As one of the few responders (at time of comment) to have said they’ve completed a game, I probably should offer some insight into my answers and some general feedback on your topic.
For reference, it’s been over a year since I made my last “game”, which was “A Heavy Influence” for the 2021 Gain Jam. Prior to that, I made my only other game, and the one I would consider “complete”, “Cursed!”. Both of these were Twine games because I knew I would be capable of 2 things on my own: writing, and programming (well, programming above novice level). Doing solely text based games allowed me to put some great practice on skills I presumed I had while avoiding making a shoddy product by using skills I lacked (aka art). They also were created in very tight windows, which helped them actually see the light of day. “A Heavy Influence” was made for a Gain Jam, so that should be self-explanatory. “Cursed!”, on the other hand, basically struck me like a bolt of lightning and almost forced me to rapidly create it in order to flush it from my system, lest it fester in my brain. I believe I did about 80% of the game in just a few days, with the rest being done over subsequent weeks, and that was mostly functional tweaks and a bit extra content. Again, that speed was critical, because without it, the roadblocks set in.
Ah yes, the roadblocks. I’d probably have made more games by now if it wasn’t for these. Hell, my user name is based one of my personal biggest roadblocks: Scope aka Feature Creep. For those who haven’t heard the term, it’s a very common one in just about any project based industry (software, engineering, etc.), where a project expands (heh) out of control because of the developer/team constantly increasing the scope or adding new features beyond the initial plan. Left unchecked, all of a sudden your project has far outstripped your time/budget/skills/whatever, but parring it down now feels sacrilegious to your vision. And then it sits in the back of your mind, wasting away as you keep hinting on a forum that you’ll be working on another project or update Soon™… but I digress. Point is, if I give myself too much time to think about an idea, it becomes too massive and I lose the motivation to actually bring it to fruition. I’m quite sure this happens to many devs, be it before getting a project off the ground or smack dab in the middle of it.
Perhaps an even bigger roadblock for me, however, is answering this question: Does this need to be a game? If you’ve been over on DeviantArt lately, you may have encountered me having started posting literature over the past few months, and that ties directly in to my game development. I have had plenty of narrative ideas, which I have my own creative struggles with just turning into satisfying stories, but when I’ve asked myself “Does this need to be a game?”, I usually answer “no”. Thus, they become literature instead. Part of my personal philosophy on games is that game play must come first. What does the experience gain from being a game as opposed to just being a story, or a gallery of images to flip through? Did you actually earn the story pieces or images you reached, or did you basically click “next” with varying amounts of extra steps? I mean no shade to many projects on here, but I get so bored of seeing a game with little reason to exist outside of “fat of she, but game”. Why have a fat-fetish based RPG if the characters weight doesn’t affect stats or moves (or, worse, has a mostly negative effect)? Do your choices in this VN actually matter, or do they merely change the speed at which you reach the next image in the gallery? Is clicking on a food item until a number goes high enough to get a scene really an engaging way to convey a story? These are some of the questions I ask when seeing if something I think of should become a game or literature. I like to thing I achieved that to some degree with my games, but others may disagree. I also can point you towards games that I think have exemplified incorporating player agency and the fetish into the games, like “The Weighting Game”, “Big Fat Vore RPG”, “The Witch of Gluttony”, “Eat the Dungeon”, “Super Fatty Office Administrator Simulator”, “Spacethumper”, and quite a few others that I can’t name off the top of my head right now. I fear that sometimes this question never gets asked, or gets asked far too late in a project to answer it meaningfully.
Alright, wow, this got to be quite a ramble, I’m sorry about that. Lots I wanted to get off my chest and for some reason this seemed like the right place. Ultimately, my advice for making a (fetish game) project that actually happens is to go through this checklist:
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What’s your story? - You should at least have a vague outline of characters, a beginning, a middle, and an end (not really necessary if you are doing something more arcade-y). These can obviously be fluid and change as development goes on, but at least have a rough gameplan for what the game will look like.
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Does it need to be a game? - You can frame this question in multiple ways (What is my core gameplay loop?, How does weight/expansion impact the gameplay?, etc.), but at the end of the day you should have some explanation as to how your idea/story is better served as a game than as literature or an image gallery.
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What are the limitations of myself/my team? - Be honest with yourself and figure out what you or your team is capable of, and what you might not be.
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How will I/my team handle my/our limitations? - Will you limit the project to what you are able to do? Will you seek another team member to cover your gaps? Will you put in the time and energy to learn how to overcome your deficiencies? You need to know these things in order to not give up at the first major obstacle you face.
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Do we have time and/or budget constraints? - Never a fun question to ask, but always a necessary one, obviously.
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What is the scope of the game? - Based on all your answers above, what does a reasonable 1.0 of this game look like? What might be nice, but isn’t necessary to getting the game done? Setting parameters of the project at the beginning will help you avoid straying to far into the weeds as it actually gets going. If you set a scope early, you will actually be able to see when it starts creeping!
I could go on for longer, but I feel like I’ve gotten the major things out there. Hopefully this helps, and best of luck to all in their future endeavors!