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The lab will be split into 6 types of rooms - administrative, utility, environ, experimental, critical, and special. The idea is that there will be a pool of rooms from which each play-session rooms will be pulled at random so that each playthrough will be different. At the start you'll also be asked about your preferences - tickling, smelly feet, forced orgasm etc., so that you only get rooms (and content) that you want to see.

Each room will have rewards and challenges. You have to clear the lower tier rooms (activate them) before you proceed to the higher tier ones. The main objective of each playthrough will be to clear the critical room (the most difficult one).

The rooms are:

- Administrative - The easiest of the rooms. They cannot end your playthrough. Thematically they will be offices, staff rooms, lounges, employee housing etc. 

- Utility - Something that does something beneficial for the lab. Could be a power generator room (run by goblins), a reflexology saloon (good source of income), spaceport (allowing contact with alien lifeforms), tickle-torture facility (rented out to the local dictatorship), foot smell extraction plant (product to be sold on the free market) and many more. It is highly unlikely that these rooms will present much of an obstacle, but it is possible to end the game here.

- Environ - These are rooms that are very specialized. Usually they are dedicated environments for special species of the labs (hunnies, orcs, ogres, succubi etc.) or to a particular idea or theme (giantess environ, tickling species housing, warehouse full of sex-crazed robots). The rooms are moderately dangerous as their occupants are far more extreme. 

- Experimental - Part of the lab that is dedicated to cutting-edge research. Highly volatile and dangerous. Proceed at your own risk. Super-intelligent AI dedicated to tickle-torture, Foot-succubi chastity research, Archfiend toejam procurement plant, Hypnosis center, Liquid-itch testing facility, etc. You'll have to be quite prepared in order to tackle these rooms.

- Critical - Each lab will have one critical room or a room that is critical to the operation of the laboratory. This is the labs leading project and is the main objective of the game. These rooms are extremely dangerous and the chances of completing them are slim. Lifeform 'Lynn' containment unit, Foot-goddess portal facility, Giga-footification ray. Not for the faint of heart.

- Special - Rooms that don't fit into any other category or rooms that can be placed by the player. These include the starting room and the ever-present shop (purchasing gear). Each lab will have some slots dedicated to special rooms that the player can unlock during their playthrough. These rooms are optional and you don't have to complete them, but they might offer valuable resources and alternate endings - Uxhaul teleportation chamber, Catgirl training facility, and suchlike. 

In the beginning, I'm planning only to have one lab layout type - Four administrative rooms, three utility, two environs, two experimental, two special (not including the starting and the shop), and one critical (always one). In the future, I plan to add more layouts to increase or decrease the difficulty, depending on what rooms are more numerous.

So much for the game, now for the poll. Some patrons have expressed the desire for a female protagonist. I'm adamant about having a male lead, but maybe a duo would be a better solution. One male and one female lead, like a fetishy buddy cop type of deal? One possibility would be for Drake herself to help with getting her own lab back in operational condition. I would rule out Alexia as she's more of a calming factor and she'd be in the starting room coordinating the effort and giving support.

Another possibility would be to make a new female character go with the male lead, made especially for this game. Maybe a bio android - a blank slate at the beginning of the game, and a completely different character by the end based on your choices (that might complicate matters).

Or just male solo? I'm not sure. That's why you're here to vote. Adding a female character will complicate the storytelling and asset creation somewhat, but I think it'd be cool to have a female lead that you can do foot and tickle stuff with. Like her using her smelly feet to extract information out of somebody or her being put through a tickle torture scenario etc. 

Tell me what you think. Did I miss something obvious? What do you see as potential upsides or downsides?

Comments

LazyReader

female/male tickling for a change

damage3245

A male character and a female character seems like the way to go. I'm digging the variety of ideas for each room type.

otters007

I'm game for there to be a male lead, with female helper using her smelly feet on people, that sounds hot! Maybe there could be a choice in the game where you have to sacrifice her to succubus with super arousing but smelly feet in order to progress or gain a certain reward!

redscript

Maybe, but then it would be an alternate ending or a game over. If I'm going to program the rooms for a duo, I need her there until the end of the game.

GrayMantis

I think a choice between a male and female protagonist would be best.

Jackie Estacado

I'm gonna throw in a few ideas, but I have no idea about their practicality. Although I do enjoy gaming, I don't know the first thing about programming: 1) Choice and customisation of characters (protagonist and/or victims). I mean, not only I would love it if it was a 100% female experience (I understand you want it otherwise), but appearance customization, character traits that we could pick and use in gameplay, even character "classes" could be an idea 2) An editor so we could generate our own paths of adventure (possibly as a reward for completing the game?) 3) I suggest you don't make the game too difficult or too abstruse. The way I see it, too frequent game overs might make for a frustrating experience. In the same way, try not to force the player too much down a certain path, but rather leave him as much freedom of choice as possible (different ways of completing a room, for instance) 4) A save function so we could experiment with different things without having to start over from the beginning might be in order. 5) I like the idea that our choices matter/might influence the sidekick. But it adds a huge layer of complexity, so beware. Also it must have an impact on gameplay/progression, otherwise, there is no point for it. If you pull it off though, great!

redscript

1) Unfortunately, there will most likely be zero appearance customization. I want the game to have a lot of drawings and cinematic angles. Swapping clothes or looks of either the main characters or other characters would be easy in 3d, but in 2d, it's a nightmare. 2) I don't think I'm going to savvy enough with coding to implement that. 3) I'll try to give the players as much freedom as I can. But I view the game overs as an objective and a reward in themselves. They give you a 'bad' ending in which you serve as an Uxhaul foot slave for the rest of your life, that kind of thing. Plus, I think I'd be cool to find them all. 4) Save function will be implemented (it's included in the engine). 5) Yeah, I'll see how to tackle that little challange.