- Nov 4, 2017
- 241
- 409
Project:
Reverse Slave Trainer Game (no proper title yet)
Whereas normal slave training games have you play as the trainer, here you play as the (female) slave and have to resist your training to the best of your ability.
My primary source of inspiration is the game "Gods will be watching" which puts you into different resource managing situations. You are always "losing" in a sense, but the goal is to lose slowly. It's about strategically sacrificing resources to put off the end for as long as possible.
Without getting into technical details here, you will have different stats like "pain", "composure", "self-esteem" etc and need to make decisions based on which stats you can most afford to lose at the moment.
I am planning for the game to be almost purely text-based since that's way cheaper to produce. If the game turns out to be successful I might try to add some graphics in later.
I'm looking for someone to bounce ideas off and give me some feedback. If you have python programming experience then you could also help with the actual programming, but that's not required.
This position is unpaid. If there are plans to monetize it later then we can discuss payment options (rev-share or flat payment whatever), but I don't see it making money in the foreseeable future.
Closer look at the mechanics:
The player roughly has 3 lines of defense: Composure, Self-Esteem, and "Love"
Going through them in reverse-order:
- "Love" is intended as a stockholm syndrome type stat that measures how much the player looks up to their captors. If this reaches a certain point, the player is mind-broken enough to believe their rightful place is obeying their captors. Love can increase when the captor does "pleasant" or "kind" things to the player's body, but also requires low self-esteem to progress.
- Self-esteem is, as the name implies, a measure of how highly the player thinks of themselves and how resistant they are to degrading themselves. Self-esteem is primarily affected by actions the player had some agency in. The player's primary goal is to not make decisions that lower self-esteem.
- Which brings us to "composure" which is a measure of how much control the player has over their actions. In gameplay terms, the lower composure is, the more likely the player character will automatically perform an action (which likely will lower self-esteem). Unlike Self-esteem and love, composure recovers on it's own relatively quickly so changes are short-term.
To give an example of how this system can work, take a player who tries to refuse all commands:
1. The captor gets mad and starts punishing the player
2. Pain builds up until it starts degrading composure
3. The player loses control and begs for mercy automatically (also lowering self-esteem a bit)
4. The captor moves on to other activities. If they have any degrading requests, the player is likely to automatically accept since their composure is so low
As you can see, absolute disobedience won't get you very far. On the other hand of the spectrum, if you just obey everything then your self-esteem will plummet and you'll quickly lose as well. So you have to play it smart.
Disobey to stall for time, but relent before your composure becomes so low that you lose control of the remaining interactions. Try to keep your captors happy while sacrificing a minimal amount of self-esteem.
Developer:
Just me
Looking for:
Collaborator to discuss ideas with. Experience with game balancing, game design, or drawing skills would be a plus.
Work commitment:
Pretty minimal. If you are never available then you aren't going to be of use, but baring that, since this is unpaid I'm very casual about the whole thing.
Preferred method of contact:
DM here, further contact through discord
Additional comments:
Game is currently written in python as a console application with plans to port it to renpy.
Reverse Slave Trainer Game (no proper title yet)
Whereas normal slave training games have you play as the trainer, here you play as the (female) slave and have to resist your training to the best of your ability.
My primary source of inspiration is the game "Gods will be watching" which puts you into different resource managing situations. You are always "losing" in a sense, but the goal is to lose slowly. It's about strategically sacrificing resources to put off the end for as long as possible.
Without getting into technical details here, you will have different stats like "pain", "composure", "self-esteem" etc and need to make decisions based on which stats you can most afford to lose at the moment.
I am planning for the game to be almost purely text-based since that's way cheaper to produce. If the game turns out to be successful I might try to add some graphics in later.
I'm looking for someone to bounce ideas off and give me some feedback. If you have python programming experience then you could also help with the actual programming, but that's not required.
This position is unpaid. If there are plans to monetize it later then we can discuss payment options (rev-share or flat payment whatever), but I don't see it making money in the foreseeable future.
Closer look at the mechanics:
The player roughly has 3 lines of defense: Composure, Self-Esteem, and "Love"
Going through them in reverse-order:
- "Love" is intended as a stockholm syndrome type stat that measures how much the player looks up to their captors. If this reaches a certain point, the player is mind-broken enough to believe their rightful place is obeying their captors. Love can increase when the captor does "pleasant" or "kind" things to the player's body, but also requires low self-esteem to progress.
- Self-esteem is, as the name implies, a measure of how highly the player thinks of themselves and how resistant they are to degrading themselves. Self-esteem is primarily affected by actions the player had some agency in. The player's primary goal is to not make decisions that lower self-esteem.
- Which brings us to "composure" which is a measure of how much control the player has over their actions. In gameplay terms, the lower composure is, the more likely the player character will automatically perform an action (which likely will lower self-esteem). Unlike Self-esteem and love, composure recovers on it's own relatively quickly so changes are short-term.
To give an example of how this system can work, take a player who tries to refuse all commands:
1. The captor gets mad and starts punishing the player
2. Pain builds up until it starts degrading composure
3. The player loses control and begs for mercy automatically (also lowering self-esteem a bit)
4. The captor moves on to other activities. If they have any degrading requests, the player is likely to automatically accept since their composure is so low
As you can see, absolute disobedience won't get you very far. On the other hand of the spectrum, if you just obey everything then your self-esteem will plummet and you'll quickly lose as well. So you have to play it smart.
Disobey to stall for time, but relent before your composure becomes so low that you lose control of the remaining interactions. Try to keep your captors happy while sacrificing a minimal amount of self-esteem.
Developer:
Just me
Looking for:
Collaborator to discuss ideas with. Experience with game balancing, game design, or drawing skills would be a plus.
Work commitment:
Pretty minimal. If you are never available then you aren't going to be of use, but baring that, since this is unpaid I'm very casual about the whole thing.
Preferred method of contact:
DM here, further contact through discord
Additional comments:
Game is currently written in python as a console application with plans to port it to renpy.
Last edited: