Advice on my twine real porn game about the mechanics

AstralJam

Newbie
Jul 23, 2022
16
3
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This is a screenshot from the game that I am developing, as you can see the player is able to gain physical attractiveness.


But i haven't coded that into the game yet tho, I'm not sure how I should make the gameplay structure.

I have a very good idea for the storyline and will put most my effort into that and making good characters. This is just a draft btw.



I'm wondering how I should make the stats work though. Should I make a limit to talk to a girl you need a certain amount of attractiveness/charm/money?


I've played multiple games and I am mostly making my own because I got inspired by others like College Daze and The Company.

I'm basically worried about not making the game "grindy" enough to where people won't support me at all on my game (I'm not only doing it for the money but it's a big motivator to make something great)
 

NeonSelf

Member
Dec 3, 2019
202
306
I think stats is generally a bad idea because new content will be unlocked instantly.

Imagine if players maxed their stats in v0.3 of your game. Then you post v0.4 with a new girl. Players already have extra money to buy her any gifts or any upgrades for their house, their charisma is maxed so it takes just one date to seduce her.
What was planned as an hour or two of new content gets unlocked instantly with no effort.

I'd suggest to get rid of all stats and make progression through story events.
It can still be a sandbox, but player can choose where to go or what to talk about. So MC can trigger new event and progress her storyline or repeat some already unlocked scene.

My definition of sandbox is that all sex scenes are repeatable by interacting with girls in game, and MC can focus on some of the girls, while ignoring others. Stats and money are optional, because they serve no purpose.

Also, reading a story is already grind itself that takes time. I've dropped a few games just because I was tired of endless dialogs.
 
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AstralJam

Newbie
Jul 23, 2022
16
3
I think stats is generally a bad idea because new content will be unlocked instantly.

Imagine if players maxed their stats in v0.3 of your game. Then you post v0.4 with a new girl. Players already have extra money to buy her any gifts or any upgrades for their house, their charisma is maxed so it takes just one date to seduce her.
What was planned as an hour or two of new content gets unlocked instantly with no effort.

I'd suggest to get rid of all stats and make progression through story events.
It can still be a sandbox, but player can choose where to go or what to talk about. So MC can trigger new event and progress her storyline or repeat some already unlocked scene.

My definition of sandbox is that all sex scenes are repeatable by interacting with girls in game, and MC can focus on some of the girls, while ignoring others. Stats and money are optional, because they serve no purpose.

Also, reading a story is already grind itself that takes time. I've dropped a few games just because I was tired of endless dialogs.
Thank you for the advice. Do you know of any game that has no stats like you said and just story progression?

What about money? Do you think getting money to buy different outfits or items for the girls is a bad idea?

I agree with your point that many games have dialogue that is too long and non interesting, I've dropped some too because of that. I will try to avoid that.
 

NeonSelf

Member
Dec 3, 2019
202
306
Thank you for the advice. Do you know of any game that has no stats like you said and just story progression?
Seems like most of RenPy games have no stats, even if they are sandboxes.
The Headmaster, HS Tutor, Public sex life H, Harem Hotel, Peerless Lust, Corruption (by Mr. C)

But when they have stats, they are often used as a story progress indicator, instead of actual variable to grind. For example, you have a special event like training with a veteran warrior and your strength goes up, after that event you have new choices in dialogs, but training again with the same NPC will not raise your strength more.

Talking about progression indicators - these things are used everywhere, and they are mostly tied to specific NPCs or organizations. Things like "date this girl 3 times to unlock sex" or "rise your rank in guild to unlock new shop items". These stats dont interfere with new content when its added to a game, so they are safe to use anywhere.

What about money? Do you think getting money to buy different outfits or items for the girls is a bad idea?
Getting them new outfits is a great idea. But working for money - only if you have a good minigame for it.

In some games when you progress with the girl you can ask her to wear more revealing outfit, but you dont have to earn money for it. This outfit magically appears in her wardrobe. Also it may be a shopping date, where she tries a few outfits and you decide which one to buy. No money involved, game pretends that you have enough money in your pockets.

Same goes for other stuff: renting a new apartment or getting a car on your birthday - it can be a story event without money transactions.

BUT If you are making a simulation, not a story-driven game. Then you need proper stats, consumables, money and everything else.
 
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MarshmallowCasserole

Active Member
Jun 7, 2018
575
1,456
Thank you for the advice. Do you know of any game that has no stats like you said and just story progression?
It's called a VN ;)

What about money? Do you think getting money to buy different outfits or items for the girls is a bad idea?
Look, it's not about the name you give to a stat. It's how the player earns and spends it.

The common way to earn money in a male MC game is to make a button "be a wage slave" and make the player press it 100 times. Needless to say, this is BAD. At least in games with a female MC there's a group of unlockable buttons "whore yourself out", which add to the lewd content library (but it's still not very good purely as a way to earn money).

Likewise having stats that serve as a binary switch for locking out content is bad, be it money or physical attractiveness or whatever. Money is a good resource when you want the player to CHOOSE between strategic or tactical options. Do I buy the sword, or the armor? You don't want the player to have both, as it trivializes the fight. Money sucks when it forces the player to choose between the girl wearing a sexy dress or sexy underwear, because unlike with combat gear your GOAL is to show the girl wearing both.