- May 3, 2018
- 1,403
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So about half a year ago, one of the patreon creators I follow decided to start making a game, and after playing one of the recent demos, I wanted to bring up something I noticed with this and other games.
The game I played is called House of Pleasure, which I believe to be a fan recreation of another nsfw game (possibly with the same name? I am not too sure)
The game is a point-and-click, life-sim, dating-sim, almost visual novel game. Granted, it is still being developed and the story and characters do not progress very far, but the artist's patreon page is full renderers and story events they have ready and made to be brought into the game.
The artist and maker of the game is deepandsilent3dx and their patreon can be found
A daz artist with their own unique twist, with stylized character and a stylized post-processing effect.
The main thing I noticed with this game is it has a very specific focus: focus on the art, focus on the visuals.
The first case of this is the very minimal UI, click on this icon to see simply clicking icons to navigate.
I even praised the artist in their first tech demo for allowing the ui to be turned off, as seen here and dialog boxes can be hidden as well.
The primary thing the game focus on is to always have a large image that take up the whole game window, images do not hide behind any game mechanics. Not only are they nice renders, but to keep the game interesting, just about every situation has a variation, or alternative angle/pose, and time of day variation,
Like many dating sims, you either go around collecting resourecs, and or, favors, getting on peoples good side and eventually unlocking story content. as far I as can tell, while a lot of work has been done, not all of the artist's work or story has been put into game format yet (and still a bit buggy).
What I wanted to bring up was that many people want big games, to play big games. As far as I can tell, the reason for this is so that the story is deep, the fun keeps coming, or to make sure that a player can customize the experience to their preference, and that's all fine and dandy. But I have also found that many games benefit from having various things they focus on, whether it's a particular type of fetish, game mechanic, art style, etc. It seems while some games either pander to a specific focus or are simplistic, while less is certainly not more, it does seem to help the game. Not to say that the smaller scope allows the game dev to better focus on making the game to a higher quality, but rather, it seems that in the absence of too much content, the content that is still there tends to be amplified. A typical case being, when you have to work to unlock something, the work makes the reward worth more.
An example being this scene, while still under development, every now and then I could find this situation.
Without too many game mechanics in the way, this game enhances its focus on its art. In the future, I hope that this also leads to benefiting the story as well, but much of that still needs to be added. Various other games reap similar benefits.
I just wanted to bring up an observation, and possibly discuss situations where specific traits in a game help made that game good/special/worth it. An often, such traits tend to relate to a form of simplification that ends up helping to exaggerate some other aspect of the game beyond what other games have done. In the case of House of pleasure, I was pleasantly surprised by everything it did to keep the players focused on the art, and to keep the art interesting. But in the future, I do hope the maker adds the ability to at least see what characters are feeling or thinking at any given moments, there is a lot of no talking parts in the demo so far, and a bit of context would go a long way to add to the experience.
Here are some more images I had collected, if you are interested in the artist and their style, feel free to check out their
The game I played is called House of Pleasure, which I believe to be a fan recreation of another nsfw game (possibly with the same name? I am not too sure)
The game is a point-and-click, life-sim, dating-sim, almost visual novel game. Granted, it is still being developed and the story and characters do not progress very far, but the artist's patreon page is full renderers and story events they have ready and made to be brought into the game.
The artist and maker of the game is deepandsilent3dx and their patreon can be found
You must be registered to see the links
.A daz artist with their own unique twist, with stylized character and a stylized post-processing effect.
The main thing I noticed with this game is it has a very specific focus: focus on the art, focus on the visuals.
The first case of this is the very minimal UI, click on this icon to see simply clicking icons to navigate.
I even praised the artist in their first tech demo for allowing the ui to be turned off, as seen here and dialog boxes can be hidden as well.
The primary thing the game focus on is to always have a large image that take up the whole game window, images do not hide behind any game mechanics. Not only are they nice renders, but to keep the game interesting, just about every situation has a variation, or alternative angle/pose, and time of day variation,
Like many dating sims, you either go around collecting resourecs, and or, favors, getting on peoples good side and eventually unlocking story content. as far I as can tell, while a lot of work has been done, not all of the artist's work or story has been put into game format yet (and still a bit buggy).
What I wanted to bring up was that many people want big games, to play big games. As far as I can tell, the reason for this is so that the story is deep, the fun keeps coming, or to make sure that a player can customize the experience to their preference, and that's all fine and dandy. But I have also found that many games benefit from having various things they focus on, whether it's a particular type of fetish, game mechanic, art style, etc. It seems while some games either pander to a specific focus or are simplistic, while less is certainly not more, it does seem to help the game. Not to say that the smaller scope allows the game dev to better focus on making the game to a higher quality, but rather, it seems that in the absence of too much content, the content that is still there tends to be amplified. A typical case being, when you have to work to unlock something, the work makes the reward worth more.
An example being this scene, while still under development, every now and then I could find this situation.
Without too many game mechanics in the way, this game enhances its focus on its art. In the future, I hope that this also leads to benefiting the story as well, but much of that still needs to be added. Various other games reap similar benefits.
You must be registered to see the links
is a challenging shooter game, where your score unlocks a bit of a comic, and I found it to be good fun, albeit a quick hour spent.
You must be registered to see the links
had characters I found to be pretty simple, one dimensional, and stereotypical personality types, but despite the simpler character writing, I found it really improved the experience because you could quickly figure out what the character was like, how they would act, and so you could play accordingly. House of Pleasure is somewhat similar, in that, you don't need a tutorial to learn how to play it, you can get started fairly quickly.I just wanted to bring up an observation, and possibly discuss situations where specific traits in a game help made that game good/special/worth it. An often, such traits tend to relate to a form of simplification that ends up helping to exaggerate some other aspect of the game beyond what other games have done. In the case of House of pleasure, I was pleasantly surprised by everything it did to keep the players focused on the art, and to keep the art interesting. But in the future, I do hope the maker adds the ability to at least see what characters are feeling or thinking at any given moments, there is a lot of no talking parts in the demo so far, and a bit of context would go a long way to add to the experience.
Here are some more images I had collected, if you are interested in the artist and their style, feel free to check out their
You must be registered to see the links
.