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Struggle Mechanics Discussion


Big fat question for those who play H-Games on a gamepad.

Does it bother you when some struggle/escape sequence requires you to hold a controller with both hands?
 
Any games that I've played which have controller support and a struggle mechanic I'm already using both hands to play. Can one-hand RPGM tho.
 
Paperheads, by ProjektWolfenstein has a pretty advanced struggle mechanic. A series of 6 random arrows appear on screen, and you have just a few seconds to hit that exact sequence on your button pad, then there will be a randomly timed "!" appears on screen and you have to hit a key just exactly then, to stop the grab event from going further.

Meanwhile, Verdani can deal damage to her attackers by hitting the "V" key (I think that is the key). So in some ways the grab event cuts both ways, but it's really hard to do the keys well enough to inflict more HP than she is receiving.


 
Paperheads, by ProjektWolfenstein has a pretty advanced struggle mechanic. A series of 6 random arrows appear on screen, and you have just a few seconds to hit that exact sequence on your button pad, then there will be a randomly timed "!" appears on screen and you have to hit a key just exactly then, to stop the grab event from going further.

Meanwhile, Verdani can deal damage to her attackers by hitting the "V" key (I think that is the key). So in some ways the grab event cuts both ways, but it's really hard to do the keys well enough to inflict more HP than she is receiving.


So you think a QTE (quick time event) is the best way to do struggle mechanics?
 
It's not for everyone. Maybe a good optional mechanic you can set in the game's options?

Some games use that kind of mechanic with an attack, like you activate the attack and then push arrow keys in succession and how close you get determines how much damage it does?

It has the feel of being one of those dancing games, or "guitar hero". It makes sense if you were trying to do an advanced escape, like trying to pick a lock or slip out of some shackles. I don't know how I feel about having to do something that hard to escape a grapple, though. But I do leave the option turned on when I play paperheads. And TBH I've probably only played for a total of 5 hours, after getting the game years ago, because I get frustrated.
 
I don't really like button mashing. Either a press and hold mechanic that allows you to fill a bar... the speed at which you fill this bar decreases as you get lustier. You can mash to speed up.

Project X: LPD had that little warning that was your only chance to escape - I kinda liked that.

And perhaps quick time events with less time to react based on damage or lust could be good too.
 
I don't really like button mashing. Either a press and hold mechanic that allows you to fill a bar... the speed at which you fill this bar decreases as you get lustier. You can mash to speed up.

Project X: LPD had that little warning that was your only chance to escape - I kinda liked that.

And perhaps quick time events with less time to react based on damage or lust could be good too.
Kinda funny, a has something like that, both an increase in the amount of buttons/key needed to be pressed and a decrease in the amount of time to do so.
 
TBH, the only part I liked of Wolfenstahl's mechanic was the timed event part, where a "!" would come up on screen and you had to hit "C" just then. The arrows are kind of bothersome, and are why I've never played past the second level. (Just too infuriating).

The timed "!", and hitting "C" exactly then makes a lot of sense to me, because it suggests you are waiting for an opportunity. Like if you miss your opportunity, you might not get another one right away.

It makes also makes it feel like there is actually a challenge to escaping. If you just mash the same key 100 times, you're more or less giving victory away for free.
 
For my game, I run the struggle mechanic as a set of skills. It's RNG, but based on 'Stamina' and 'Arousal' levels. So there's an Endure skill where you get fucked, but recover some stamina, and a Struggle Skill that has a better RNG outcome if you have more stamina. So you have to balance resting without letting the enemy cum in you or getting too aroused.
 
That's some really good art.

Are these skills also useful for prostitution missions? Allowing her to make more money, or take more customers in one night?
 
That's some really good art.

Are these skills also useful for prostitution missions? Allowing her to make more money, or take more customers in one night?

Thanks! Those are actually just placeholder art I drew- however, I switched to a professional artist to free myself up for design and coding.

Struggle and endure are just combat mechanics. Prostitution isn't fully implemented, but one prostitution scenario will be in the next Patreon release this month.

I haven't fully designed prostitution yet, but my suspicion is that basically it will consist of 'reputation' and 'fatigue'. High reputation as a whore will get you more money, but will also increase chances that people will harass you in other situations or not help you.

Prostitution encounters will also reduce stamina and willpower, both of which act as HP bars in battle. So you could do a prostitution mission and then get cornered at the brothel with low stamina by someone who wants a piece. This would be easy to implement as 'random chance a relevant enemy appears if you are prostituting somewhere unsavory'.
 
That's a really good idea! I never thought about what might happen if the protagonist is out prostituting, and one of her enemies approaches her as a customer. Or collaborates with one.

Interesting possibilities arise.
 
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