Seems fun and simple concept. But Im not sure if I'll enjoy it as an ntr game. When it's a porn game whose outcome is predominantly contingent upon RNG/Dicerolls as it's main gameplay to trigger important events, I find that it tends to evoke a sense of dissatisfaction, at least from my perspective.
Applying rng in your game is not bad, like combat/event dicerolls during a battle from Nymphomania Priestess.You might not get the desired result/bull harassment during battle sometimes, but at least it's a minor impact and can be repeated at ease.
Dungeon with Girl has some rng mechanics as well, but it doesnt deter much from the important events of the game.
In the end, this is just my humble opinion. I see the game like Monopoly, which I must rely on my adversaries to step on my plots to win. I think when it comes to ntr games, it's still better to make it as a game of drama and narrative , not a game of luck.
I agree with this completely, you saw into the concept and these are the fun feedbacks to brainstorm with.
Thank you!
The game monopoly was exactly what I had in mind when formulating this concept. Spaces that can be controlled by players and things happening when others land on it.
I understand the issues with RNG-type games, and is exactly one of my worries also.
However, it addresses one of the common issues with NTR games:
"so I have to lose to get NTR'd? it feels netorase if I just let it be."
RNG is one that avoids that, but it does have its own drawbacks
that's why I added a bit of strategy, like removing traps, wards, ranges. now you get NTR'd not by letting it happen, its just you didnt do enough to prevent it from happning. however, it's still a dice roll and I feel all that isn't enough to offset the RNG displeasure.
at one point I even thought that player and enemy do not have pieces, so the places where you put wards, and trap scanning isn't dependent on your own dice roll, but you can do it anywhere in the board. but it removes some of the "fun".
also the issue with RNG-triggered events is that things can happen without proper time precedence. so this event happens at its final stage where she's fallen and enjoys the villain, but this new event triggered the first time and she's still reluctant. point is, there's no "managed" / carefully crafted main story timeline.
I tried to address this by having the unavoidable seasonal events based on calendar. this will be the main story events that will reflect what happened throughout the turns using mc♥ and cor♥. spring cherry blossom viewing, summer beach event, culture festival, halloween, christmas events will be the character development, and holds the scenes together, and tries to make sense of the events triggered on the board.
in the end probably comes to the execution, if enough strategical choices can be made, with enough to control the outcomes, and if story-wise the calendar events can make sense of the individual triggers.