How do you hire new escorts? It seems like almost everyone wants a top who's into breeding, and it seems you only start with one top to go around.
Also, is there a way to see clients' kinks when assigning rooms? It's already stressful enough that I have to skim through the dialogue and guess everyone's kinks in under 20 seconds, but I feel like expecting me to memorize every client's kinks long enough to put them in a room after you talk to all of them is too much. Obviously it's not a big deal when there's only one or two, but past the first day or two there's just way too much to keep track of in such a short time period.
Hi hi, thank you for playing! You're right, there should be a way to check the guessed kinks of each client in Rooms view. Haven't considered it, will be looking into this!
While originally the idea was that you'd hire more escorts as the game went along, we did not have enough time in the game jam to fit this in, so there's just four by default to start with. Would love to add more variety in the future, both in client kinks and escorts!
Ran out of time for the jam time limit, but in the future you'll be able to see Clients and Escorts go at it in Rooms view.
We'd love to implement playable player-on-client sequences, but having custom characters do multiple complex sex poses is a tall order, so still exploring options on that front!
Depending on the animation and development software you use; you could use skeletal animation rigs for both escort and player animations (which would save having to animate each character individually) and have the game swap out sprites for things like hairstyle, body shape, etc. Add in a simple recolouring shader and you could handle a fair bit of custom character stuff.
The downside is it takes a bit of tweaking (and drawing to grids or other guides) to ensure all the sprites align correctly to the skeletons and each other.
Working on a system pretty similar to this right now, actually! Might have gotten too ambitious in the process — body sliders and pseudo 3D rotation are difficult to pull off in 2D skeletal animation rigs, it turns out — but ideally I'll have one customizable, pretty lookin human rig to use in both chat segments and sex animations by the end of it.
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How do you hire new escorts? It seems like almost everyone wants a top who's into breeding, and it seems you only start with one top to go around.
Also, is there a way to see clients' kinks when assigning rooms? It's already stressful enough that I have to skim through the dialogue and guess everyone's kinks in under 20 seconds, but I feel like expecting me to memorize every client's kinks long enough to put them in a room after you talk to all of them is too much. Obviously it's not a big deal when there's only one or two, but past the first day or two there's just way too much to keep track of in such a short time period.
Hi hi, thank you for playing! You're right, there should be a way to check the guessed kinks of each client in Rooms view. Haven't considered it, will be looking into this!
While originally the idea was that you'd hire more escorts as the game went along, we did not have enough time in the game jam to fit this in, so there's just four by default to start with. Would love to add more variety in the future, both in client kinks and escorts!
The contrast is nearly nonexistent here. I strongly suggest making the text a brighter color
Oh my god, you are so right! It's fixed now. This is what happens when you use a dark mode browser extension.
Will there also be explicit sex scenes if there aren't already?
Ran out of time for the jam time limit, but in the future you'll be able to see Clients and Escorts go at it in Rooms view.
We'd love to implement playable player-on-client sequences, but having custom characters do multiple complex sex poses is a tall order, so still exploring options on that front!
Depending on the animation and development software you use; you could use skeletal animation rigs for both escort and player animations (which would save having to animate each character individually) and have the game swap out sprites for things like hairstyle, body shape, etc. Add in a simple recolouring shader and you could handle a fair bit of custom character stuff.
The downside is it takes a bit of tweaking (and drawing to grids or other guides) to ensure all the sprites align correctly to the skeletons and each other.
Working on a system pretty similar to this right now, actually! Might have gotten too ambitious in the process — body sliders and pseudo 3D rotation are difficult to pull off in 2D skeletal animation rigs, it turns out — but ideally I'll have one customizable, pretty lookin human rig to use in both chat segments and sex animations by the end of it.