This can become a huge amount of work, but I thought, why not add an adventure mode? The protagonist himself wears a "cursed" chastity belt that cannot be removed but can be transformed into an image of one of the protagonist's random inventory of chastity belts, so he embarkes on a journey to find a way to open it, selling various chastity belts and collecting clues along the way. Then every hostess or other buyer I meet wants the protagonist to experience the protagonist's own products first, or have ideas about the protagonist himself, and so on. I think this will be very interesting.
Was actually thinking a lot about adventure or rpg elements to the story - could be really fun, maybe will start making mechanics for that! Or the story could be centered around the main character being stuck in a cursed device and trying to find a key for it
Could actually be a nice option of alternate payment for a full game! I'll take a note. And, if I make a full game, it will definetely have a windowed mode option
Nice! Beautiful graphics, I like it a lot. I found some bugs here
buying dwarven key and magic is switched over
tasks in the city sometimes displays twice, sometimes displays previous request, sometimes completely different (failing the request shows the correct one then). And sometimes the interface freezes here completely. (I used the Mac version).
Village part works correctly,
Similar experience here, all on Windows. Dwarven and Magic Keys swapped, tasks in city display twice in one dialogue box, tasks don't update immediately (I found opening and closing inventory would force the text to update), and specifically in the city I've had several freezes/softlocks, usually on the last couple of customers or after selecting the wrong item a few times and trying to go back to the map. Other than that it's a lovely little game with nice art; I'd love to see it scaled up into a "full" game (more than just a GameJam submission I mean, like a longer-term project) with more updates, both gameplay wise and "content" wise.
I already prepared the update that fixes some of these things, will add a few new pictures and load it here. For now I am really interested in knowing if the game works as a proof of concept, so big thanks for your feedback! It is valuable for me
I confirm, that keys are now labeled correctly at the forge. City problems still persists, so far I cannot put a finger on when the freeze occurs. One more minor error to report: in the menu (on the map) there is a “undefined” button instead of the “Load”.
I like the concept so far.
Sadly both of these a known to me. Couldn't track the problem with city phrases down yet, and and "undefined" button is a problem with RPGmaker. I will probably leave them be since, if I continue developing the idea, I'll rewrite in on Godot from scratch. Treat the current version as a very rough prototype with just the basic mechanics
For the time being until the Godot rewrite is out, what's been helping me with the city softlock is getting down to where it says "1" on the bell, clicking it to skip that customer, and then either leave then or sell to the last one. Not foolproof, doesn't always prevent the softlock, but it does it more often than not for me at least.
Thank you for the feedback, in the new version none of this problems will be an issue. It's much better then trying to fix it on an unappropriate engine :)
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Will this ever become more than a demo?
There's a huge need for more chastity games!
Hey! I have this game started on Godot, though for now I am doing other project. The last one with chastity themes as well, by the way
This can become a huge amount of work, but I thought, why not add an adventure mode? The protagonist himself wears a "cursed" chastity belt that cannot be removed but can be transformed into an image of one of the protagonist's random inventory of chastity belts, so he embarkes on a journey to find a way to open it, selling various chastity belts and collecting clues along the way. Then every hostess or other buyer I meet wants the protagonist to experience the protagonist's own products first, or have ideas about the protagonist himself, and so on. I think this will be very interesting.
Was actually thinking a lot about adventure or rpg elements to the story - could be really fun, maybe will start making mechanics for that! Or the story could be centered around the main character being stuck in a cursed device and trying to find a key for it
I just made an account to comment, please could you add the option to toggle fullscreen to windowed mode?
Are you planning adding another option instead of girls paying you with money, they pay with something.... else? like a CG or animation maybe
Could actually be a nice option of alternate payment for a full game! I'll take a note. And, if I make a full game, it will definetely have a windowed mode option
Nice! Beautiful graphics, I like it a lot. I found some bugs here
Similar experience here, all on Windows. Dwarven and Magic Keys swapped, tasks in city display twice in one dialogue box, tasks don't update immediately (I found opening and closing inventory would force the text to update), and specifically in the city I've had several freezes/softlocks, usually on the last couple of customers or after selecting the wrong item a few times and trying to go back to the map. Other than that it's a lovely little game with nice art; I'd love to see it scaled up into a "full" game (more than just a GameJam submission I mean, like a longer-term project) with more updates, both gameplay wise and "content" wise.
I already prepared the update that fixes some of these things, will add a few new pictures and load it here. For now I am really interested in knowing if the game works as a proof of concept, so big thanks for your feedback! It is valuable for me
I confirm, that keys are now labeled correctly at the forge. City problems still persists, so far I cannot put a finger on when the freeze occurs. One more minor error to report: in the menu (on the map) there is a “undefined” button instead of the “Load”. I like the concept so far.
Sadly both of these a known to me. Couldn't track the problem with city phrases down yet, and and "undefined" button is a problem with RPGmaker. I will probably leave them be since, if I continue developing the idea, I'll rewrite in on Godot from scratch. Treat the current version as a very rough prototype with just the basic mechanics
For the time being until the Godot rewrite is out, what's been helping me with the city softlock is getting down to where it says "1" on the bell, clicking it to skip that customer, and then either leave then or sell to the last one. Not foolproof, doesn't always prevent the softlock, but it does it more often than not for me at least.
Thank you for the feedback, in the new version none of this problems will be an issue. It's much better then trying to fix it on an unappropriate engine :)
Any plans for Android?