Cool things in games that you will love to see in more games

Crimson Delight Games

Active Member
Game Developer
Nov 20, 2020
764
1,826
A gradual influence system that lets you build relationship status with whoever you're trying to get involved with in the game. Ideally, the system would take into account every decision you make, and adjust the NPC's disposition towards you.

Definitely not easy to implement, and it takes a lot of planning, but adds tremendous amounts of immersion to a game.
 

kotte

Member
Feb 11, 2018
182
318
This is a thing that has a tendency to aggravate the fapping crowd, but that I really like: disperfection

Like in the latest update of Leap of Faith, you finally get undressed with your amazing pop star but it doesn't work, you have different expectations. So you stop, and it feels like you will be going to sleep without the sex. But then, just because you think you are not going to have sex, you manage to communicate and find something that works for the both of you, and suddenly you are bonking like there's no tomorrow!

This feels so much like something that can happen to real people in a real situation, I just had to love it.

And notice, this didn't punish my gameplay and force me to grind the event one more time, it was just part of a quite well-written scene.
 
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somebodynobody

Engaged Member
May 11, 2017
3,251
4,200
Different sex actions/positions. Bodies are bendable and there are lots of objects to use to help. Missionary or doggy/cowgirl is fine, but a bit of imagination and the sky is the limit. Or watch porn and take positions from there.

Good UI/UX design. Making a player click many times to do the thing they are trying to do is ridiculous.

Good coding. Why would you want your game to be slow and not work on as many platforms as possible?

A player level "Meta" auto note-taking. Allowing the player to know things they have previously done in a different playthrough. Maybe you come back to the game months later and have to start a new file because save compatibility died. Knowing which choices you made and what they led to in a note or something so you can quickly get back to where you were, or for the opposite so you can go down different paths on a different playthrough. An example of a game this would work well on would be "Twisting Vines" to see everything you have to replay the game a lot of times, without knowing which choices do what.

Character difference and even growth, and consequences of actions. If MC buys a nice bracelet for his GF/LI, the GF/LI shows it off to others and maybe the others get jealous or maybe wanting to rob him, if he buys it for someone else who isn't his GF/LI/Family the GF finding out cause it got shown off and being mad. Characters paths let's say the MC is a stand up person for most of the characters, but he also bullies the mousey shy girl, or even rapes her. The normal outcome to this is an instant game over. Instead maybe give her a growth path to either become used to the bullying/rape and become in a sick way okay with it, suicide, or she has growth to become a stronger character and later in the game the MC now has to deal with that shit he started way back in day 3. Because she grew stronger over the time frame and now brought in the cops. Make everyone not act the same or be against/okay with the same things.