HTML Rock Hard [Dev Thread]

gasmo

New Member
Oct 29, 2019
6
5
Hello all,

I'm creating this thread to log my progress on my HTML game: "Rock Hard".

I'm new to Twine, but not to programming as I'm a computer science student. I really enjoy some of the games posted here, so I figured I'd begin contributing.

Rock Hard is intended to be a semi-open world experience, with the plot pushing the player along. I do want the game to feel open, but as you can imagine this takes a great amount of work. As of right now, the game is in a rather non-entertaining state as I've focused on polishing the overall design. I've included a few screen captures to hopefully convey the general vibe.

The plot is a little fluid at the moment, but in general it's mostly a "protagonist discovers mystical powers" storyline.

I understand that HTML games tend to have a negative reputation, but that's the very reason I'm opening this thread up for any and all critique, within reason. In particular, my web design skills are very lacklustre, so any ideas to improve the UX would be greatly appreciated.

As the game is very barebones, I'll list a few features I hope to add here:
  • Skill Progression - I want to avoid "Sleep, Train, Repeat" cycles that tend to happen in these open world games. To do so I'll be avoiding hard skill checks, hopefully implementing a system like Fallout New Vegas where the skill combined with the check difficulty results in a probability of succeeding. As well, I'm hoping to add semi-random experience drops, that let you passively gain experience just by viewing scenes.
  • Abilities - Much like skills, these would add completely new factors to gameplay, such as viewing a character's current affinity, having a chance to know what effect an action may have, increasing experience gain, or enabling the player to influence people in new ways. They would be attainable by completing storylines, challenges or reaching certain skill levels.
  • Starting Bonus/Classes - I'd like to add a few options for the player to customize the start of the game, like boosting skills, unlocking abilities, traits that offset buffs with debuffs, etc.
  • Transformation - Arguably the most controversial feature. I'm hoping to allow the player to at the very least alter NPCs personality, but I'd really like to be able to add some body transformation content too. Sissification (oh boy) is a personal favorite, but frankly it's a major turn off for a lot of people. If I do add it, it'll be fully optional for any eligible NPC as well as the player.
  • A ton more CONTENT - Frankly, this is what the game needs ASAP. I've got some plotlines already underway and partially written, so as I begin to narrow down the UX I'll be adding those in. Right now it's a short branching scene with a single character, and an unfinished scene with another.
I'm mostly taking inspiration from high-profile games like Bimbo Life Coach by BimboRoom, The Company by Westane, and Incubus City by Wape. Definitely check those out if you're looking for a more fleshed out game.

You can play through the very short and limited pre-alpha at any of the links below. Let me know anything you might want to see, didn't like, or you think could be improved on.
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Last edited:

osanaiko

Engaged Member
Modder
Jul 4, 2017
2,099
3,355
Intriguing start , liking what you are saying so far.

While the barrier to HTML platform with real-world art is relatively lower than hand drawn art or complex unity development, the most important thing is always content, and you're clearly aware of that part. And of course mad respect for trying to make something coherent and quality - that's difficult on any platform!

Small advices (requests?) for the HTML game genre: Don't get carried away with stat grinding, but also DO make the player work a little so they appreciate the rewards all the more.

Teasing, sexual tension and logical build up are more satisfying than easily clicking into yet-another-gaping-asshole-image, especially as the porn images are something you could get from watching any video. (Of course putting effort into finding a curated set of images and videos is always going to improve quality)

Best of luck! Will keep an eye on the thread (y)
 

gasmo

New Member
Oct 29, 2019
6
5
Intriguing start , liking what you are saying so far.

While the barrier to HTML platform with real-world art is relatively lower than hand drawn art or complex unity development, the most important thing is always content, and you're clearly aware of that part. And of course mad respect for trying to make something coherent and quality - that's difficult on any platform!

Small advices (requests?) for the HTML game genre: Don't get carried away with stat grinding, but also DO make the player work a little so they appreciate the rewards all the more.

Teasing, sexual tension and logical build up are more satisfying than easily clicking into yet-another-gaping-asshole-image, especially as the porn images are something you could get from watching any video. (Of course putting effort into finding a curated set of images and videos is always going to improve quality)

Best of luck! Will keep an eye on the thread (y)
Definitely some great advice, thank you for taking the time to write it out. Hoping to update soon with some more fleshed out scenes and backend work.
 
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