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Ren'Py RubyRed Trainer: A BDSM RWBY Parody Trainer [v0.04.2] [Fatbot]

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What should Fatbot do when the demo's complete?


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Fatbot

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Game Developer
Feb 1, 2018
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I feel like AI porn art is getting better and better, super fast. Look at Mila AI or My New Girlfriend here on f95. The big problem is that it is almost too easy, and a lot of shitty shovelware gets thrown out there for a quick cash grab. I suspect that someone with AI skill could generate a ton of good graphics for you for a minimal price, or even just for fun/free.

(sadly I'm not that guy, but the AI artwork thread on this board may contain some volunteers) https://f95zone.to/threads/ai-art-show-us-your-ai-skill-no-teens.138575/
See to me, it all feels soul-less.
I'd rather have something a bit scruffier and/or scrappier that feels like a person made it.
Maybe one day an AI picture will pop up and I'll be like "huh, that feels like a human made it", but right now (self deluding or not) I feel like I can feel the emptiness of an AI creation.

Also, sidenote, I actively WANT to support a traditional artist and NOT some platform that only exists because it stirs the work of actual artists into a grey slurry and vomits it back into existence for corporate profits.
Not the least motivator being because without them the whole creative field will be flooded with derivatives of derivatives, the "Concord" of porn, able to assemble the constituent parts but not understanding why they go together or how to make them go together well.
That might be a bit of high-handed attitude for an overweight robot making a porn game, but there it is.
 
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circuitarity

Active Member
Jul 3, 2019
673
612
Genuinely nerve-wracking to have other people see my work, so thanks for helpful feedback!
Feedback incoming:
The idea is fantastic. The art is decent but animations would make it even better (I realize this is likely a pipe dream because not everyone is a fantastic animator or artist).
The methods of raising stats is a fantastic system with 1 drawback, the period between 2nd session (combat training) and 3rd session (academics) on about day 3 I had we will call it a level of 3 trust right at the end of 2nd and in a blink it dropped to 2 (yes I lost 1 third of my trust) with no explanation or warning. If you are going to limit how much something can gain and punish players for trying to exceed these limits then shame on you for bad design OR if you didn't cause it to happen on purpose it just happens then shame on you for bad design OR if it's planned to drop such a huge chunk without explanation then shame on you for bad design AND planning. If I want to focus on the middle road so everything goes up evenly with a leaning towards reward (with only punish or reward as an option) the 7/8 of an inch (on my screen at the current size I have it set to (metric would be 2.2 cm)) that I fought for dropped to 9/16 of an inch (1.4cm) between afternoon and evening, while punishment didn't change. If I am going to be punished for being to lenient I would rather not play at all and just humble brag to myself that I won on my own terms.
 
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Fatbot

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Feb 1, 2018
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Feedback incoming:
The idea is fantastic. The art is decent but animations would make it even better (I realize this is likely a pipe dream because not everyone is a fantastic animator or artist).
The methods of raising stats is a fantastic system with 1 drawback, the period between 2nd session (combat training) and 3rd session (academics) on about day 3 I had we will call it a level of 3 trust right at the end of 2nd and in a blink it dropped to 2 (yes I lost 1 third of my trust) with no explanation or warning. If you are going to limit how much something can gain and punish players for trying to exceed these limits then shame on you for bad design OR if you didn't cause it to happen on purpose it just happens then shame on you for bad design OR if it's planned to drop such a huge chunk without explanation then shame on you for bad design AND planning. If I want to focus on the middle road so everything goes up evenly with a leaning towards reward (with only punish or reward as an option) the 7/8 of an inch (on my screen at the current size I have it set to (metric would be 2.2 cm)) that I fought for dropped to 9/16 of an inch (1.4cm) between afternoon and evening, while punishment didn't change. If I am going to be punished for being to lenient I would rather not play at all and just humble brag to myself that I won on my own terms.
Hmmmmm, so if the mechanics are working correctly then you should be capped on permenant stat gain in the behavioural stats at 25% a week. Which it seems is the case.
So I suspect the fault lies in my earlier descision to include progess bars.

Allow me to explain;

The limit was introduced based on feedback regarding her developing too fast (which meant players either missed or couldn't repeat the actions guided by Ruby's own choices), and on allowing players to choose how far those stats could develop (which allowed players to arrest Ruby's development down various lines of behaviour to their own comfort zones) as Ruby at max stats can get quite...... intense....

But I left the ability to drive things up a bit beyond that limit temporarily to give people a taste of progress into the next level of interactions, without being then stuck there.

I think the (entirely valid) issue for some users (like yourself) actually comes from me making these stats VISIBLE.
If we only had bars for Combat or Academics then people wouldn't feel like they're losing progress. AND the game would progress gently with plenty of time to enjoy repeat interactions and decide on player comfort zones.

I believe this to be the case because I've actually have had a similar discussion with folks over on the Devlog, and resultingly I'm very much inclined to hide the relationship stats and let Ruby's behaviour do the all talking in the next update in late October (since I'm on the road until then and cannot do anything until I return).

It's worth noting that Ruby actually has two other invisible stats( that drive her urge to masochism and her overall horniness) and people haven't had the same reaction to their capping. I suspect because largely because they're invisible.

I think it's the combination of the mechanic I'm using to impose the limits but allow previews (periodic stat adjustments between visits) and the visiblity of "losing" something that makes the player feel like they're having something 'taken away' instead of 'limited'.

The design intent was always that we see Ruby's interactions and developments as the measures of her reaction to our actions, not simply counting a number going up, because the former better replicates real interaction and helps us form a more parasocial response to interaction with the character.

It's actually a really useful object lesson in ludo-narrative design for me.
And given that I've never made a game before there are going to be many.
Because (ludonarratively) we've been trained by our exposure to the progress bar within the wider medium to experience any drop in it as feeling like a setback, my use of a progress bar here is actively impacting people's enjoyment of their progress. Which is the opposite intent of the mechanic.

Choosing to balance your treatment of Ruby is definitely rewarded in play, as there are a suite of reward class interactions (and alternate limit passing interactions) Ruby will only choose to take if she is both trusting AND masochistic enough, a combination you can only acchieve by more gently punishing a trusting Ruby to encourage her to enjoy masochistic pursuits. So your choice of playstyle is both valid and covered by the design. In fact, it's how I've played the game myself so far when not doing testing runs.

RE: art and animations. Better (artist created) art (and maybe even animations, donations willing) may be on the cards depending on the end result of the survey. And people's subsequent willingness to donate to the project.

Thank you for playing my game, I'm glad you're enjoying it so far, and taking the time to provide feedback. I suggest ignoring the (now likely doomed) progress bars and continuing your journey with Ruby for now. There's a fair bit of content to find on your chosen path.

At my PC I'd normally reward feedback or bug detection etc. with a butt (as is my habit) but sadly you'll have to wait for your personalised butt until my triumphant return home. But you can rest 'ass'ured one is coming your way :D
 
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Fatbot

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Feb 1, 2018
218
299
The Ludonarrative Update has arrived!



That's right, I'm back from my travels and dropping a VERY simple update to remove the two progress bars we don't really need and update the tutorial to match :D
The survey is nearly over, and as I mentioned over on the Devlog it's looking like the next major step while I get the official demo ready to drop is finding an artist to commission and waiting for the money to come in to do it!
Madness!

I'll be sorting that (and the Patreon) out over the next couple of weeks as I get those final skits dealt with. Exciting times!

Anyway I owe circuitarity a butt, so here one is!
pixai-1772335641461562261-2.png
And of course this is an update, so here's the final travel-butt!
pixai-1789817983860052397-2.png
 
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F1forhalp

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The Ludonarrative Update has arrived!

Mega Link v0.03.9.1 (Ludonarrative Update)

That's right, I'm back from my travels and dropping a VERY simple update to remove the two progress bars we don't really need and update the tutorial to match :D
The survey is nearly over, and as I mentioned over on the Devlog it's looking like the next major step while I get the official demo ready to drop is finding an artist to commission and waiting for the money to come in to do it!
Madness!

I'll be sorting that (and the Patreon) out over the next couple of weeks as I get those final skits dealt with. Exciting times!

Anyway I owe circuitarity a butt, so here one is!
View attachment 4152360
And of course this is an update, so here's the final travel-butt!
View attachment 4152362
nice, thanks for the heads-up!
personally, i had no issues with the bars.
i actually do like something visual for a progress, but as long as it raises issues, gonna just play without.
 

iamnuff

Well-Known Member
Sep 2, 2017
1,661
1,209
The Ludonarrative Update has arrived!

Mega Link v0.03.9.1 (Ludonarrative Update)

That's right, I'm back from my travels and dropping a VERY simple update to remove the two progress bars we don't really need and update the tutorial to match :D
The survey is nearly over, and as I mentioned over on the Devlog it's looking like the next major step while I get the official demo ready to drop is finding an artist to commission and waiting for the money to come in to do it!
Madness!

I'll be sorting that (and the Patreon) out over the next couple of weeks as I get those final skits dealt with. Exciting times!

Anyway I owe circuitarity a butt, so here one is!
View attachment 4152360
And of course this is an update, so here's the final travel-butt!
View attachment 4152362
Those images definately look a lot better than the preview images in the OP. The jpgs with flat white backgrounds looks pretty visually jarring.
 
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Fatbot

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Feb 1, 2018
218
299
Those images definately look a lot better than the preview images in the OP. The jpgs with flat white backgrounds looks pretty visually jarring.
Yep, there's a reason all the "art" generated by a Gen-Algorithm for the game is considered "Placeholder".
I want this to have quality stuff in it, made by a person and everything!
 
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Fatbot

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Feb 1, 2018
218
299
OK!
It's weekly update time!
Content wise beyond 2 new SFW placeholder sprites (level-up in Gym and Study) not much to report.
A couple of bug fixes, some SPG passes on some dialogue, and the structural stuff in place to launch skits in the Gym and Study as Ruby's respective skills level up to placeholder values that'll unlock higher level activities.



In other news I've shopped around a bit and started talking with art team and fellow F95 users LeraMor about coming onboard and taking commissioned work to create the new art.
We're at the opening the discussion stage of things, and I'm currently prepping an asset list, specifications, examples, and work priority document to send them alongside the extant images for concept reference.

Once they've got that we'll see if they want to move forward and take on the job, with this style from their samples in mind example of LeraMor's artstyle .

Provisionally they're interested, but since I'm not exactly in a position to pay for it all myself it's going to be up to donation at to make the magic happen (I mean I'll chip in obviously, but to date just the placeholders make up 81 images, that's anywhere up to $4000(USD) worth of art if we don't add new content!!!)

Anyway since I've done an update, here's an update butt!
pixai-1807836631381841025-3.png
 

F1forhalp

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thanks for the heads-up!

had a look at the artist, i do like the samples, and the comments seem to recommend prices and delivery speed.
if it gets the ball rolling, i could spare some.. not big but still. what i won't ever do is send anything via discord or the likes, and i won't ever go back to patreon; that bridge is burnt.
so erm.. is there any not patreon way to 'chip in'?
 

Fatbot

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Feb 1, 2018
218
299
thanks for the heads-up!

had a look at the artist, i do like the samples, and the comments seem to recommend prices and delivery speed.
if it gets the ball rolling, i could spare some.. not big but still. what i won't ever do is send anything via discord or the likes, and i won't ever go back to patreon; that bridge is burnt.
so erm.. is there any not patreon way to 'chip in'?
Oh was there drama?
I've not really travelled in these spheres before, so I just went with the funding platform the majority of projects I saw on here used.
 

F1forhalp

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Oh was there drama?
I've not really travelled in these spheres before, so I just went with the funding platform the majority of projects I saw on here used.
drama like in a TV show, no. but a whole set of reasons to walk out and never look back.
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not gonna go further, that'd get me worked up.. :p

so well yea, DM me if you have something like buymecoffee or such. thread's on my watchlist.
 

Fatbot

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Feb 1, 2018
218
299
drama like in a TV show, no. but a whole set of reasons to walk out and never look back.
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not gonna go further, that'd get me worked up.. :p

so well yea, DM me if you have something like buymecoffee or such. thread's on my watchlist.
That is 100% fair.
I now have one :D
 
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Fatbot

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Feb 1, 2018
218
299
Well It's a non-update update this week.
The putative art team have the initial request list and a load of examples, and the skit that introduces Ruby's next level of combat training is all scripted.
We're layed out for her to have one of four "special rewards" too, varying on her background stats.
Oddly the last couple of updates that actually had content don't seem to have received Latest Updates promotion, so I must be doing something wrong.
Anyway, this time next week we should have 4 more skits ranging from the romantic to the masochistic.
But either way it's update butt time :D
pixai-1807836631381841025-2.png
 

madchef

Well-Known Member
Jan 10, 2020
1,155
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But either way it's update butt time :D
View attachment 4199261
What in the name of all spanking gods have you done to the girl's right hand?! Is she's going to be punished for excessive mastrubation with amputation?

Jokes aside, here's my little feedback based on what I've played so far.

I appreciate the theme and the safe, sane, consensual meta-approach, but the Narrator should really take a sit back and shut up. Fourth wall breaking is fine, but only in tiny doses. The same goes for the overall text content. I know you might be struggling with creating really sexy and expressive graphics as this requires a lot of drawing talent, while pretty much everyone knows how to write, but with so much amount of repetitive tasks, the seven-paragraphs long descriptions of pretty much the same scene, with only slight changes in tone, based on levels of lust or masochism get stale quickly. I suggest finding a way of introducing more concise, and still sexually arousing versions of those. Or even better, reducing grind, which is a plague of most H-games these days. I really see no point revisiting the same scenes for more than 3 times, just so you can raise a stat by half a point out of 35 needed to reach the next level of sexual kink. Less is more.

Till this very day, the golden standard of Ren'Py naughty trainers is 'The Witch Trainer' (the original, short version, not the Silver Edition, or others), where all the sex scenes / tasks have max 4 variants reflecting progression of sexual corruption of the titular young witch and once you unlock those scenes there is no reason to revisit them, unless the player finds them funny or hot or otherwise worth a replay. Thus you can finish the game, from naive, innocent and uptight young lady to a totally sex-addicted cumwhore in just a few hours of extremely satisfying gameplay. No amount of increasing playtime through grind which does not open new options/scenes is going to make a game more engaging to play, quite the contrary. I know your work is the early stage of development and hopefully there will be more events filling out the empty spaces between the same gym training and tutoring sessions, but save yourself and the players some time and try to make the game as brief and to the point as possible, without taking away any hot stuff... Unless you're planning to write and depict scenes for every micro level of progress and possible combinations of the two main statuses (0% masochism/0% trust, 1% masochism, 0% trust, and so on and so on); in which case, with only these two parametres, each scaling from 0 to 100, there would be 10,201 variations to consider... writing. If you're not planning to write them, what is the reason for the microgrind? Excitement derived from impatience has its limits too. Players get bored after hours of pointless clicking just to see the same scenes.

And what is the reason behind skipping Saturday and Sunday? I hope this is WIP and there will be some weekend-related scenes.

Graphic's-wise, I think the game would benefit a lot with more of it, which could reduce the aforementioned verbiage. But it has to be consistent style-wise, coz from what I've seen so far, your little painslut in the making wears at least 4 variants of her top in one scene, not to mention her face changing all the time and I don't mean just the expressions. If you've decided to conceal the key stats and have the player take cues from her faces, the expressions, gestures and body responses should be easy to read. You could save so much time by simply showing, not telling the girls changing reactions to punishments and rewards. A well drawn butt adorned with fresh angry welts juxtaposed with discreet yet undeniable wetness between the legs and glossy, unfocused eyes and half-opened mouth which stopped crying out in pain midway through the punishment and now just grunt, hiss and sigh will convey so much more than the words I've just used. The players eyes will be thankful.
 
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Fatbot

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Feb 1, 2018
218
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What in the name of all spanking gods have you done to the girl's right hand?! Is she's going to be punished for excessive mastrubation with amputation?

Jokes aside, here's my little feedback based on what I've played so far.

I appreciate the theme and the safe, sane, consensual meta-approach, but the Narrator should really take a sit back and shut up. Fourth wall breaking is fine, but only in tiny doses. The same goes for the overall text content. I know you might be struggling with creating really sexy and expressive graphics as this requires a lot of drawing talent, while pretty much everyone knows how to write, but with so much amount of repetitive tasks, the seven-paragraphs long descriptions of pretty much the same scene, with only slight changes in tone, based on levels of lust or masochism get stale quickly. I suggest finding a way of introducing more concise, and still sexually arousing versions of those. Or even better, reducing grind, which is a plague of most H-games these days. I really see no point revisiting the same scenes for more than 3 times, just so you can raise a stat by half a point out of 35 needed to reach the next level of sexual kink. Less is more.

Till this very day, the golden standard of Ren'Py naughty trainers is 'The Witch Trainer' (the original, short version, not the Silver Edition, or others), where all the sex scenes / tasks have max 4 variants reflecting progression of sexual corruption of the titular young witch and once you unlock those scenes there is no reason to revisit them, unless the player finds them funny or hot or otherwise worth a replay. Thus you can finish the game, from naive, innocent and uptight young lady to a totally sex-addicted cumwhore in just a few hours of extremely satisfying gameplay. No amount of increasing playtime through grind which does not open new options/scenes is going to make a game more engaging to play, quite the contrary. I know your work is the early stage of development and hopefully there will be more events filling out the empty spaces between the same gym training and tutoring sessions, but save yourself and the players some time and try to make the game as brief and to the point as possible, without taking away any hot stuff... Unless you're planning to write and depict scenes for every micro level of progress and possible combinations of the two main statuses (0% masochism/0% trust, 1% masochism, 0% trust, and so on and so on); in which case, with only these two parametres, each scaling from 0 to 100, there would be 10,201 variations to consider... writing. If you're not planning to write them, what is the reason for the microgrind? Excitement derived from impatience has its limits too. Players get bored after hours of pointless clicking just to see the same scenes.

And what is the reason behind skipping Saturday and Sunday? I hope this is WIP and there will be some weekend-related scenes.

Graphic's-wise, I think the game would benefit a lot with more of it, which could reduce the aforementioned verbiage. But it has to be consistent style-wise, coz from what I've seen so far, your little painslut in the making wears at least 4 variants of her top in one scene, not to mention her face changing all the time and I don't mean just the expressions. If you've decided to conceal the key stats and have the player take cues from her faces, the expressions, gestures and body responses should be easy to read. You could save so much time by simply showing, not telling the girls changing reactions to punishments and rewards. A well drawn butt adorned with fresh angry welts juxtaposed with discreet yet undeniable wetness between the legs and glossy, unfocused eyes and half-opened mouth which stopped crying out in pain midway through the punishment and now just grunt, hiss and sigh will convey so much more than the words I've just used. The players eyes will be thankful.
Thank you for taking the time to leave feedback, it's always appreciated.

A lot of the stuff you're noting comes from this being not even the finished Demo yet. There are plans for the weekends and mornings, for example.
All of the "demo level" content bar her being up for hotdogging without a little extra persuasion should unlock by 25% in each invisible stat.
But it really shouldn't take many interactions to get Ruby to the thresholds where she's up for more erotic interactions, you only have to be consistently nice to her for a couple of days and her trust will hit that first threshold.
Although I may have to look at rebalancing her masochism gain, that feels slow compared.
The only "grind" in this version would be unlocking the highest level Reward interactions, her most depraved reactions to being punished, and her getting super horny, which if I'm honest probably don't belong in the demo but I got into a real groove writing.
But even if you try to get all 20-30 different reward choices, and all the variations on her hotdogging, there's not hours of content to find right now TBH.

Likewise the Narrator, much like Glynda, is mostly there for the tutorial sections etc. right now.
But long-term they're intended to be an interactable characters (mornings and weekends baby), so this roughly 20% of Ruby's content is going to seem more heavily permeated with it than it will do in the completed version.

You're not wrong about the art, from the quality to it forcing the writing to do the heavy lifting.
It's free service prompt-gen and suffers from all the issues you'd expect with that, hence the funding drive.
Bear in mind this isn't a business, I'm making this with MAYBE one day's coding a week in my spare time and zero budget to speak of. All the coding and writing and prompt-gen is done by me with those time constraints, and testing is done by me, my very tolerant wife, and some lovely folks on this site.

I want to pay real artists to make good art that'll help us all feel more when we play.
In fact I've dipped into my own bank account to pay for concept art from the LeraMor team, in the hope of getting more people interested in funding things (it'll be just shy of $700USD for all of the core art assets to handle the main area backgrounds, basic interactions with Ruby, and the skits with Ruby) which will be dead easy to raise with lots of donors I'm sure.

VA would also pare back a lot of the need for text, as a good VA can convey Ruby's emotional state without the need for description, but we'll work on art first because that's how the people voted.

I'm not sure I'm personally with you on the "4 interactions, no repeats" for a trainer, especially a single-character one.
I liked Witch Trainer sure, but definitely preferred Something Unlimited, Headmaster, or Rogue-Like, for a greater variety of interactions and a slower burn.
This isn't about brief, just like establishing a sane and sensible framework of trust and consent up front is a real life BDSM approach, this game is trying to make the interactions about a more realistic exploration and gradual expansions of limits.
Within the limits if the medium obviously.

There are a dozen and more games on here that fulfil the desire you're expressing for easy gratification (and I enjoy that too), but the idea here was a more natural experience.
As someone who enjoys that process themselves, working Ruby to her limits in the gym, making her watch you eat her treats while she sits still like a good girl and looks upset, or berating her for failure and forcing her to dress in an ice cold shower at full go are just as much the 'hot stuff' as sex or spanking.

But maybe we need an option for short and long versions of the actions, that way for those who're looking to repeat actions in detail and have a more leisurely trip to depraved Ruby, do more non-sexual Domming, or just bully Ruby in the arena (or chill somewhere inbetween) can; and those who're looking to break her quickly can make these scenes a button press to really focus on the NSFW interactions instead.
I'm never going to be able to please everyone, but offering 2 options is definitely better than offering one.

You've given me some ideas to integrate into updates going forwards, so thank you.
Have a butt :D
She's got human arms and everything!
pixai-1810460115904136171-1.png
 
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IronMan72

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Jul 11, 2022
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What is mostly insane to me is the fact that a game posted here in 2023 still has only 7 pages of discussion.
You would expect more people to spout nonsense, however the quality of discussion here is high.
I'll definitely play this just for that reason and weigh in if I do have any opinions I consider worth sharing.
Good luck with the game, I'm sure any ideas will be fleshed out and anything not yet planned will come to you when you least expect it.
JAnd as a methapor; Just keep making sure you sketch first, then draw the lines and do the coloring later.
Never go all the way to the coloring stage until you're fully comfortable with all the sketches that you've made.
 
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F1forhalp

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be certain those nonsense spouts will show up sooner or later..

well madchef all those pic are still placeholders, i won't hold my breath over those. to me it's still a very early WIP beta, i mean version 0.03x the basics are laid out and the 'rooms' (story/plot wise) appear 'empty' but i see the potential for a rather complex development. we'll just have to wait-see how far that's gonna be filled out with actual content.

now for the latest version Fatbot i played it and actually, i liked it more with the extra bars. to me, feels like something amiss. i liked to see that particular progress, even if the bars weren't linear or accurate, hell it's still a beta game, yet, so i don't expect fine grained.
might be because i'm somewhat of a techie? i want bars i want gauges i want arrows traveling over a scaling, and stuff that blinks at me if some error occurs. i want all of that, even directional gauges for my eyes and hands, G-force display, all that jazz, hehe probly with something like a show-on-hover (i.e. it disappears when the mouse ain't on it) to have less impact on the more important stuff that's happening.
but that's me. i have a display for my PV system right in my living room, next to a 1903 factory clock.
(waifu doesn't mind as long as i don't connect any of those lunch break sirens..)
to feed that crave, i can easily play flight simulators, or war games.. well, none of those bunny hopping aimbot ones, no, i talk planes, tanks spaceships you name it. some reeeally old, non lewd, games.. had that. it's one reason why i still keep ancient hardware running.
 
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4.00 star(s) 1 Vote