell to actually play regardless of its H content. The tricky part is that one of the things that makes combat fun is that there's an actual punishment for being bad. If i were to simply allow the user to just get back up and continue playing forever and ever, that would completely trivialize the map design, the traps, the enemies, and the game will just turn like any other hentai game where the gameplay is literally:
* move around
* see new enemy
* go afk
* see fuck animation
* depending on game, you either lose, or you struggle.
That makes perfect sense to me, and I'd kinda assumed would be the case to some degree anyway. No harm in being able to enjoy the existing animations before reloading/respawning. Beats just giving a plain "you died" screen. It wouldn't be the same thing as I've been talking about nah, but it's such a simple feature that can be enjoyed by all, so why not.... im open to adding sex sequences if the player dies for instance, like if you were to die from combat, you go on the ground, enemies try to get to you, and the player gets a sex anim based on who touched her first. But this would mean you no longer get to smash some buttons around to struggle, so I dont know if it would even fulfill the fetish
After writing this post (about "lose to get hentai"), I somewhat feel like we're each discussing apples and oranges, but calling them fruit. Same concept, but handled very differently in different games. Some games featuring it being my all time favourites, whilst others go in the recycling bin before completion. I've only been discussing this stuff to help explain where the appeal is for some, rather than trying to pressure any design decisions or such. So based on that and what Unholynur said about not derailing your thread, I'm going to put some of what I already wrote in a spoiler and get back to the game itself more. Don't feel compelled to spend time responding to it directly.
That seems like a fair statement. I'd add that it's also about that immersion aspect, and a scene that feels more natural and real, but that relies on a mix of design rather than just 'LTGH' alone. Whilst I'm happy to fight against a game getting almost no hentai whatsoever for potentially hours, riding the tension, because I find it makes the final fall all the more impactful feeling and exciting, I understand that's very obviously not for everyone, and very easy to argue as being a fetish.
This bit is a part where we're thinking of it from different angles though. Like Unholynur described, ever going afk or throwing a fight to see H content is the absolute opposite of where the appeal is supposed to come from. Any game that I end up doing that on, is one I've already given up on being any good. Gameplay being both fun and challenging is crucial too, and by no means an opposite concept. I've put literally over 50 hours into Maiden Snow, despite it having what could reasonably be described as only 2 paper doll style animations. Going afk to see it would be a near worthless experience. It's all about how you got into that situation, and the consequences that come after, that makes it exciting. The primary punishment in that example, is that every sex act has lasting gameplay influencing effects on your character (along with getting dropped in a random location naked having lost some gear).
That makes perfect sense to me, and I'd kinda assumed would be the case to some degree anyway. No harm in being able to enjoy the existing animations before reloading/respawning. Beats just giving a plain "you died" screen. It wouldn't be the same thing as I've been talking about nah, but it's such a simple feature that can be enjoyed by all, so why not.
Played the demo. Super short and simple, but that's fine far as I'm concerned. The only time a demo is "too early" in my eyes is when it actually misrepresents or under sells features in progress, such as combat. If it's not ready, then it's not ready. The hint towards the charm feature is a nice one. RPG elements often add some nice depth to these kinds of games.
This does lead to something I've been wondering though, which is just how actually is hentai regarding combat intended to play out? So far we've seen a scene where a demon merely touches the hero and starts humping immediately, but I'm assuming that's obviously not intended to be how it actually plays out. Are we expecting Kurovadis style knockdowns, or grab attacks, something else perhaps? Any thoughts or plans for mechanics that defend against it?