Love the concept, but I don't get this part. What's the point of having a simulation, with all the stats and characteristics, kinks, perks etc... if it all boils down to a binary choice? I understand that it would make the development harder, but I can't help but feel like the payoff in a NTR game comes when it's a threat, a possibility, a challenge, but you can still avoid it by "playing well" your cards. Having to make hard choices with heavy consequences, (which doesn't mean the MC has control over everything, but has a way of preventing it by overcoming his challenges) mistakes lead to ntr, that's the payoff I think. If it's all pre-established it kind of takes away the simulation: it's not mechanic driven, but story driven which at that point would fit a VN best. It would feel like a lost opportunity tbh...
Btw amazing work, keep it up!
Thanks!
Yeah, but then again there are the NTR haters / gay content haters. I already got the rage of the AI image haters, don’t need more
Jokes aside, totally get what you're saying, and yeah, I agree with the core idea: the payoff in NTR should come from tension, risk, and failure, not from just flipping a switch at the start. The whole point of the stat system (lust, attraction, kinks, perks, etc.) is to simulate a world where your choices and builds matter, where
failing to prevent something feels impactful, not pre-scripted.
The
binary choice at the beginning is mostly a
content filter , a way for players to say “yes, I’m okay with this kind of material being present.”
It doesn't mean NTR happens right away or is guaranteed. It just means that certain mechanics (like kiss scenes, saliva use, seduction attempts, voyeur stuff, etc.) are allowed to start triggering, (some will happen though, like the liora saliva scene, or a kiss/es), from there, it's up to your choices, stats, perks, and a bit of RNG.
For example, in Chapter 2, there's a seduction scene with Nimeria. Whether or not something happens depends on a bunch of internal factors:
- Lust
- Scent fetish
- Attraction level
- Perks, etc
I haven’t made these visible yet since having 3–4 of these every few pages becomes overwhelming and breaks immersion. . An example of how it would look like:
Having 3 - 4 of those per page would become qute annoying at some point.
But I’m considering adding subtle one-liners like this to signal when a roll is happening:
In Chapter 3, you’ll notice a lot more branching choices, and yeah, it can get a bit overwhelming. That’s partly intentional, because Chapter 3 is where the game starts getting a feel for the player’s preferences, kinks, comfort levels, etc. Once that data is gathered...
-> Starting from
Chapter 4 (which I'm actively working on), I’ll be leaning much more into resistance-based mechanics.
At that point, the game knows what you’re okay with, and what to lock out.
Thanks again for the thoughtful comment!