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I'll be working on the new "story mode" of Zoe.

I want to bring this mode where the wedding happens after a finite amount of days, and where the player is challenged into unlocking the desired fetishes by playing the minigames, using the favor points and by talking with Zoe to increases the fetish stats fast enough.

Now, for this mode to work, as replayability is key, I want to re-think the events and see how they can branch differently when a minigame is lost or when favor points are spent.

I'm talking about events such as "Taking care of her" (the first facesitting), the cunnilingus through Zoe dialogues (couch, kitchen, bed), the first cum eating events, etc.

Most of them have a "do/do not" logic, if you refuse, nothing much happen. If you fail a minigame, you get some "dominant" points and a few blames from Zoe. I don't think it's good enough for the new story mode.

What alternatives could improve replayability and diversity?
It shouldn't be anything that involve redoing the game entirely, but smart changes based on how the game already works.

Comments

Tectomes

The thing about dominant points increasing when you fail is that it incentivizes failure for those who want Zoe to be more dominant. Perhaps if she had a will of her own, a player could still behave the way they prefer, while her behavior remains more independent and nebulous. I think this could be done if the outcomes were all inevitable. If you don't do something she most immediately wants (and the player may not even know exactly what that is), everything else but that thing could decrease favor (without warning), and she could be more likely to deny the player anything else until they submit. The minigames could enhance a particular scene and affect how Zoe communicates, but I don't know if they should affect the progression of related fetishes, since that could take the player out of the moment and instead encourage them to manipulate the scene. Maybe story mode could be a 'hard mode' of the game you've already designed. Maybe progression of fetishes could be less of an aim and more of a reward--revealed through dialogue, Zoe's interests and chance: an illusion of choice for the player but one that Zoe guides the player through, training them to be more selfless. I realize that's already the primary purpose of the game, but the player's choices could be even more of an illusion, but an illusion that Zoe sadistically enjoys providing to manipulate the player into new scenarios she finds entertaining or stimulating. I think leaning more into that, as opposed to finding new ways to get what the player wants, would be even more engaging. What I'm saying is that I think the game model you've designed is already strong enough to do what you seemingly intend. I'd just tweak the risk/reward system so that it aligns more with sadistic conditioning and focus on making Zoe more dynamic. Whatever you decide, I'll keep visiting the game. It's amazing work. Sorry for the huge post.

asdf

The easy thing to do When the lust-bar of MC is full he can't focus at work and earns less. Earning more is important if there is a timelimit to pay for the wedding in time. Not so easy Favor could be more then currency. The amount of favor could have an impact on Zoes mood. If the bar for favor is low, MC has to pay for certain things, like licking her out or getting out of chastity. Or maybe she straightup says no, even if MC would have enough to pay. If the bar is full there could be a chance that MC does not has to pay for it. Or Zoe could suggest to do certain things like unlocking or licking if the bar is full. Maybe Zoe gives nice answers when the bar is full but the opposite if it is low. I would also like a minigame with the interactions overall. If MC doesn't talk to zoe regularly he will loose favor. By intracting with Zoe on the other hand, MCs lust will rise because she could do dirtytalk when certain points of fetishes are reached.