Another thing, with roguelites, I'm really not a fan of simple beneficial unlockables with meta-progression, which is very common element in r-lites. Unlockable challenges are fine, obviously. Novel strategy cornerstones can be fine, if they really are novel strategies and not blatantly more viable strategies.
I agree, I'm typically not a fan of meta-progression either, I think one of the few 'acceptable' ways to implement them is meta unlocks that are not downright power increases, just additional items/skills/classes etc that grant you more options to change up your playstyle and whatnot. Essentially meta sidegrades rather than upgrades.
Features you can turn off easily.
Seriously: when people play a porn game, they want to fap. No one wants to miss imaginary pussy because they are bad gamers. As a developer whose game has empire management elements (and may be on the top 2%-3% "gamiest" porn games), trust me when I say you should focus 95% of your efforts on putting imaginary penises in imaginary vaginas, and the rest should be nice features players can easily toggle off. If you're investing more effort into that, you're investing into content most of your players won't care for, hence you're wasting your limited resources.
Good points, I guess it's generally best to have the base game be easy with optional difficulty increases akin to Ascensions in Slay the Spire in the case of roguelites.
Possibly making the gameplay turn-based or a mix of turn-based an action-based segments designed so the player can fully enjoy the porn without breaking the flow of gameplay could be a decent idea, I guess?
Slight rant not aimed at you OP but just on broad naming conventions in general
I am sick to death of the over labeling of everything with broad terms... Names used to describe key parts of a game 'platformer' because you jumped on platforms, 'action' because there was action, 'sidescroller' because it was a sidescroller. Now they seem to be used to create elite 'i know what you dont know' naming conventions, like some 1800's country club.
Rant over.
Fair, to me
roguelike makes perfect sense by itself since it has rules that are very set in stone (permadeath, turn-based, procgen, no meta progression, typically RPG) but I do think of
roguelite as sort of a descriptor of game systems (typically only permadeath + procgen with the rest being optional plus elements or systems from other genres) rather than a genre in itself so while I agree that
roguelite doesn't say much in itself, roguelite platformer or roguelite deckbuilder are pretty descriptive.
Rogue like as lewd doesn't seem to work outside of being a pervy but basically normal game, because roguelike is just a bundle of actual game mechanics/design loosely lumped together & if you combine them to make a rogue like you just have spelunki with dildos & skimpy costume changes... and yes some people would play that.
There are games like that on here but they are generally designed around pron on defeat, which I find an annoying game concept because either have an unwinnable game or one you are intentionally failing at.
What aspects do you consider to be unique to a rogue like or what mechanics are you definately looking to use?
Definitely agree with the porn on defeat point, it doesn't make sense to be punished for winning or rewarded for losing.
I do think there is a target audience for porn games that are more gameplay oriented while still having a decent amount porn content but yeah, it could be challenging to execute.
I like a ton of roguelite games so my inspiration is all over the place but if I had to point to some I do generally love the RPG aspects like character stats, races, classes, skills, items, combat formulas etc so I would most likely be looking to implement them into my game. For how to tie them in with porn, I think stuff like presenting combat results or even combat animations as porn animations could work decently well with most genres.