Create and Fuck your AI Cum Slut –70% OFF
x

Unity K.O. Zone One [v0.2] [Starvy]

4.30 star(s) 9 Votes
Apr 8, 2019
320
882
216
Whole lot of restraint and teasing, no actual sex. I hope to see more in the future but so far what we have is a polished demo with a very specific niche. I hope we do get more than this, especially with the interrogation room, but for now I'm not that impressed.
 
Last edited:
  • Like
Reactions: WellIGuess
Oct 12, 2018
208
313
257
I know its not likely, but if this game could get actual sex interactions on top of the capture/BDSM mechanics, with both t he player and NPC's being capable of initiating sexual interactions, this game will really be something else in time.
Of course, based on the last game made and the way this one is already being described off the bat, I'm sure it'll mostly be what it is now but further expanded upon really unfortunately.
 
  • Like
Reactions: idonthaveaclue

CuroNira

Member
Nov 15, 2018
103
29
127
Also need a struggle minigame when you're yourself captured. Something akin to Didnapper for instance, and some bondage placements.
Post, X-Cross, chair, hogtie, all kinds of position to struggle out of and place people in.
 
  • Like
Reactions: Evizzy89 and arhttr

gdrocker

Member
Nov 17, 2018
475
1,216
351
Not really bro, Having more content affect your experience?
See, I know you're rage-baiting me (and it's almost working)...

...but now I'm tempted to start following you into threads for all the stuff you like and replying, "Huh. Well, this is great and all, but you know what it's missing? The shower scene should have the female MC dropping a massive turd and waffle-stomping it down the drain."

After all, doesn't matter if you potentially hate it with a fiery passion, "more content automatically equals better", right?

1755902727052.png
 
Mar 16, 2018
345
462
200
Looks interesting. Hopefully there is an option to disable the BDSM aspect cause I honestly yuck that yum. Would also like to see an option to disable the AI being able to attack you. It would also be nice to be able to customize each characters looks a bit. Other than that, game looks promising.
this u?

maybe find a different game cuz you literally listed like, actually every mechanic in the game and said "please let me turn that off"
 

HkAjdDfiK

New Member
Dec 27, 2023
1
1
13
The dialogue appears to rely on the following line found in the "GetOllamaLine" function in AnimatorController.cs (decompiled):
using (UnityWebRequest request = new UnityWebRequest(" ", "POST"))

I'm not too familiar using ollama (openrouter fan nr 1), but I assume you can simply run the localhost at that port with any given model and it will work.
 
  • Like
Reactions: MinMM

blackR

Newbie
May 30, 2017
19
16
139
I really say this, but I like this one, V-sinc must have and optimization ofc, sneaking mechanics would be nice too
 

fiorafae

Newbie
Jan 12, 2020
30
74
62
Oh wow, this is already a glorious game. It's right up my alley. My chief criticism is the quicktime system for escaping grabs. From a gameplay standpoint, it's pretty cool and novel. However, from a lewd standpoint, all the different inputs are frustrating. They take up a lot of space on the screen, and they force me to pay attention to a bunch of floating buttons when I'd rather enjoy the view. I also like to struggle a little to prolong the situation before eventually losing, but to do that I have to slap around my keyboard like a monkey instead of focusing on the fun stuff.

I suppose my recommendation would be an optional toggle that lets you switch to a simple button mashing or button holding command to gradually escape, with the indicator for it being tucked away with the two bars at the bottom. A lot less clutter, and a lot less effort to keep enjoying the scene.
 

DigitalFire

Active Member
Aug 20, 2017
587
1,083
326
Bruh, This is not the first time I encounter a uniquely interesting game but it has female protag... :(
 

honwo

Newbie
Jul 30, 2018
73
262
229
The animations, sound and concept are very good although for now the gameplay seems weak to me due to its early state and lack of tension, difficulty, meaningful goals and progression. I think more real-time gameplay outside of the struggling could be nice, for example combat, platforming or stealth (the gameplay could really go in any direction since there isn't much there yet). The sandbox would feel more believable if enemies pursued their goal (presumably abduction of the player character) with more speed and aggression and if their actions had more consequences (i.e. abduction, loss of items or resources or otherwise).

I think one problem for me is that enemies don't really feel like enemies because they stand and walk around aimlessly rather than actively looking for you, but they also don't feel like civilians because they pursue you when they see you (but then do so very slowly and give up easily). What are they doing there in the first place? For example, what if instead there were actual enemies and actual civilians and the enemies ("cops"), which are more challenging to capture and an actual threat, protect the civilians, which are easier to capture but have to be captured without getting caught by patrols. This type of scenario, which is just a quick example, could create a more believable and dynamic sandbox and create an actual gameplay experience. But it's just one idea to point out the kind of thing I see missing right now. We could fulton out captives instead of having to leave the area so as to maintain game flow.

I agree with the previous poster that the struggle minigames are too visually distracting and take up too much visual space.

If you don't want just a simple "A-D" spam minigame, for a struggle system in this kind of game with 3D models and mouse control, I think it might be more interesting if, for example, we could mouse-select body areas on the character being subdued (whether enemy or player) to "attack" and struggle against, and then weaken them with a minigame until perhaps an overall escape/subdue meter is filled or a certain number of areas are "broken". This could keep the visual attention on the animation, and make the struggle system feel more involved, visceral and immediate.
I also think that other kinds of minigames might be viable in that kind of system, for examples ones that require precise timing or something akin to the various fishing minigames that have been done over the decades.

If you have a purely skill-based struggle system without randomization, I think the game needs to have systems in place to create unpredictable and intense situations that cannot be overcome by simply mastering minigames. That could be stamina (i.e. a character getting caught after running for a while will be at a disadvantage); combat, traps and ranged attacks (a weakened character is at a disadvantage); stealth, arousal, state dependence (a surprised, bound or aroused character is at a disadvantage), escalating difficulty or stat differentials (some enemies being significantly more difficult and powerful, a leveling system) which weaken a character's struggle power in any given situation.

To prevent the opposite situation, where struggling in certain situations is already doomed from the get-go, you could have various usable items that enhance your odds but have to be used strategically.
 
4.30 star(s) 9 Votes