Been planning on making a WG/vore game for a while, I know fetish content-wise what I want, but between my other projects taking up all my ideas I genuinely cannot figure out what mechanics I’d like in my game.
I know I want it to be 2d turn based, and have a world map similar to games like slay the spire. I’ll definitely give it an endless mode. Other than that I’m up to taking ideas on how the game’s structure would look, anywhere from genre to niche mechanics.
That being said don’t get your hopes too high up, I might not end up making anything.
This sounds like it would be a great resource management type game. Like having to juggle health, fullness, and energy (fat) while you make your way through a StS like map. Perhaps you start with a limited number of action as a character and you advance through gaining new abilities and items. Like if StS’s potions were the main mechanic rather than cards.
Ideally, the gameplay would have a similar vibe to the fetish content. You mentioned WG and vore. What flavors? What about your planned scenario+characters is most fetishistically interesting to you?
Major enjoyable elements in turn based incrementalish games (CRPGs, Idlers, Slayer / Samurai Showdown / Fights In Tight Spaces - like, etc)
Player skill development. (Eg “Oh, this enemy has a blue tint. I’ve noticed that usually means water based attacks. Maybe I should spend my first turn casting Shore Shield and cast a boost on my electricity based damage.”)
Character skill development (Eg “Sweet, I leveled up. STR got +4 this round! Ohhh, and I get to pick another Feat!”)
Emergent synergy discovery (Eg “Wait, this new perk gives a second attack with vastly diminished damage… but what if I retool to focus on status affects instead of raw damage? Oh, shit, if I throw out all my healing skills but Fun Sized, which lets me autokill any enemy less than a third my weight and recover health for doing so, and fill my hand with Slimify cards, won’t that mean sliming and splitting and sliming and splitting the enemy all in one round, breaking them into four baddies with a fourth of their original power? That’s a two round KO and a full heal fighting anything anywhere near my weight class.” That kind of thing.)
Fetish material (Eg “Nice, I got some sweet porn-adjacent stuff, and I feel like I earned it because I had to beat (enemy / location / quest) to access it!”)
Narrative development (Eg “Ah, Abigale liked that meal and hinted at why she was in the Temple of Fluffafluff when I found her. I wonder if this ties in with the whole War of the Tulips thing from two chapters ago?”)
Feedback cycles (Eg “I timed my crit attack (which I, the average gamer, succeed and fail at with a rate that has the ghost of Burrhus Skinner nodding approvingly) so I got an extra little bit of visual and auditory fluff with my attack - bolded damage numbers, a flash of red light, a more intense hit sound. These occur two to five times a minute. This fight will earn me XP, which’ll give me a level up with resulting happy brain chemicals every seven minutes or so. Every four/five levels unlocks a special choice / benefit for that every-half-hour juice. Any given game cycle shouldn’t last much longer than two hours max, so all those expectations can reset to baseline.”) If you’re super bored, the Skinner foundation has an eight hundred page writeup on Schedules of Reinforcement (ie the nitty gritty of testing how pigeons react to stimulus under different positive/neutral feedback rates)
I don’t know if this helps, Vore isn’t my thing, but the best example of it I think I’ve seen (having not hunted games featuring it down) is in Othercide. Gameplay wise it’s a vastly improved version of the ‘new’ version of XCom, narratively it’s a pyschological occultish monster hunting story of going through nightmares for a shot at redemption,so… you know, fun. But the vore-esque twist is that none of the characters can heal, and many of the abilities cost health, so losing any given character over the course of a few missions is almost a guarantee… but they can be subsumed into each other, losing the stronger character but healing the weaker and granting them a jobs-system style cross-class skill. Might be worth playing if you haven’t yet and are on the prowl for ideas?