- Mar 5, 2024
- 17
- 8
Hello everyone,
After being captivated by NSFW games for over a year, I've embarked on creating my own game. With a solid four-year background in coding, I felt well-equipped to craft the gameplay experience I envisioned. However, I must admit that art is not my forte; thus, expect the visual aspect, including any animations, to be modest, think along the lines of Rogue-like: Evolution with its simplified visual elements. This decision stems from a desire to challenge the conventional "sandbox" game format, which I find often lacks genuine sandbox elements. Typically, these games revolve around incrementally increasing a love or relationship metric to unlock quests and repeat the cycle. This approach doesn't resonate with my understanding of a sandbox game, which sparked my motivation to create something different.
Game Overview:
The core of the game is the player's responsibility to manage an apartment complex inherited from their family. This complex, predominantly housing female tenants, demands your attention in managing income, maintaining facilities, and ensuring tenant satisfaction.
Gameplay Mechanics:
I've designed the game to be a true sandbox experience, devoid of an overarching narrative. Instead, each female character is imbued with unique personalities, traits, and ambitions. The game grants players unparalleled freedom in their actions, from stealthily entering rooms to advancing relationships with the characters at your own pace. Be cautious, though, as your choices might lead to the characters growing to dislike you.
The primary goal is to enhance NPC relationships to the point of dating. This can be achieved through various interactions, including conversations, compliments, sweet gestures, dates, and resolving conflicts or apartment-related issues. Interestingly, some issues might be orchestrated by you to shine in a heroic light.
Moreover, the game offers opportunities to earn from tenants, unlock additional apartments to meet more characters, or upgrade facilities like pools or gyms. These upgrades, in turn, enhance the stats of NPCs frequenting those areas.
As the keyholder, you possess the freedom to access any room, though such actions may have repercussions.
Art:
None... i will show off art in the future.
If you want to see my placeholder art, feel free to join my Discord. I post screenshots and updates there that aren't very tasteful.
Also tags are not known at the time besides sandbox & point & click.
Unimportant:
A few months into the development of my game, I've established a solid gameplay foundation. This includes a dynamic NPC navigation system, an upgrades system, and a dialog system. With the art aspect in progress, I'm optimistic about presenting something playable within the next few months.
A bit about my work ethic: I'm what you might call a burnout developer. I tend to immerse myself completely in a project, delivering content and fixes consistently—weekly or even daily—over a span of a few months. Following this intense period of activity, I usually take a break.
Currently, I don't hold a traditional job, and my previous coding projects have reached their conclusion. This leaves me dedicating approximately 50-60 hours a week to development.
Info:
Contact me or find more info
I'm eager for feedback to guide the game's development, particularly constructive criticism. While positive feedback is always welcome, it's the critical insights that truly help me improve.
i grammar corrected this online so hopefully it doesn't seem to robotic, my English isn't perfect
After being captivated by NSFW games for over a year, I've embarked on creating my own game. With a solid four-year background in coding, I felt well-equipped to craft the gameplay experience I envisioned. However, I must admit that art is not my forte; thus, expect the visual aspect, including any animations, to be modest, think along the lines of Rogue-like: Evolution with its simplified visual elements. This decision stems from a desire to challenge the conventional "sandbox" game format, which I find often lacks genuine sandbox elements. Typically, these games revolve around incrementally increasing a love or relationship metric to unlock quests and repeat the cycle. This approach doesn't resonate with my understanding of a sandbox game, which sparked my motivation to create something different.
Game Overview:
The core of the game is the player's responsibility to manage an apartment complex inherited from their family. This complex, predominantly housing female tenants, demands your attention in managing income, maintaining facilities, and ensuring tenant satisfaction.
Gameplay Mechanics:
I've designed the game to be a true sandbox experience, devoid of an overarching narrative. Instead, each female character is imbued with unique personalities, traits, and ambitions. The game grants players unparalleled freedom in their actions, from stealthily entering rooms to advancing relationships with the characters at your own pace. Be cautious, though, as your choices might lead to the characters growing to dislike you.
The primary goal is to enhance NPC relationships to the point of dating. This can be achieved through various interactions, including conversations, compliments, sweet gestures, dates, and resolving conflicts or apartment-related issues. Interestingly, some issues might be orchestrated by you to shine in a heroic light.
Moreover, the game offers opportunities to earn from tenants, unlock additional apartments to meet more characters, or upgrade facilities like pools or gyms. These upgrades, in turn, enhance the stats of NPCs frequenting those areas.
As the keyholder, you possess the freedom to access any room, though such actions may have repercussions.
Art:
None... i will show off art in the future.
If you want to see my placeholder art, feel free to join my Discord. I post screenshots and updates there that aren't very tasteful.
Also tags are not known at the time besides sandbox & point & click.
Unimportant:
A few months into the development of my game, I've established a solid gameplay foundation. This includes a dynamic NPC navigation system, an upgrades system, and a dialog system. With the art aspect in progress, I'm optimistic about presenting something playable within the next few months.
A bit about my work ethic: I'm what you might call a burnout developer. I tend to immerse myself completely in a project, delivering content and fixes consistently—weekly or even daily—over a span of a few months. Following this intense period of activity, I usually take a break.
Currently, I don't hold a traditional job, and my previous coding projects have reached their conclusion. This leaves me dedicating approximately 50-60 hours a week to development.
Info:
Contact me or find more info
I'm eager for feedback to guide the game's development, particularly constructive criticism. While positive feedback is always welcome, it's the critical insights that truly help me improve.
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i grammar corrected this online so hopefully it doesn't seem to robotic, my English isn't perfect