Mister-Saturn
Newbie
- Feb 11, 2021
- 89
- 106
- 110
Premise: Crisis On Two Earths meets Venture bros
The year is 1999, a decade into the downfall of Earth's protectors. Super villain orgs run the world, control resources, manufacture crisis and act as enforcers to the masses with their armies of henchmen. Mitra is one of the few heroes who still remains in the fight against the forces of evil. During an encouter with a notorious gang know as MODUS, Mitra is hit with a mysterious x ray weapon that leaves her unscathed on the outside, but it's stripping away her abilities one by one. Can she uncover MODUS' true plot before she is too weak to stop it?
Gameplay: The game play is a rogue like and turn based action game; developed in Godot 4; not heavily focused on story so if you like to read read read while you look at a porno picture this is likely not for you. The combat is split into 2 phases, 1 focused almost entirely on action and phase 2 emphasises on the sexual content.
Phase 1 is top a top down combat where the player can move freely in the combat zone. During phase 1 the player and enemy AIs can only use actions when their Action Meter fills up. Meaning the player has to position themselves while their Action Meter fills up to dodge attacks kinda like Undertale or Megaman Battle Network games. Basic bullet attacks are not the limitation of the enemy's capabilities; henchmen will use timed mortars, swift punches, laser beams that block your escape route and jetpacks to pounce on you as well as unique supervillains with their own personalized movesets.
Phase 2 is when things get hot. Upon suffering a defeat and there will be defeat; the player will enter phase 2. Phase 2 is a more traditional turn based system with the Action Meter still in effect, the player is now represented by a full art CG sprite and free movement is no longer used here. Instead the player uses their limited abilities to attempt to escape for another try. The enemy in this phase uses vulgar and overtly sexual maneuvers to attempt to get Mitra to boost her Lust level which is how H content will be unlocked. The player will balance clarity; an attribute that regulates what skills are available for the player to use and stamina(hit points) to salvage winning conditions in this battle; meanwhile avoiding the lust meter from depleting the player's stamina and clarity too fast. The Lust system is split into 2; the first is the a battle stat that increase whenever an enemy uses a skill on Mitra. The other is a point on her main stat page that gains a permanent +1 every time the Mitra hits a max Lust meter in battle. So in short very time the Lust meter hits max capacity the player takes a big hit to stamina and clarity as well as adding a permanent Lust attribute point.
Currently the phase 1 battle system is functional but many skills and enemy AI skills need to be implemented.
Phase 2 is under construction, it's much more tedious than phase 1; for now we are treating the sex moves are as status conditions (anal, vaginal, mouth, etc) and enemy attacks that trigger sex status should load the CG that represent the current state Mitra will be in. Im hoping 1-2 more weeks of trial and error should yield the product that works as intended. A bare bones version that loads phase 2 and player and enemy can interact is complete, however mapping the CGs and programmed moves and statuses that interact with each other are still in work progress.
the attached are WIP images, these are not the final product, art will remain pixel art but UI will change and minor changes to character design are being implemented. all the designs, tilesets and are placeholders, for phase 1 the first playable version will likely use the sprites with the very simple art as those sprite sheets are completed.
the game is heavily focused on gameplay, the phase 1 combat is intended to defeat the player and kill god runs. one final touch and major feature of the game is the player starts out with the entire skill tree unlocked. the catch is, after every scenario the player will select one of 2 doors to enter the next engagement and the doors will feature an icon of the skill the player will lose a skill tree point on. enemy hit points and damage do not scale or 'level up' the challenge will come from the player adapting the a withering skill set of their own.
stay tuned for future updates!
The year is 1999, a decade into the downfall of Earth's protectors. Super villain orgs run the world, control resources, manufacture crisis and act as enforcers to the masses with their armies of henchmen. Mitra is one of the few heroes who still remains in the fight against the forces of evil. During an encouter with a notorious gang know as MODUS, Mitra is hit with a mysterious x ray weapon that leaves her unscathed on the outside, but it's stripping away her abilities one by one. Can she uncover MODUS' true plot before she is too weak to stop it?
Gameplay: The game play is a rogue like and turn based action game; developed in Godot 4; not heavily focused on story so if you like to read read read while you look at a porno picture this is likely not for you. The combat is split into 2 phases, 1 focused almost entirely on action and phase 2 emphasises on the sexual content.
Phase 1 is top a top down combat where the player can move freely in the combat zone. During phase 1 the player and enemy AIs can only use actions when their Action Meter fills up. Meaning the player has to position themselves while their Action Meter fills up to dodge attacks kinda like Undertale or Megaman Battle Network games. Basic bullet attacks are not the limitation of the enemy's capabilities; henchmen will use timed mortars, swift punches, laser beams that block your escape route and jetpacks to pounce on you as well as unique supervillains with their own personalized movesets.
Phase 2 is when things get hot. Upon suffering a defeat and there will be defeat; the player will enter phase 2. Phase 2 is a more traditional turn based system with the Action Meter still in effect, the player is now represented by a full art CG sprite and free movement is no longer used here. Instead the player uses their limited abilities to attempt to escape for another try. The enemy in this phase uses vulgar and overtly sexual maneuvers to attempt to get Mitra to boost her Lust level which is how H content will be unlocked. The player will balance clarity; an attribute that regulates what skills are available for the player to use and stamina(hit points) to salvage winning conditions in this battle; meanwhile avoiding the lust meter from depleting the player's stamina and clarity too fast. The Lust system is split into 2; the first is the a battle stat that increase whenever an enemy uses a skill on Mitra. The other is a point on her main stat page that gains a permanent +1 every time the Mitra hits a max Lust meter in battle. So in short very time the Lust meter hits max capacity the player takes a big hit to stamina and clarity as well as adding a permanent Lust attribute point.
Currently the phase 1 battle system is functional but many skills and enemy AI skills need to be implemented.
Phase 2 is under construction, it's much more tedious than phase 1; for now we are treating the sex moves are as status conditions (anal, vaginal, mouth, etc) and enemy attacks that trigger sex status should load the CG that represent the current state Mitra will be in. Im hoping 1-2 more weeks of trial and error should yield the product that works as intended. A bare bones version that loads phase 2 and player and enemy can interact is complete, however mapping the CGs and programmed moves and statuses that interact with each other are still in work progress.
the attached are WIP images, these are not the final product, art will remain pixel art but UI will change and minor changes to character design are being implemented. all the designs, tilesets and are placeholders, for phase 1 the first playable version will likely use the sprites with the very simple art as those sprite sheets are completed.
the game is heavily focused on gameplay, the phase 1 combat is intended to defeat the player and kill god runs. one final touch and major feature of the game is the player starts out with the entire skill tree unlocked. the catch is, after every scenario the player will select one of 2 doors to enter the next engagement and the doors will feature an icon of the skill the player will lose a skill tree point on. enemy hit points and damage do not scale or 'level up' the challenge will come from the player adapting the a withering skill set of their own.
stay tuned for future updates!
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