My name’s SeymourCox, fat/fetish artist on FA and twitter. I’m a HUGE fan of platformers and older games, absolutely adore the NES Mega Man games. Though I don’t really play fetish games all too much, I started brainstorming one recently and have had a lot of ideas so far and would love some feedback, to learn if there’s interest in playing and making a game like this, so on.
What’s the game?
The idea for this game is a metroidvania setup, exploring one large area and opening up paths with newfound abilities; with a very Mega Man inspired style jump-and-shoot gameplay.
What’s the plot?
A research lab’s robotics department has suffered a major series of errors, resulting in the robots turning hostile and running amok in the whole building. Answering to their alarm, you arrive on the scene to take out the robots and rescue any employees in hiding along the way. However, robotics aren’t the only project that were in development at this lab…
How does weight factor in?
Instead of new abilities that let you open new areas, you permanently gain weight at several points that allow you to interact with certain objects and features in new ways; weighing down platforms, ceiling-mounted pulleys, resisting strong wind, and even just crashing right through floors at times!
Each boss in the game locks you into their boss room, and when beaten, a door to a connected supply room is opened up. Each post-boss supply room contains a gun upgrade chip; and an accidentally created, experimental, hyper-caloric food created by the lab. Both are simultaneously grabbed, and your newfound weight is used to exit the boss room to introduce how to use it elsewhere.
As you gain weight, you start to become a bigger target and your jump height starts to be reduced; so to balance this some you gain more health each time and as mentioned, your gun becomes stronger. Since your agility decreases as you progress, you not only reach new areas; but sometimes must find alternate routes in order to reach some already traveled areas as well.
Other notes?
I imagine that the game should have a focus on showing not telling; avoiding written tutorials or button prompts to instead visually showing what to do. Like in these rough, intro storyboard sketches; where the secondary grenade-launch is shown in animation after the protagonist fails to shoot open a door.
The weight gain has a permanent focus to the gameplay; so no rapid fluctuations in weight gain and loss, nor “lose/do poorly to see the fetish parts” here.
Several employees are scattered throughout the building, but are not mentioned until rescuing an easier to find one early in the game. Finding all of them would, ideally, reward a bonus end screen picture!
That’s the gist of my idea, I hope anyone who comes across it likes it. Of course feel free to ask about it, and if anyone has interest in helping to actually get it started as a project please let me know! At this time I have somewhat minimal programming knowledge but if there truly is a solid interest for this game I’d love to have a programmer involved, but I can certainly try to make the effort to learn that myself and research an engine/platform for this (most likely) NES/Mega Man 9 & 10 styled game.
Thanks for taking a look!