1.00 star(s) 1 Vote

Lust And Roll

New Member
Game Developer
Sep 29, 2025
10
19
3
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Overview:
LustPoly
, under the name Lust And Roll! LustPoly is an (+18) NSFW game that combines the fun of a classic Monopoly-style board game with an immersive Visual Novel experience.
Step into the life of a young adult who has moved to a new city! On one hand, you'll be busy running around doing different jobs to keep your money afloat and improve it. On the other hand, you'll meet new women and try to maintain relationships with them.
Every turn is a mix of luck, strategy, and choices. Manage your money wisely, build your career, and charm your lovers. Roll the dice, advance, and make the right decisions! Be careful! If you don't manage your money well, you'll lose everything and have to start all over again.
LustPoly isn’t just about rolling dice; it’s about the excitement of combining strategy, risk, and erotic storytelling in one evolving adult experience.​

Thread Updated: 2025-10-19
Release Date: 2025-10-11
Developer: Lust And Roll - -
Censored: No
Version: 1.1
OS: Windows, Linux
Language: English
Genre:
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Installation:
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Changelog:
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Developer Notes:
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We hope you enjoy LustPoly

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Last edited:

secrets@l

Newbie
May 17, 2024
30
91
45
Kudos for trying a new concept, but so far, early game is really rough.

Pitiful income, money sinks which get you nothing fun at all, tall requirements for even starting a job, and even after you get one, it still moves at a crawling pace.

I was just moving around the board aimlessly with no progression for a few cycles, and for a first impression, there was zero hook to keep the player engaged. Then, using risk management to make your player reluctant to spend money to get ahead with the girls is also not ideal. That should be an exciting moment, but instead I'm just more worried about the bank balance.

Combining linear narrative progression with chance-based outcomes also felt a little odd to me.

Eventually, I ended up running out of money without having gotten beyond introductions and one date with a girl, despite playing relatively conservatively. Based on that experience, I doubt I'd play again if the game stays the same.

Sometimes an idea that sounds good on paper doesn't translate that well when it actually plays out. I'd say you might need to look at tweaking your core game loop, find ways to make each spin and outcome feel fun, reward the player more often instead of constantly blocking them, and make progression feel more empowering.
 

Boyz

Newbie
May 19, 2017
21
25
218
Very RNG
I try to minimize the chance of losing money,
like saving money over 100, and buy every job slot.
i got 3 straight losing money in a row 30-50 per slot.
 
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Lust And Roll

New Member
Game Developer
Sep 29, 2025
10
19
3
Kudos for trying a new concept, but so far, early game is really rough.

Pitiful income, money sinks which get you nothing fun at all, tall requirements for even starting a job, and even after you get one, it still moves at a crawling pace.

I was just moving around the board aimlessly with no progression for a few cycles, and for a first impression, there was zero hook to keep the player engaged. Then, using risk management to make your player reluctant to spend money to get ahead with the girls is also not ideal. That should be an exciting moment, but instead I'm just more worried about the bank balance.

Combining linear narrative progression with chance-based outcomes also felt a little odd to me.

Eventually, I ended up running out of money without having gotten beyond introductions and one date with a girl, despite playing relatively conservatively. Based on that experience, I doubt I'd play again if the game stays the same.

Sometimes an idea that sounds good on paper doesn't translate that well when it actually plays out. I'd say you might need to look at tweaking your core game loop, find ways to make each spin and outcome feel fun, reward the player more often instead of constantly blocking them, and make progression feel more empowering.
Note: Since English is not our native language, we sometimes use translations. Please forgive any mistakes.

Thank you so much for taking the time to provide such detailed feedback. This is actually a problem we've often struggled with ourselves. Our main idea was that losing in the game shouldn’t be seen as a bad thing. In the first scenario, the player would buy whatever was available and would definitely lose. Later on, the player would learn to be more careful, prioritize actions, and save money instead of buying new jobs or upgrades every time they had enough.

In fact, if you keep a certain amount of money in your pocket and avoid spending when you drop below it, losing eventually becomes a very unlikely scenario. Of course, all of this was part of the gameplay scenario we had in mind, and as the game developers, winning and consuming all the content was very easy for us while testing. On the other hand, if we made the economy too easy, the game would have no learning loop and no challenge. So we were very concerned that making winning easier would make the game boring.

We also share concerns about the game’s reward system and the risk of it becoming repetitive. In future updates, we want to create interactive choices and paths that break the earn/lose money loop and make the journey more exploration-focused and strategic.

We are still unsure about the exact approach we should take going forward. Since the game is still very new, we need feedback and perspectives from many different angles. That’s why, for now, instead of rushing into adjustments, we want to gather as many ideas as possible. Again, thank you for taking the time to share your thoughts.

We are trying to actively respond everywhere. For more ideas and discussions, we invite you to join our Discord channel.
 
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secrets@l

Newbie
May 17, 2024
30
91
45
Note: Since English is not our native language, we sometimes use translations. Please forgive any mistakes. We are trying to actively respond everywhere. For more ideas and discussions, we invite you to join our Discord channel.
Thanks for replying. First off, the English is more than fine, no worries on that front. I'm not active on Discord, except using it for some voice chat while gaming, so will have to respond here.

Our main idea was that losing in the game shouldn’t be seen as a bad thing.
Losing will always be seen as a bad thing, it's hard-coded into gamer DNA at this point. Especially if you get hit with a game over screen in a casual game, that's usually an express ticket to the player churning out. One way to work around could be how roguelites do it. Going below 0 balance will set you back in some way, but you also keep progression in some other ways (like you could get hit with a money penalty like a debt, but still keep some progress with the women). At least that would give some motivation to give it another shot.

On the other hand, if we made the economy too easy, the game would have no learning loop and no challenge. So we were very concerned that making winning easier would make the game boring.
Understandable, but here's my problem. After you lose and try again, what changes in how you approach the game? You would just play even more conservatively and slowly, in a game where progress is already slow.

The thing with Monopoly is, at its core, it's mostly an un-fun game which takes forever. The pleasure comes from outmanuevering your opponents and driving them to bankruptcy. Here, you're not doing any of that, and grinding just to stay afloat. So it has all Monopoly's faults, without most of its positives.

To put a more ruthless spin on it, if you were competing against other people, for example men related to the women (husbands, fathers, boyfriends), and outperforming them started to make you look better in the women's eyes, that's an innate competitive drive that could overcome some of the frustration that is caused by the grind. Of course, that's one particular flavor, and maybe not everybody likes that (I'm a fan of netori, so probably biased), but it's just one example.

In fact, if you keep a certain amount of money in your pocket and avoid spending when you drop below it, losing eventually becomes a very unlikely scenario. Of course, all of this was part of the gameplay scenario we had in mind, and as the game developers, winning and consuming all the content was very easy for us while testing.
Also understandable. In my experience, we get way too familiar with game systems while designing them, and are adept at min-maxing from the start. As designers, you're mostly testing to verify whether systems work as intended, not whether they're fun.

New players are likely to experience them in a totally different way, and without that understanding and experience that devs/designers have, they are likely to have a much more frustrating experience. There's also the situation of the player being blocked - the sweet spot is for them to feel that if they come back later with a particular skill or tactic, then they will dominate the scenario that previously blocked them. If it's just that they didn't have enough resources or had a bad roll, it's tough to make them feel good about it, especially if there's nothing interesting for them to do in the time while they're building up those resources.

We also share concerns about the game’s reward system and the risk of it becoming repetitive. In future updates, we want to create interactive choices and paths that break the earn/lose money loop and make the journey more exploration-focused and strategic.
That could work. Like you said, the earn/lose money loop (which mostly feels like losing, even if the balance slowly goes up) is not a great core loop. Interested to see what an exploration/strategy journey would look like. Good luck!
 
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Lust And Roll

New Member
Game Developer
Sep 29, 2025
10
19
3
Thanks for replying. First off, the English is more than fine, no worries on that front. I'm not active on Discord, except using it for some voice chat while gaming, so will have to respond here.


Losing will always be seen as a bad thing, it's hard-coded into gamer DNA at this point. Especially if you get hit with a game over screen in a casual game, that's usually an express ticket to the player churning out. One way to work around could be how roguelites do it. Going below 0 balance will set you back in some way, but you also keep progression in some other ways (like you could get hit with a money penalty like a debt, but still keep some progress with the women). At least that would give some motivation to give it another shot.


Understandable, but here's my problem. After you lose and try again, what changes in how you approach the game? You would just play even more conservatively and slowly, in a game where progress is already slow.

The thing with Monopoly is, at its core, it's mostly an un-fun game which takes forever. The pleasure comes from outmanuevering your opponents and driving them to bankruptcy. Here, you're not doing any of that, and grinding just to stay afloat. So it has all Monopoly's faults, without most of its positives.

To put a more ruthless spin on it, if you were competing against other people, for example men related to the women (husbands, fathers, boyfriends), and outperforming them started to make you look better in the women's eyes, that's an innate competitive drive that could overcome some of the frustration that is caused by the grind. Of course, that's one particular flavor, and maybe not everybody likes that (I'm a fan of netori, so probably biased), but it's just one example.


Also understandable. In my experience, we get way too familiar with game systems while designing them, and are adept at min-maxing from the start. As designers, you're mostly testing to verify whether systems work as intended, not whether they're fun.

New players are likely to experience them in a totally different way, and without that understanding and experience that devs/designers have, they are likely to have a much more frustrating experience. There's also the situation of the player being blocked - the sweet spot is for them to feel that if they come back later with a particular skill or tactic, then they will dominate the scenario that previously blocked them. If it's just that they didn't have enough resources or had a bad roll, it's tough to make them feel good about it, especially if there's nothing interesting for them to do in the time while they're building up those resources.


That could work. Like you said, the earn/lose money loop (which mostly feels like losing, even if the balance slowly goes up) is not a great core loop. Interested to see what an exploration/strategy journey would look like. Good luck!
Wow, these are really great arguments — and we completely agree with all of them. To be honest, we have to admit that many of these points have made us question ourselves quite often throughout development.
On one hand, there was the impatience to finish and share the game as soon as possible; on the other, our motivation bar slowly drained over time, so we ended up postponing certain things, thinking “we’ll handle it during the update process.”
In a way, we wanted to go public early to both gather feedback and refuel ourselves with those reactions.
But of course, we can now say that the things we swept under the rug eventually started to show.

The sad part is that most of the issues are directly tied to the core mechanics of the game. As you described so well, the game has essentially turned into a toned-down version of Monopoly’s strengths. The dominance of the luck loop and the lack of meaningful player choices reinforced that feeling.
And yes, almost all the feedback we’ve received so far — directly or indirectly — points to this exact issue.
Thanks to this feedback, we can now see much more clearly that instead of expanding the game’s content, we actually need to reshape its mechanics.
 
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jb92563

New Member
Mar 24, 2021
2
0
124
With the online version on my phone I can't figure out how to type my name. It does not bring up the keyboard.
Maybe a default name would be good work around
 

Lust And Roll

New Member
Game Developer
Sep 29, 2025
10
19
3
With the online version on my phone I can't figure out how to type my name. It does not bring up the keyboard.
Maybe a default name would be good work around
The current version of the game is available for Windows, Linux, and WebGL. Unfortunately, we haven’t done any testing or optimization for mobile yet
 

cho'gall

Member
Jan 23, 2019
349
328
239
need more money, everything drains income, bad game. Also theres a massive issue with the resolution, at least for me, its zoomed in too far, cant click options,
 
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Lust And Roll

New Member
Game Developer
Sep 29, 2025
10
19
3
need more money, everything drains income, bad game. Also theres a massive issue with the resolution, at least for me, its zoomed in too far, cant click options,
First of all, thank you for your feedback. Based on the responses we’ve received, we’re preparing an update to balance the game’s difficulty level. We’re also fixing the issue where income drains too quickly.
Could you please let us know which platform you experienced the resolution problem on?
Thank you again for playing our game and taking the time to share your thoughts!
 

MiltonPowers

Twins Basil! Twins!
Donor
Jr. Uploader
Jul 26, 2023
18,189
46,252
922




We’re incredibly happy today because our page has finally been indexed, and new players we’ve been waiting for have started trying out our game. On top of that, we’ve received some great feedback!
Of course, having the game indexed on a Monday wasn’t exactly part of our plan—we were hoping for a weekend launch. But still, we’re thrilled that it’s finally live.

The process of making a game is really strange. I can feel its psychological impact on me. We ran into many unexpected problems along the way, which, honestly, can be quite exhausting. But once those issues are resolved, the happiness that follows is just amazing—just like what we’re feeling right now.

I think now we can approach new updates more comfortably and start thinking about what else we could add to the game. This week, instead of dealing with problems, we’ll focus all our energy on improving our game.
 
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MiltonPowers

Twins Basil! Twins!
Donor
Jr. Uploader
Jul 26, 2023
18,189
46,252
922




Hi everyone!

We’ve been actively working on our game and we’d love to share what we’ve started preparing for the next version.

Upcoming Update Notes
  • Lovers characters will receive new levels.
  • The Home Tile section will now feature scenes that unlock based on your relationship level.
  • A brand-new system is coming: The Mental Mechanic.
    This feature will add strategic depth to the game. From now on, your character’s mental state will directly affect their economic well-being. We believe this will make the overall gameplay experience even better.
  • Expense Tiles will no longer be just spots where you lose money! Some will now offer special options that provide mental gains. Plus, new visual content will be added.

    Yes… within about two weeks, we’re planning to implement these features and release a new version of the game.
    If everything goes as planned, the new build should be ready in two weeks!
 

MiltonPowers

Twins Basil! Twins!
Donor
Jr. Uploader
Jul 26, 2023
18,189
46,252
922




26 October 2025

Thousands of people have played our game, and we’re truly happy about it.
It’s an indescribable feeling to know that people are spending their time on something we’ve created.

We’re carefully reviewing all the feedback we’ve received and currently working on the next major update.
Before that, we had already released a smaller update that fixed several bugs and minor issues.

To be honest, we received a bit less feedback and suggestions than we expected.
At first, we thought we wouldn’t be able to keep up with all the incoming messages from players — but I guess that’s a common early illusion many developers experience.

As for the upcoming update:
The coding for the new Morale System has been completed, and now we’re moving on to the UI (interface) phase.
The scenarios and visuals are ready; only the rendering phase and a few small adjustments remain.

In short, we’re getting closer to delivering the content we promised with each passing day.
Building a constantly evolving game step by step has been such a unique experience.
Progressing version by version, working without a fixed end date…
It’s truly a process that requires both patience and passion.

That’s all for now — take care of yourselves!
 
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1.00 star(s) 1 Vote