I have an idea, for a game reminiscent of the old flash game series “Steppenwolf: The X-Creatures Project”, from Warner Bros. It’s a survival-suspense-exploration game with a few weight-gain elements to it, loosely inspired by PUBG’s Zombie mode and the whole “No Nut November” thing.
The player character wakes up in a dilapidated house, in the middle of the woods. He has a vague memory as to how he got there, only that he’d been on a date with a pretty lady and apparently had had too much to drink. Lying on the floor next to him, he finds a detailed map of an island and a note, informing him that he’s been chosen to participate in an experiment-turned-hide-and-seek-game. All he needs to do is to last a week on the island and have no sexual contact with any of the locals. Simple, yes?
Not really. First, the locals are all female. Second, while they may be genuinely helpful and friendly during the day, come nightfall, the women turn into werebeasts. Third, they’re all much taller, fatter and hornier than before. So the PC has to employ all of his wits to evade, run and hide from creatures that can overpower him in many ways. One week, no sex. If he’s caught, it’s game over for him, because while some will accidentally break him to satisfy their libido, others might end up eating him up. Literally.
Spoiled for nudity, but here’s a concept to go along with this, drawn and colored by yours truly.
Like I explained in the first paragraph, this game would make use of either the arrow keys or WASD keys for navigation, it would have an inventory system with a few limited crafting mechanics, and several items that one can use to deter, stun or distract the were-anthros, but no actual life-threatening weapons. Items such as a tranquilizer pistol, with limited ammunition that can be found, stolen, traded or purchased; a taser gun; smoke bombs for a quick get-away; flashbangs; pheromone vials that can be hurled at a group of charging anthros to overload their libidos and effectively “distract” them with each other; a few experimental darts that will alter a few of the werebeasts gradually, making them heavier and fatter as the days pass; even clothing articles can be used as decoys or lures, which I will explain below.
Pretty much everyone on the island counts as one. During the day, they’re friendly enough for the PC to be able to interact with them, to find out more information about the “host” of this game, the island and its residents, and to get things like food, water, clothes and other equipment. During the night, the women will swell into their werebeast forms.
Their sizes will always overpower the PC, so direct confrontation is never going to work if unarmed. They will also have heightened senses, relative to the animals they’re based on (for example, canine-based anthros will possess a strong sense of smell, felines will perceive things better in the dark, and so on), so picking a good hideout to rest and recover will require planning and preparation to avoid detection, as while some of the werebeasts will remain close to the populated areas of the island (farms, towns and the docks), others will be roaming the woods at night, hunting for the PC, either in packs or solo.
While their heightened senses are indeed more powerful than that of the PC’s, they can also be used against them.
For example, a pair of sweaty socks hurled at a charging werebeast with a strong sense of smell will definitely stun them for a moment. Worn clothes can be discarded in some places to throw off your pursuers; staying clean will minimize the odds of detection by a fair bit.
Being chased by a werebeast with really good eyesight/nightvision? A flashbang will buy you some time.
Also, as the days progress, the PC will find their behaviour becoming more aggressive and straightforward, ramping up the difficulty a bit more, not just at night but also during the day, as they will try to find out where you’re planning to hide (it can also give you a few 200 IQ moments where the PC can tell them one thing and then go somewhere else).
But wait, what’s the reward for surviving? I’ve considered a few possible rewards for your efforts that could lead to different endings. One, you leave the island and rejoin the rest of the world, but with the option to pick the one werebeast that most strikes your fancy as a partner. Or… you could choose to remain on the island, to live it out there with the ladies, there’s plenty of room for one more. You could even continue the game in a sort of an “endless mode”, trying to last as long as you can, or a “challenge mode” where you must survive in a set location for one night.