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manyeyedhydra

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#SexDungeon23: Tower (Room 244)

ROOM 244: WELCOME TO THE TOWER OF TITTY WITCHES

This is the second of three zones the player needs to complete before entering the final castle.

For reasons...

At this point the player should be starting to suspect his SUCCUBUS COMPANION might have a few ulterior motives for sending him off to various locations.

This time it's a magic tower in the centre of Ur-Carnosa.  This was originally an academy for magic before the lust daemons invaded and took over the city.

As an aside, I have been trying to make use of monster girls I normally neglect.  I did think a tower might be a good opportunity for me to finally give harpies a time to shine.  Then Tower of Titty Witches stuck in my head, so it became a home for titty-focused succubus magicians.  This also fits what would be the traditional powerbases of a city – Prison for Law and Order, Mages' Tower for Academia, Corrupt Cathedral for the Church, and finally the castle for Nobles/Military.

So, the tower.  The player will need to make their way to the top to retrieve something that will allow them to enter the castle.

Themes for this area will likely be tits (obviously), sex magic, perverse experiments, and booby traps (of the literal kind).

Entering the tower is fairly straightforward.  The front double doors are wide open.  All the décor and conventional gargoyles have been replaced with sculptures of extremely large-breasted succubi.  Time to enter...

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House of Hellish Harlots v0.049 [Squidgii & Squishii]

It's time for the regular scheduled monthly update to House of Hellish Harlots.

August was a crazy month as I finally got the new version of HoHH with art up and running.  However I still have about 60 harlots to transfer over and check nothing has broken with them.  So, in the meantime, new harlots will still be added to the plain-text version of HoHH first until I've caught up.

v0.049 adds a new pair of harlots with a shared scenario:

Squidgii & Squishii
These are a pair of cheerful and friendly creamy slime girls.  As with Brittnee they're intended as a balance to the more sinister femme fatale succubi.  Unlike Brittnee, they're extremely dangerous.  They're in the Tier 3 bracket, so they're probably going to kill you a lot before you figure them out.  On the plus side, they're completely devoted to inflicting pleasure, so you'll enjoy the Bad End.

As usual I've attached the new version as a .zip file.

I've also updated the houseofhellishharlots.com website with the new version.  The password for September is:
=LH7Y5Gdv(/5{2Lr

Squidgii and Squishii are a little more light-hearted than my regular succs (but still lethal).  I hope you have fun with them.  Leave your thoughts below.

HoHH is going to be in a transition stage for the next couple of months while I convert all the harlots over.  My plan is to release the last few regular harlots with the plain-text version.  Then, when the art version has caught up, switch over to that.  This will likely happen once I start adding the first mini-bosses.

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House of Hellish Harlots - Mid-2023 Roadmap Pt 2

(Pt 1, covering the writing, is here.)

We're getting near the end of August, so I thought I'd drop part 2 of my mid-2023 roadmap for House of Hellish Harlots.  The first concerned the writing left to do, which originally was all HoHH was going to be.  Since then I've experimented with Twine enough to improve the display and add art.  It now looks closer to a regular game.  Despite this, text will be the focus, and the project will remain 'words words words' plus the occasional picture to brighten things up.

This is what I think I need to do, or rather commission other people to do:

ART
This can be divided into 5 areas:
- Title Screen + Logo
- UI
- Harlot pinup art
- Character Portraits
- Backgrounds

TITLE SCREEN
I have some ideas - either the exterior of the House, or maybe curtains across the stage.  Either way, I'll need to find an artist for it.  I tried the AI art approach... and it wasn't good.  One option could be to reuse harlot art.  A lot of DLSite games take this approach where they cut and paste a mob of sprites from the game on the cover.  I need a background and I need some nice titles spelling out the name of the game.

UI
This is the collection of icons at the top left of the screen (and top right, if you're playing on mobile).  It displays various player stats ('health', round number, money) as well as buttons to bring up the character sheet or sav/load menu.  I cobbled it together out of various bits of AI art.  It's functional and does the job of presenting that information to the player, but it isn't good.  Getting someone to redo the art and integrate it all within a nice panel (maybe curtains, maybe a batwing) is a high priority.

HARLOT PINUPS
If I had infinite money and resources, the ideal version of HoHH would have animations for every different sex act carried out by every harlot.  Sadly, I don't have infinite money and resources.  HoHH also has a lot of characters, way way more than a typical hentai monster girl game.  What I'm going to try to do is commission a single pinup for each harlot.  Even that will likely be expensive as HoHH will probably end up with around 100 harlots.  I've put enough funds aside to start the ball rolling, but will likely need to look for additional funding at some point to avoid being left dangerously out of pocket.  Any suggestions there welcome.  Maybe higher subscription tiers?  An adopt-a-harlot push for patrons/subscribers to directly fund their favorites?

I have started negotiations here with an artist for the first pieces.  Fingers crossed that will prove fruitful.

CHARACTER PORTRAITS
This is one area where AI art seems to be fine.  Female NPCs will get overhauled when I commission pinups for their scenarios.  I might just leave the car NPCs and Portly Gentleman as is.

BACKGROUNDS
Backgrounds is also an area where the AI art is adequate.  Ideally I'd like to replace them with proper art, and might need to do this if I want to put the game on Steam.  It will come down to resources.  I'd rather focus the limited funds on creating nice harlot art, especially as the backgrounds will likely be more expensive to commission.  If fundraising goes really well, and there's money left over, maybe...

OTHER
There are also a few other potential areas to add art/graphics.  This would be for the vendor NPCs - charms, potions and ailment cures.  It would be better if the player was selecting from a point'n'click shelf of icons rather than a list of text.  The same is true for gift selection before entering the harlot's room.

I have some ideas there and might experiment.  I put these as weak maybes.  Maybe for a hypothetical HoHH 2.

SOUNDS?
Music and sound fx is something I haven't put much thought to.  Maybe the stock ejaculation sound.  Maybe some ambient background noise.  Maybe the same stock music every RPGMaker monster girl H-game seems to use.

I'm not going to put any thought to it for now.  If the game project starts shaping up to be good enough for something like a Steam release, I probably should add some sounds and music.  Everything else is a higher priority at the moment, so it's off the table until it needs to be on the table.

CODING
The core game logic is pretty much all in place.

What might be needed is a bit of optimisation and polish - for instance delaying showing text of a new area until the background jpg has finished loading in.  I'll try to figure this out myself, but at some point might need to get an expert in to iron out the last wrinkles.

I might also need a second pair of eyes when it comes to packaging the game up as a game on Steam or app on mobile.  That's uncharted territory for me, and I'd be terrified of fucking up something basic.


Anyway, that's an approximate roadmap for the fancier parts of HoHH.  The ideal goal is a fully complete game I can release on Steam/DLSite.  However, I'm also aware a lot of monster girl hentai games have big ambitions and then end up becoming bogged down and never finishing.  If I feel I'm out of my depth and it's not something I can realistically do, I'll pare it back down to a simple text project with the odd picture to brighten things up.

This is a little vaguer as it covers aspects I'm not going to be in personal control of.  If you want clarification or further details, ask away below. 

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#SexDungeon23: Prison (Room 236-243)

ROOM 243: 3RD FLOOR (SADISTRIX WARDEN)

After the triple-locked door is another short staircase leading up to a large room with padded black rubber walls and filled with a variety of BDSM gear.  There are also plenty of TV screens (magic equivalents of) depicting prisoners falling prey to traps and dominatrix prison guards.  The SADISTRIX WARDEN is waiting for the player here.

FIGHTFUCK: SADISTRIX WARDEN

The SADISTRIX WARDEN fights with a combination of both the PRISON DOMINATRIX and CAGE DOMME techniques.  She has a whip enchanted to cause erotic bliss rather than pain on strikes.  She also has a variety of bondage magic to tie up and immobilise the player.

Despite her fearsome appearance and role as warden of the prison, her personality is closer to an entertainer.  Hence allowing prisoners to escape and 'filming' their efforts.  If the player proves to be genuinely dangerous (as in wins the fight), she'll teleport out of there long before the player gets close to delivering a killing blow.

There are also hints that she's quite friendly with SUCCUBUS COMPANION aiding the player.  If the SUCCUBUS COMPANION's ulterior motive is regime change and using the player to get rid of the old leadership, the SADISTRIX WARDEN is likely a character that will retain her place afterwards.

And with that, we've escaped THE PRISON.  Next up, it's time to scale THE TOWER OF TITTY WITCHES.


ROOM 242: 3RD FLOOR (CELL 6 – CAGE DOMME)

The last cell is an uncomplicated fightfuck with a CAGE DOMME for a key.

FIGHTFUCK: CAGE DOMME

I figured I couldn't create such an interesting monster girl and only give the player the opportunity to fight her once (although the second fight is optional as the player can get the 3 keys they need from other rooms if they feel their build isn't conducive to a straight fightfuck).

ROOM 241: 3RD FLOOR (CELL 5 – GLUE TRAP)

Another cell with black rubber walls and a key plinth at the far end.  A CAGE DOMME sits rather ominously in the corner.

If the player checks first, they will notice the floor is a flat rubber mat and seems to be glistening wetly in places.

On the player entering, the CAGE DOMME will motion to the key plinth and then place an hourglass timer on the table next to her.

The floor of this cell is covered in a very sticky substance.  The player has a limited amount of time to pull themselves free before the CAGE DOMME will smoothly jump up and settle over him with her Bad-End-inducing dress.  The player will need to pass two checks to reach the key, and a third more difficult one on the way out (the CAGE DOMME will not be as lenient on time there).

ROOM 240: 3RD FLOOR (CELL 4 – DARK ROOM)

By now the player will probably realise this top floor is set up like a perverted game show, with each cell a challenge room.

Cell 4 looks like the others with thick padded walls and another key plinth.  After the player enters, the door clicks shut behind them, the cell is plunged into unnatural darkness, and a CAGE DOMME drops down from the ceiling.  Because the floor is inflated rubber, her landing will bounce the player off their feet and disorient them.

The player needs to retrieve the key in complete darkness without the CAGE DOMME settling over them with her dress.

ROOM 239: 3RD FLOOR (CELL 3 – INFLATION TRAP)

This is another cell with thick padded walls and key plinth at the far side.  This has a key on it.

It's also, predictably, another trap.  When the player reaches it, the plinth tips back and the key slides down a rubber-lined crawlspace.  At the safe time the player will hear ominous hissing and the walls will start to swell inwards.

This is a standard stat-check race against time.  The player needs to retrieve the key from the end of the crawlspace and then force their way through the expanding rubber walls back to the exit.  Take too long and the player will be trapped and squeezed between the expanding rubber walls until they lose consciousness.

This will lead to a Bad End.  Either the standard one of being trapped under a CAGE DOMME's dress, or a unique one where one of the PRISON DOMINATRICES slides in and fucks the player to obedience while both are squeezed tight by the rubber walls.

ROOM 238: 3RD FLOOR (CELL 2 – GAS TRAP)

The interior of this cell looks surprisingly comfy with padded black walls.  The player can also see one of the key plinths at the back, although this one doesn't seem to have a key on the cushion.

Entering the cell and walking to the back will confirm it – the key has already been taken.  Standing in front of the plinth will also trigger a trap.  The door will lock and gas will be pumped into the room.  The SADISTRIX WARDEN isn't playing around here either.  While most of the lust daemons favour AROUSAL-raising gas, this is straight knockout gas and the player will be incapacitated very swiftly if they're unable to get the door open.

Fortunately for the player, one of the NPCs will come along to open the door and rescue them before they're incapacitated.  This will likely be the Rogue NPC and is dependent on the player saving them back in the Slime Sewers.

The one point I'm divided on is whether the trap will be 'lethal' if the player missed or didn't save the NPC, especially as it might be in the player's interests later on to not save the NPC.  The NPC interactions is something I'll look into in greater depth should I come to seriously implement the project.  The room is optional, so can be avoided.  Instant Bad End might be a little harsh, so the player might be able to pass some tough stat checks to both hold their breath long enough and then either pick the lock or force the door.

If the NPC rescues the player, they won't stay with them as they're looking for someone they think is in the lower floor.  If the player found the milking factory, they can direct the NPC to their and help them out.

If the NPC was not around and the player succumbs to the gas, they'll come to just in time to have one of the CAGE DOMMEs settle over them, which will give the same Bad End beneath her dress as losing a fightfuck to one.

ROOM 237: 3RD FLOOR (CELL 1 – CAGE DOMME DEMONSTRATION)

The first cell the player comes across is locked.  It looks quite comfortable with padded black walls and floor.  A CAGE DOMME is in the centre of the cell.  Her face is twisted in pleasure while her large dress pulses and throbs obscenely.  Moaning can be heard coming from underneath it.

The CAGE DOMME notices the player and slows her dress down to powerful throbs.  This triggers the moans from within her dress to tip over into loud orgasm.

The CAGE DOMME will tell the player she's busy now, but one of her 'sisters' will come along to tend to him.

ROOM 236: 3RD FLOOR (TRIPLE LOCK)

At the end of the corridor is another locked door.  This has three keyholes.  The SADISTRIX WARDEN wants the player to find three keys before leaving this floor.

This will likely come as annoyance to the player if they checked the cells first and already found one of the keys.

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Update 27th Aug '23

And it was the last week of frenzied code-hacking.

I think it needed to be as well.  I've been extremely focused on getting the core of House of Hellish Harlots 1.5 done over the past month or so, and it was just starting to get to me last week.  I spotted I was starting to fuss and fudge, and decided I had to put the demo out on Thursday.  It didn't have everything I'd have liked (I really wanted a proper title screen), but I felt self-imposed deadline panic was starting to creep in, and I'd be better off getting what I had out, and then go back to looking into title screens and other features when I'd had a chance to take a breather.

I did put out the playable demo with graphics.  The details are in a previous post, but the link is here if you missed it:
https://houseofhellishharlots.com/experimental/ 

The response has been a little quiet, which is... scary.  I think that might be because there's technically nothing new here.  People have read the scenarios before, have seen the harlot art commissions and even seen the demos and screenshots with all the new background art.  It's important to me, because it's the first time I've put everything together in one demo, but maybe not so important to players, who want to read new sexy harlot scenarios!

(I think I could also really do with a proper title screen, at least as a focal point.)

Hopefully, I'll get some excitement building again once I've ported all the old harlots across and start to take this version past round 5.

In the meantime I'd love to hear feedback to give me some reassurance this is heading down the right track (and also to get any problems fixed on mobile, so mobile users don't feel like they're getting left behind).

Next week will be busy.  I'd like to put out the second half of the mid-2023 roadmap on Tuesday, so people can read my plans for art and other assets for HoHH.  Then Thursday is the end of the month, so there will be the regular HoHH release with the squidgy slime girl twins.  I'll still be releasing new harlots to plain text first for the next couple of months, at least until I've caught up bringing the others across.

I'm finally looking into getting a discord server set up like I said before getting sidetracked by a month or so of frenzied code hacking.  Setting up seems easy enough.  Getting the right security in place so I don't accidentally dox myself or get the space overrun by a troll mob/bots is something I want to make sure I get right.  Am boomer, please understand. :D

In slightly more exciting news, I'm in negotiations to source more harlot art.  Early days there, but hopeful.

With all that going on, I suspect next week won't quite be getting back to normal.  My goal will be to try and get everything sorted by the end of August so I can free up September to get back to writing harlot scenarios, maybe even Temptacia (finally!)

Thanks for the continued interest, support, and patience!
- manyeyedhydra 


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House of Hellish Harlots 1.5 - v0.001 Demo

And finally I have a proper playable demo of the updated version of House of Hellish Harlots!

You can find it on the houseofhellishharlots website, under the Experimental tab here:
https://houseofhellishharlots.com/experimental/

Everything should be working as in the plain-text version.  The intro is there, the core game loop is in place, the NPCs are all there.  Currently there are only 16 harlots and the first 3 rounds of the game.  I picked the harlots I had artwork of and some early round harlots that were easy to port across.  Bear in mind the artwork was originally private commissions.  I'm borrowing it here, but will have to get the permissions of both the artist and the person commissioning them if I want to retain the piece for a proper commercial game release.

The other art is AI-generated of varying quality.  The portraits and backgrounds do an adequate job.  The UI elements do not.  They are there to give an idea of the potential layout and are the top priority for being replaced with proper commissioned art.  I'll cover this in an upcoming roadmap post next week that will go over what is needed in terms of art and polish.

I suspect the demo will still be fairly rough.  It works pretty much as a webpage, so sometimes the art will be slow to load in depending on internet connection.  I was unable to come up with a title/loading screen I liked, so that's missing for now.

I also focused pretty much on getting the layout right for the desktop/laptop version.  Aside from the lack of polish, I'm happy with how it looks there.

Mobile is different.  It should also work there, but I suspect is a lot rougher.  There are some things I need to fix, such as displaying multiple portraits, getting the focus to bounce to back to the top of the passage on entering a new one, and I suspect some of the table layouts when buying things from the NPCs look a little messy.  I have a device to test on, so I'll try and iron out the various kinks for mobile as well.

This also fully completes the refactoring I needed to do once I broke the project into separate modules after it grew too big for the Twine editor.  Everything is now in its own module and I've eliminated the code duplication from the interim version.  I also built a nice little harlot tester, so I can test each scenario independently before adding to the main game.

I realise this is a sidestep and we've gone from 5 rounds, back down to 3 rounds.  I think it's an important one, as we now have a version that looks much 'nicer' than the plain-text default Twine Sugarcube display.  Porting the scenarios across only takes a couple of hours per harlot, and as I have another 60 to draw from, I should be able to quickly increase the number of rounds.

Anyway, we have a much better playable demo to play around with.  Have fun with it and let me know your thoughts below.

I've also attached a local playable version as a .zip file.  For desktop and laptop users, just unzip it and double-click the .html file.  The images are all present so you shouldn't have any problems with them not loading quickly enough.  This doesn't work for mobile users, sadly.  That's why I put the link to the demo version at the top of the post.  I'll need to do some research on how to convert the files to a proper app.

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#SexDungeon23: Prison (Room 228-235)

ROOM 235: 3RD FLOOR (CAGE DOMME)

Standing in the middle of the corridor is a very unusual daemon.  She is a very tall and slender dominatrix, wearing a massive bell-shaped dress of black latex.  This is the second enemy type of this section – the CAGE DOMME

FIGHTFUCK: CAGE DOMME

The 'cage' is her dress and her primary way of fighting is to try and knock the player down, hold him down with magic, and settle over him with her dress.  Under the dress is a mass of naughty tentacles and inflatable rubber walls.  If she is able to get her dress over the player, they will have to break out very quickly or be captured and overstimulated with erotic attacks to submission.


ROOM 234: THIRD FLOOR

After winning the key, the player will be able to go up to the third floor. This is marked with another change in décor.

The bottom floor resembled a regular prison. The second floor was too clean to be a regular prison. The third floor is far too perverted to resemble a regular prison. The walls are padded black latex and the bars are far fancier than should be required for a prison. It looks like a prison for a very important prisoner of expensive tastes, or a fake prison to indulge the expensive tastes of very wealthy perverts.

As before there is a line of cell doors leading to a locked door at the end.

Before the player can get to that locked door...

ROOM 233: 2nd FLOOR (CELL 06 – KEY HOLDERS)

The last cell before the exit will appear to be empty.  However, if the player enters it, an event will trigger that has 2 PRISON DOMINATRIX show up at the door.  They will wave a key on a chain and tease the player with "is this what you're looking for?"

FIGHTFUCK: 2 x PRISON DOMINATRIX

After all the tricks and traps, the exit from this floor is fairly straightforward.  The two dommes do indeed have the right key, and all the player has to do is defeat them to obtain it.

ROOM 232: 2nd FLOOR (CELL 05 – RUBBER PIT TRAP)

This is another empty cell with a key on a plinth.

By now the player should have learned these cells are obvious bait, although the key on the cushion in this one is smaller and looks more like a regular key.

The cell is also remarkably similar to the other cell with a pit trap and if the player is paying attention they will also realise the cell directly below is another one hidden behind a black rubber sheet.

Which should tell the player, they shouldn't walk across the centre of the floor...

If they do, it's another illusionary floor hiding another rubber pit trap.  The previous prisoner was exceptionally lucky to get his blade in a position to cut a way out.  The player will not be so lucky.  The rubber walls will quickly contract around him until the player is helplessly encased.  While the player is dangling helplessly, an unseen PRISON DOMINATRIX will enter the cell, extricate the player's penis through a hole and suck it into a milking device that will drain all will and desire to resist from the player.  This is another Bad End.

The player can avoid it by not entering the cell, or carefully making their way around the edge of the central pit trap.  While the key does look more like a normal key.  It's still the wrong size for the door at the end of the floor.

ROOM 231: 2nd FLOOR (CELL 04 – CIRCLE TRAP)

This is another cell empty aside from perverse bondage gear.  It's also the cell the first pair of PRISON DOMMES told the player to go and wait in should they want the same treatment as the prisoner in the first cell.

Entering and searching the cell counts as waiting...

If the player enters, they won't find anything, but on turning to leave will find a pair of PRISON DOMMES blocking the exit.

Unfortunately for the player, the cell contains a magic circle that when activated will immobilise and render the person within it helpless.  The PRISON DOMMES will then tie the player up and start draining his will away with infernal milking tubes for an unavoidable Bad End.

ROOM 230: RETURN TO GROUND FLOOR

Going back out through the cell door will put the player back on the ground floor.

This is where they will have another Save an NPC decision.  The NPC they saw coming down the stairs on the way up to the second floor has just lost to two PRISON DOMMES.  The player can charge in and rescue them, or duck back into the cell before they're noticed and wait until the PRISON DOMMES have taken their captive into a nearby cell and become engrossed in "playing" with him.

If the player doesn't intervene, they can sneak exit and back up to the second floor (this removes that recurring NPC from later interactions).

If the player intervenes they'll have to fight the PRISON DOMMES

FIGHTFUCK: 2 x PRISON DOMINATRIX

As with all the previous fights, the PRISON DOMMES will have additional double-team moves to try out on the player.

If the player wins, an event will trigger to temporarily lock the rescued NPC in a cell.

"One at a time," the SADISTRIX WARDEN says over the loudspeakers.

This is a clumsy fix to prevent the awkwardness of having to deal with the NPC accompanying the player on the upper floors.  It still counts as a rescue.  This NPC will eventually find their way out and show up later as either help or hindrance.

ROOM 229: MILKING FACTORY (CAPTURED)

Attempting to go through the milking factory is, as the prisoner warned the player, suicide.  There are too many guards and too many trap wards etched into the floors and walls.

The player will not get far before getting immobilised.  Then they will be strapped to the wall and have their semen and life essence slowly sucked out by a big rubber suction hose attached to their groin.

There is no way out this way!

ROOM 228: MILKING FACTORY

The hole in the wall will lead the player to a fairly nightmarish sight – a long hall filled with humans strapped to the walls and being milked by pulsing black tubes.

This is the adjacent facility to the prison, also run by the SADISTRIX WARDEN.  Captured humans are brought here and slowly milked of their life essence by corrupted pleasure machines.

The player will arrive in time to see a commotion going on.  This will be their first introduction to the CAGE DOMINATRIX.  These are tall, imposing women with outlandish bell-bottom dresses of black latex.

The player will see another hero, likely the one that cut through the rubber bag trap, engaged in combat with multiple PRISON DOMMES and CAGE DOMMES on the far side of the wall.  The player will arrive just in time to see the hero lose.  One PRISON DOMINATRIX tangles the hero's ankle with a whip and then a CAGE DOMINATRIX floats up in the air and comes down to trap the hero beneath her voluminous rubber dress.  The player will see the hero dragged underneath and then the dress pulse obscenely while the CAGE DOMINATRIX moans orgasmically.

This happens too far away for the player to intervene and one of the other prisoners will weakly warn him not to intervene.  Given the number of lust daemons around, it would be suicide.

The player can watch, in which case they will see the dress continue to pulse and throb obscenely for several minutes.  Eventually the CAGE DOMINATRIX will rise up and reveal the hero has been rendered unconscious (and heavily drained).  Other PRISON DOMMES will drag him away and strap him to the wall for full milking.

The same prisoner that warned the player against intervening will tell the player there's no way out here.  There are too many guards.  The player has the choice to ignore them or go back into the prison.

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Update 20th Aug '23

And hopefully the last week of frenzied code-hacking.

I converted another 13 harlots over, to give me a HoHH1.5 demo roster of 16 (3 per faction + Morticia Rose).

Each harlot takes about 2-5 hours to convert depending on how fiddly their original scenario was.  The main issue is everything needs to be in the appropriate <div> tags for the text and options to be displayed in the right places, and the <div> tags can't be spread across different passages.  Some of the harlots were not written that way, but once I got into the habit of figuring out which passages were 'containers' (and tagged) and which were chunks of text to be added, I got a lot quicker at porting the scenarios over.

Unfortunately, I still need to test each one, although this time it's mainly to look for formatting errors.

The 16 are done and tested.  That should give a working demo (with art) of the first 3 rounds.  I still need to do some last tweaks and testing to make sure I've squashed every bug.

The other thing I'd like to add is a proper title screen at the start, so I've been looking at Twine's LoadScreen API.

As it's mainly just a few tweaks and testing to go, I'm hoping to put out what I'll call the HoHH1.5 demo early next week.

Once that's out, I'll go back to a more balanced working day.  I normally split it between writing first drafts, typing up, and implementing.  As implementing was always the fastest part of the process, I'll use that slot to start converting the remaining harlots over, with the aim to get one done every one or two days.

Then the hard part - sourcing art for all of them! :D

Thanks for the support and interest!
We may have something that starts to resemble a regular computer game!
- manyeyedhydra

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House of Hellish Harlots - Roadmap 17th Aug '23

Time to take stock of where I'm at with House of Hellish Harlots.  I figured I'd put a couple of roadmaps, one focusing on the writing side of things (which I'll be doing) and the other on plans for art and other assets (which I'll need to outsource and pay for).

First off with the writing and this is going to focus on the harlots.

Regular Harlots
Currently there are 74 harlots completed and present in the House, some with multiple scenarios.

There are 8 regular harlot slots left to fill.  Of those, one is a repeat scenario (Assphyxia), two are in progress (poison frog, forbidden smotherer), and two are roughly planned out (Sister Squeeze, a wide-eyed 'waif' succubus).

That leaves 3 slots.  Two of those I'm thinking of throwing open to patron polls to give an existing harlot in the faction (sensuality and classic) a repeat visit and different scene.  That leaves one slot open in the 'classic succubus' faction.  I'll fill that once I get a cool idea that fits (another performance in the bar or Sandy's tormentor are currently floating around)

I'd also like to add another neutral harlot that will basically be a rewrite of elements of Nicole's waterbed massage scene from "Locked in with a Succubus"

That's the minimum count of regular harlots to add.  Because of how the project is designed, I can add more than that, and new factions as well, but that will wait until after a version 1.0 is out.

Mini-Boss Harlots
Now we come to the mini-boss harlots that show up in rounds 5 and 9.  These are more powerful members of their respective factions.  They will likely be harlots with 3-5 different scenes.  This is to give them some repeat playability as the player will need to go through them multiple times to experience all their scenes.

Of those I need 10 - 2 per faction.

Of that 10 I have 7-8 roughly planned out in my head.  Current ideas include Temptacia (finally!), a slime nun, a latex-weaving arachne, an artificial scylla, a harem of imps, a fluffy-tailed kitsune, and Amoebella Glup.  The tentative 8th might be a nautical-themed huntmistress.

This leaves 2 mini-bosses for me to figure out.

Faction Queens
Lastly we have the end-bosses, or queens, for each faction.  This is the round 13 encounter and determines the overall game ending.  They will also have multiple sex acts, but will likely be sequential and how much the player sees will likely be determined by some kind of 'devotion' attribute.

I have pretty solid ideas for 3 of the queens.  I have a name for the smother queen, but haven't figured out what she is yet.  Classic succubus is still wide open.  That might be The Madam, but I also have other thoughts on where to use her.

Lore
I'll also need to give the 3 lore NPCs (Barman, Madam and Elegant Woman) enough dialogue to guide the player through the later rounds.

Writing-wise, this is the bare minimum I need to complete the game to a 1.0 release.

There are, however, a few things I really want to add, and probably will add unless I feel the project is dragging on and needs to be brought to a conclusion.

These are:

Post-room random events
These are just randomly occurring events that might provide bonuses, hindrances, or advance some side quests.

I want them, as I think they'll improve the game, but they're also not essential. 

Harlot team-ups
I have ideas for letting a couple of harlots double-team a player.  These might be related to side quests that result in the player unlocking an alternative round 9 encounter for a particular faction.  Ones I have rough ideas for are Mamilla & Assphyxia, Calliophi & her sister, Aphrou and Sapoonis, and the two huntmistresses.

NPC scenarios
Originally, I was thinking these would belong to a different faction and be a regular or mini-boss encounter from that faction.  The Doctoress is a clear fit for the artificial beings faction, then it gets messy.  Elegant Woman, Madam and Buxom Lolibaba all probably want to be in the 'classic succubus' faction and I can't really see Nurse Honey belonging to any faction other than her own.

I don't think I can tease Nurse Honey in the game and not let her do anything sexy, so she will definitely get a scene, and will probably be a severe late-game threat to the player on most playthroughs.

As for the others... I want to give them scenes, but it's working out where to put them.

This is what is needed for the writing.  There's still a fair bit to do, but I estimate I'm around the 75% done mark.  This ended up being a bigger project than originally planned because I put more into the individual harlot scenarios.  They are better as a result, but each is the length of a short story and takes about the same amount of time to write.

Despite this, I've kept a fairly steady release schedule.  I understand people have concerns about overly ambitious Western eroge projects never getting finished, so I hope this - and my release-every-month schedule - will reassure them that I do work on this in a professional manner and do have a clear endpoint in mind.

Thank you for the continued support and I hope you're enjoying how the project is developing.

Next week, or once I've completed the HoHH1.5 demo with all the art assets, I'll go over what's needed for the newer version with art I've been tinkering with.

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#SexDungeon23: Prison (220-227)

ROOM 227: 2nd FLOOR (CELL 03 – RIPPED PIT TRAP)

The cell has another plinth at the back with an oversize key sitting on a cushion.

While there isn't a VINYL MAIDEN, or anything else suspicious, in the room, the player will probably suspect another trap.

And they will be right.  On walking across the cell they will discover the floor is illusionary, dropping them into a rubber bag pit.

However, here is where things get a little interesting, as the previous prisoner was able to cut their way out.  The player will fall through the same tear before the pit can contract around and start milking them.

This puts the player down in one of the hidden cells they saw on the ground floor (excuse the slight retcon – the player will have seen more than one cell obscured behind a black rubber sheet).

Also more interesting, the stone wall of this cell appears to have crumbled, potentially opening up another way to go.  The player can also find their way around the rubber bag and open the door to the cell.


ROOM 226: 2nd FLOOR (CELL 02 – EMPTY)

This cell is filled with a lot of perverted BDSM equipment, but is otherwise empty.

A search might turn up a few coins and other loot.


ROOM 225: 2nd FLOOR (CELL 01 – DOMINATRIX DRAINING)

The cells on this level look cleaner and even comfier.  In the first one the player looks into, they see another captive bound to a padded cross.  Two PRISON DOMINATRIX are attending to him.  One is crouched down and holding a flexible black rubber pipe to the man's crotch.  The pipe bulges as it sucks ejaculations out of the prisoner.

The door is unlocked.  The player can bust in to rescue him, only for the prisoner to beg the PRISON DOMMES to not stop, and then berate the player for interrupting.

One of the PRISON DOMMES will take advantage of the confusion to shove the player out of the cell and lock the door behind him.

She will then give him a naughty wink and tell him this cell is occupied and he needs to go to another cell (she'll probably specify a number, as it's a future trap) if the player wants the same treatment.

The prisoner will continue to moan with pleasure as the PRISON DOMMES drain him.

ROOM 224: SECOND FLOOR

On arriving on the second floor the player will immediately be greeted by a PRISON DOMINATRIX

FIGHTFUCK: PRISON DOMINATRIX

By now the player will see that the prison has a traffic control system to funnel unwary heroes down to the ground floor.  That side of the block is walled off behind bars.  The rest of the block is available to people playing the SADISTRIX WARDEN's game and trying to get out.

This side of the floor is surprisingly clean and well-maintained, in contrast to the grime of the 'illusion' side.

Again, the exit is a locked door at the far end.  Again, the SADISTRIX WARDEN will taunt the player and tell them they need to find the key.

ROOM 223: GROUND FLOOR (STAIRCASE)

By this point the player might be a little confused as they will have searched all the available cells and only found the fake key.

The key is actually in the first cell, on the floor behind the chest containing the item the player broke into the prison to obtain.  The SADISTRIX WARDEN has a sense of humour.  The player won't actually have an option to properly go back to the first cell until reaching the locked exit, where there will be a very oblique hint in the SADISTRIX's taunting.  If the player is still lost, a second round of taunting at the locked exit should give a bigger clue.

While the player is lost and going back into cells to search them again there is a random chance another PRISON DOMINATRIX will come along for them to fight.

Once the player does find the right key they can go back up the stairs.  They'll also see a wire-cage divider splitting the staircase in half they didn't notice earlier.  While going up, they'll also see another of the recurring NPCs (not sure which one this is) stealthily making their way down the stairs.  The player will not be able to get their attention no matter how loud they call out.

This is to hint there is fairly strong illusion magic to hide what's actually going on in the prison until the SADISTRIX WARDEN has sprung her trap.  The player will also realise there is a gating system in place.  If they go back down to try and warn the NPC, they'll find the door has locked behind them.  The only way onwards is up to the next floor.

(There is another way back down to the ground floor.)

ROOM 222: GROUND FLOOR (CELL 07 – KEY)

This cell door is wide open and looking in, the player will see a plinth with a key resting on black cushion.

It looks very suspicious.

There is an VINYL MAIDEN TRAP lurking just inside the door.  It will try to grab the player as they enter.  The player will likely need to pass some kind of observation test to hear the click of the iron maiden opening and then an agility test to dodge the hands/tentacles as they shoot out to grab the player.  These check will have stiff penalties if the player enters the room without looking around first.

If the player avoids being grabbed, they can claim the key.  It is very big and looks more like a novelty item.  Returning to the locked door will confirm the key is too large and a fake.

If the player is grabbed, they will be pulled into the VINYL MAIDEN.  The door will close and the walls – soft rubber – will inflate until the player is enveloped in a snug rubber cocoon.  Then the VINYL MAIDEN will slowly milk them over and over until the player's will is broken.

ROOM 221: GROUND FLOOR (CELL 06 – RUBBER SEAL)

The player can't see inside this cell as there's what looks like a layer of thick black rubber stretched across the bars on the inside.  As the player watches there seems to be some kind of commotion and muffled cries of struggle.

Then maybe a ripping sound.  It's hard for the player to make out.  The door is locked and they cannot enter anyway.

We might be coming back here later...

ROOM 220: GROUND FLOOR (CELL 05 - CAPTIVE)

There are loud sex moans coming from this cell.  If the player takes the time to look in they will notice one of the recurring NPCs (probably the Paladin) tethered to a wooden bench while one of the PRISON DOMINATRICES vigorously rides him.

Unlike the other cells, the PRISON DOMINATRIX forgot to lock this one.  The player can bust in and intervene.

FIGHTFUCK: PRISON DOMINATRIX

If the player wins he'll find an exhausted and very grateful NPC.  The NPC has been heavily drained and is too weak to accompany and help the player in their breakout.  Instead he asks them to clear a path and the NPC will sneak out behind them once he's sufficiently recovered.

Freeing the NPC will unlock future appearances, although it's undecided at this point whether they will be helpful or a hindrance to the player.

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Update 13th Aug '23

This was another solid week of working on the new version of House of Hellish Harlots.

I hit a slight setback when I forgot one of Twine's quirks and made a change that doesn't work with how Twine handles objects.

If you're familiar with programming and objects, Twine has a quirk that catches people out, especially if they're trying to make something slightly more complex than a CYOA.  If you have an array of NPCs and want to change a property of an individual NPC, you have to do it through a reference to the whole array.

In Twine that looks something like:

<<set $allNpcs[4].value to newValue>>

What you can't do is make an array of the NPCs or pass a reference to a single NPC, change something about that NPC, and have the change retained in the original array.  This is because you're working with copies of the objects, not references to the same object.

So, for:

<<set $allNpcs to [$npcNurse, $npcMadam]>>

Then:

<<set $npcNurse.value to newValue>>

Or:

<<set $npc to $allNpcs[0]>>
<<set $npc.value to newValue>>

Always ends up with:

$npcNurse.value = newValue
$npc.value = newValue
$allNpcs[0].value = original unchanged value

I think this catches out everyone the first time they try to put some rudimentary RPG mechanics into a Twine game.  And me, occasionally.

Thankfully, I'm pretty thorough with my test code and caught this before it became a major fuckup.

It is something to be aware of if you ever want to play around with making your own things on Twine.

That little tips'n'tricks for Twine segment over, let's get onto where I'm at.

All the NPC modules have been converted.  I'm going through and testing them to iron out bugs and tighten the screws so everything both works fine and is code I'll still find legible if I read it again in a year's time.

I've converted 3 of the harlots over.

I'm hoping next week will be the last I need to be in intensive 'code mode'.  I want to convert 16 of the harlots over (including all the ones I have nice placeholder art for) and then have a functional demo covering the start of the game and the 1st 3 rounds.  I'm hoping to get that out in a week or so.

Thanks for the support.
I'm hoping this will be a version of HoHH that will generate more interest (and ideally funds for more art).
- manyeyedhydra

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#SexDungeon23: Prison (Room 213-219)

I'm a little late starting this zone as I've been very focused on the HoHH updates.  I'll add extra rooms on some days until I'm caught back up again.

ROOM 219: GROUND FLOOR (CELL 04 – EMPTY)

This is just an empty cell.

The player can search it, and will find nothing.

If they're really suspicious, they can search it again.  They will still find nothing, but the SADISTRIX WARDEN, tired of the player faffing around, will send a PRISON DOMINATRIX to fightfuck them.


ROOM 218: GROUND FLOOR (EXIT)

If the player rushes down the corridor to the barred exit door, they won't run into any encounters, but they will find the door is locked.

The SADISTRIX WARDEN will taunt them and tell them they need to search the cells and find the key.


ROOM 217: GROUND FLOOR (CELL 03 – PRISON DOMINATRIX)

After seeing the fun, it's time to involve the player in the fun.

The door is open on this cell, and as the player approaches a PRISON DOMINATRIX steps out to block his path.  She gives the player a sultry smirk and cracks her whip.

FIGHTFUCK: PRISON DOMINATRIX

She fights with her whip.  It's specially enchanted so that each hit triggers a burst of ecstatic pleasure rather than pain.  I'm considering also giving her a stun mechanic, although with a great degree of care as stuns can be an incredibly irritating mechanic if the player only has one 'fighter' to act with.

She'll also try to trip and mount the player.

This is also to hint that the prison is 'fake' BDSM.  Despite the look and being very femdom, the succubi are more interested in sexual domination than actually flogging their visitors.

ROOM 216: GROUND FLOOR (CELL 02)

The second cell is also occupied.  In this one a man is bound to a wooden cross.  One dominatrix is pinching the man's nipples while another is masturbating him with a lurid pink sheath.

Again, the door is locked and the player cannot enter, only watch.

If they do choose to watch, it will raise their AROUSAL.

There are multiple locked cells with similar scenes on the bottom floor.  From this point on I'll just concentrate on the ones the player can interact with.

ROOM 215: GROUND FLOOR (CELL 01)

The first cell the player passes on the right is a source of loud moans and whipcracks.  Looking in, the player sees two succubi dressed as sexy dominatrices whipping a man bent over and tied to a bench.  The man's moans are of pleasure rather than pain.

Thankfully, the two succubi are too engrossed in their work to notice the player.  He can sneak by.

Should the player be feeling particularly heroic, he can try the door.  It's locked and can't be opened, leaving the player no option but to continue by.

ROOM 214: GROUND FLOOR BLOCK

The player walks out of the cell and finds themselves on a ground floor block of cells.  The corridor is a simple loop with cells on the outside and a thick stone wall on the inside.  Unless things have changed, the player knows they entered this floor from a staircase over on the opposite corner.

When they entered, the floor was silent.  That is no longer the case as they can hear whip cracks and loud moans of pleasure.  While the floor looks like it belongs to a torture chamber, the sounds the player can hear are more reminiscent of a raucous brothel.

ROOM 213: WELCOME TO PRISON OF PLEASURE

The player will need to visit 3 zones before getting into the final castle.  These can be done in any order.

Ideally, I'll come up with something slightly more original than 'fetch these 3 items to form the key'.  For now, there are 3 zones the player needs to complete and they can do them in any order.  We'll start by visiting the prison.

The prison is an imposing building in Central Ur-Carnosa.  It was a prison before the lust daemons took over.  The merchant guilds and other rulers of the old city would incarcerate their enemies here and subject them to horrifying tortures.  One dare not imagine how bad it is now, under the control of perverse lust daemons.

Sadly, the player needs to break in (for reasons to be determined later).  The SUCCUBUS COMPANION aids them here, by leading them to a secret entrance point.  Back in the old days, a former prisoner tunnelled out, and this way can be used to get into the prison in secret.

On following this, the player will come out in an underground cell.  The prison will be suspiciously quiet and the player will be able to make their way to their goal with no opposition at all.

This might be reflected in game play.  Rather than taking the player directly to the room they need to find, the game will have them walk down the corridors manually.  They will be suspiciously absent of any guards and all the cells will appear to be empty.

The goal is a cell in the far corner.  On entering it, the player will find the item/information they entered the prison for, but will also trigger the trap.

The door will slam shut behind the player and THE SADISTRIX, the corrupt daemon warden of the prison, will appear on the other side of the bars.

It turns out she is less interested in keeping people imprisoned, and would rather make entertainment of having people watch 'heroes' try to break out of her 'Prison of Pleasure'.  With that, she leaves and the door unlocks.  The game begins...

This is another one of those zones where I feel it could be expanded out into a game in its own right.  For the Ur-Carnosa project I'm keeping to a strict two monster girl types + boss for each level/zone.  I already have a good idea of what all three are (plus some sex traps).  I think the idea could be expanded out further into a full game in its own right.  Maybe something with 7-8 monster girls, plus sexy traps.  Something I'll keep in mind if I want to create a 'smaller' H-game.

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Update 6th Aug '23

I put out the regular (test-only) monthly release of House of Hellish Harlots.  v0.048 added the bratty 'teen' succubus, Brittnee, and you should be able to find it in a previous post or up on the House of Hellish Harlots website.

Then it was more coding and testing as I worked on the graphics update for HoHH.

This week I was focused on getting the core game loop done.  This is the core of the game and is the regular round sequence of harlot presentation, club activities, harlot selection, gift selection, harlot room, post-room activities.

The core code is mostly unchanged.  I isolated it as a separate module and switched the links to variables so I can easily test each section.  I've added all the appropriate tags so the correct NPC portraits and backgrounds are displayed.

You can check out a rough demo under the experimental tag of the HoHH website here (Demo: Game Loop):
https://houseofhellishharlots.com/experimental/ 

I'm currently using mock placeholders for the NPCs and harlots, but the backgrounds and other art is present as it would be.  For a more advanced version I just need to redirect the link to the right module.

I've updated Nurse Honey's NPC module, but still need to test it and fix some bugs.

Currently I still have the Buxom Lolibaba's and Doctoress's NPC modules to update.  Then I can plug the NPCs in properly.

After that I'll start on the harlots.  I'll continue on the intensive work plan until I've ported 16 over (3 for each faction + Morticia).  That should give a proper full demo (albeit with shitty art for the UI elements) for people to play and give me feedback on.

That will take up next week and maybe some of the week after.

After that I'll get back to the regular daily split of writing, typing up, and implementing (coding).

The reason for throwing everything at the new demo is I want to get something out as fast as possible so I can finalise what art assets I need to start commissioning ASAP.

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#SexDungeon23: Central Ur-Carnosa

No room number on this one as I realised it's repeating some general information from earlier.

I think I have a pretty good idea of how the zones could link up.

Zone 1 is the Intro Zone of the CRIPPLED SUCCUBUS brothel.

The game then opens up with Zones 2 to 5 (Warren, Waterfront, Nest, Park).  They player needs to do all of them, but can do them in any order.

Then they need to go underground to get into Central Ur-Carnosa.  This would be the Slime Sewers followed by the Tomb District.

This then puts the player on the other side of the wall and into Central Ur-Carnosa.  The goal location is the castle.  To get in they'll need to do three other zones, which again can be done in any order.

The idea I have for these zones is:
A prison filled with femdom succubi.
A tower of titty witches.
A cathedral of definitely-not-angels.

I'm not sure which one I'm doing for August.  Currently, I'm deep in the guts of House of Hellish Harlots code trying to add <div> tags in the right place so everything displays nicely in the new We-Have-Art! version.  I'll give the #SexDungeon23 posts a break for a couple of days while I figure out which zone to do next, then post 2 rooms per day until I'm back on track again.

For anyone that's come in late and is wondering what this #SexDungeon23 thing is and are confused, it's my attempt at the #Dungeon23 challenge to build a megadungeon one-room-per-day.   While that's supposed to be more of a tabletop RPG challenge (and likely a scheme to sell fancy notebooks), I thought it might be a fun brainstorming exercise for a future hentai RPG videogame.

And it's been pretty useful so far.  While House of Hellish Harlots is my main focus at the moment, this should give me some material for future game projects.

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#SexDungeon23: Slime Sewers (211-212)

ROOM 212: QUEEN SLIME

And finally, the real boss fight of the area.

The QUEEN SLIME will be overjoyed the player has made it this far.  She is a gourmet eater and only likes to absorb the essence of the highest quality adventurers.

FIGHTFUCK: QUEEN SLIME

The QUEEN SLIME is more focused on using her slime to arouse sensually rather than contain.  While she will try to envelop the player and hold them on a soft cushion of her jelly, this is only really dangerous if she can max out their AROUSAL and 'stun' them with pleasure.  On the negative side, while her slime is easy to break free of, it feels incredibly pleasurable to the touch.  Her usual tactic is to make her prey feel so pleasant they don't want to try and get free of her.

She's also quite pragmatic.  If the player defeats her, she will realise he's too powerful for her and flow off down one of the openings.

After winning, the player will find some nice loot on the remains of the QUEEN SLIME's previous 'victims' (they enjoyed what she did to them considerably, as the player will should they lose to her).  It will also open up the path to the... uh... TOMB AREA, which we've already done.

So, for the next region, we'll go beyond that and enter CENTRAL UR-CARNOSA!


ROOM 211: APPROACH TO QUEEN SLIME

Following the safe path and avoiding the GIGANTIC SLIME's lair, the player will notice the blue jelly covering the walls get thinner and eventually fade altogether.  Taking its place will be a pleasant smelling pink jelly.

This is the path to the QUEEN SLIME's inner chambers.  While lacking the size and brute force of the GIGANTIC SLIME, she is much more intelligent and adept at tempting the player.

The player will walk through a chamber where various slime clones will play out pornographic scenes on slime cushions on either side of the main path.  This will increase the player's AROUSAL as he approaches the QUEEN SLIME.

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House of Hellish Harlots v0.048 [Brittnee]

It's time for the regular monthly update to House of Hellish Harlots.  This is another short release, adding just one new harlot, the bratty Brittnee.

I did consider adding the squidgy slime twins to this release, but I want to maintain a buffer of material for future months.  Currently I'm putting a lot of hours in on the graphical overhaul, so expect regular demos of that and small single-harlot monthly releases to the main HoHH branch until I can switch over properly.

This release is still on the regular text-only branch of HoHH, so no fancy backgrounds and art just yet.

As for the new harlot:

Brittnee
Brittnee is a bratty 'teen' (18 or 19 in appearance) succubus.  She's young and inexperienced for a succubus and not very powerful.  She's an early round Tier 1 harlot and her 'trap' is very easy to avoid.

My intention for her was to add a more comic relief succubus to balance out the serious and deadly ones.  Her scenario is a lot lighter than the others, although she can still end the player if he lets her.

As usual, I've attached the file to the post.

I've also updated the private area of the houseofhellishharlots.com website.  The new password for the month is:
((b2S?m6Ct(PsyZm

I hope you have fun with Brittnee.

While this is another short release, I'm hoping to make up for it over the next month or so with with the graphical overhaul of HoHH.  I'm very excited with how it's looking.

Check the experimental tab on the website to see how that is progressing.

Let me know your thoughts below.

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Update 30th Jul '23

This was another week of coding and testing and adding graphics to House of Hellish Harlots.

The main focus was properly isolating a Harlots module and updating the 'Harlot Tester' I use for testing harlot scenarios.  I had this set up previously, but using a test passage for each harlot where I would have to manually go into the code to change stats, gifts, charms, etc.  This was fine when everything was in the same file, but now, when everything is in a separate module and  I need to recompile after every code change, I figured I should add some basic HTML to allow me to change player stats between tests.  Now I have a pretty robust test framework to begin porting the harlots over.

As for a note on what I mean by porting.  The text will remain the same, but I need to wrap it in the correct <div> tags to display it in the correct place.  Because the <div> tags need to be open and closed in the same passage, I'll need to make some tweaks here and there.  Nothing major, but it will involve a little bit of re-implementation.  I might even use it as an opportunity to tweak some old scenarios, maybe add repeat visit functionality if it makes sense for the harlot.

Because they were needed by the Harlots module, I also ported the Elegant Woman and Portly Gentleman modules over.

Next week I'll update the Core Game Loop and the remaining NPCs.  I'm aiming to get a playable demo out with about 15 of the existing harlots.  These will be the ones I have artwork of (although this is temporary - I'll need to go back to the original artists and renegotiate if I want the pieces in the final game) and some harlots with short scenarios.

This will probably take up the first couple of weeks of August.  After that I'll go back to my usual schedule with the poison frog and forbidden smotherer harlots at the top of the list to do.

Thanks for the interest and support.
- manyeyedhydra

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#SexDungeon23: Slime Sewers (Room 204-210)

ROOM 210: GIGANTIC SLIME BOSS FIGHT

The blue jelly on the walls will keep thickening as the player goes deeper into the slime tunnels.  They will eventually come across the entrance to a massive underground reservoir.  This has now been completely filled by the heart of the GIGANTIC SLIME.

This is a fakeout boss room.  The player can enter and attempt to fight the GIGANTIC SLIME, but only if they haven't been paying attention or use any sort of common sense.

The boss for the region is the SLIME QUEEN.  The GIGANTIC SLIME is more of an environmental hazard.  The GIGANTIC SLIME is now so vast she could collapse the whole of Ur-Carnosa should she have any sort of ambition.  Thankfully, she's as lazy and unambitious as she is vast, and is content to just fill the sewers and absorb everything that comes to her.

It will play out as a fake boss fight, but the player will not be able to inflict damage and will eventually be overwhelmed by grapple attacks.  This one will probably have a different BAD END to the common BAD END triggered by falling into or being absorbed in the slime tunnels to 'reward' the player for attempting the impossible.

There will be a hint in that the player will still have a RUN option (normally disabled for boss fights).  They can use this to escape.  They would need to use it quickly as once the GIGANTIC SLIME starts wrapping them in blue jelly, the chance to escape will be gone.

It should play out as a sexy hopeless femdom fuckfight.  The player can have fun with it once and will then figure out they should just avoid this room.


ROOM 209: SEWERS 2 (ADVERSARY)

This is another quest line stub that might be expanded later.  The player will see a suspicious looking succubus (that I might retcon to have show up earlier) and have the opportunity to follow her.

Follow her too far and she'll ambush them in a small chamber and use wind magic to snuff out their torch.  The GIGANTIC SLIME will do the rest.

This is a bit of a spiteful BAD END that punishes the player for doing what most games encourage them to do – explore and investigate.  Because of this there would need to a previous warning not to engage this particular succubus and an additional warning that the player is entering tunnels where the blue slime is very thick and they should probably turn back.

As for the ADVERSARY SUCCUBUS, not really sure of her role yet, if any.  As with the various NPCs, these rooms are stubs to maybe connect up into proper running sidequests later.

ROOM 208: SEWERS 2 (EXCRETION CHAMBER)

This is the main reward for going off the 'safe' path.  Somewhere in the maze of tunnels is one of the big chambers the GIGANTIC SLIME uses to deposit indigestible things she absorbs.  This means a lot of bones and a lot of loot.

The player will also come across the ROGUE NPC.  They're carefully picking through the remains in search of something.

Whatever that is will be determined later when I figure out what the ROGUE's quest line is – they're maybe looking for remains, or possibly tasking with assassinating the same prince the player is trying to rescue.

The player won't have long here.  The GIGANTIC SLIME will notice the presence of both and start dropping globs of slime down to extinguish the torches.  The player will only have a chance to loot a couple of items.

There might also be a repercussion decision in that a glob of slime will hit the ROGUE and extinguish their torch.  The player can choose to escort them back to the nearest barrel, or leave them to the GIGANTIC SLIME (preventing them from showing up again).

ROOM 207: SEWERS 2 (BLOCKAGE)

Following the cultists' designated 'safe' path will eventually run into a hitch – a blockage brought about by a ceiling collapse.  The player will need to carry out some careful exploration to find a way around and back onto the 'safe' path.

ROOM 206: SEWERS 2 (DEEP IN SLIME TUNNELS)

This is another mazy area of narrow tunnels.  All of the tunnels are heavily overgrown with blue jelly, lending them a very surreal and alien appearance.

The mechanic for this area is the torches and barrels.  While the player has a lit torch, the slime will not contract the tunnel to absorb him.  If the torch runs out...

The cult did leave barrels along the path to their other ritual location beneath the graveyard.  Off that path and the barrels are not as frequent, which will make exploration a little nerve-wracking for the player.

This will be another random event type area.  The player will run into fightfucks with various combinations of BLUE SLIMEs and BUBBLE SLIMEs.  They will also come across the occasional skeletons of previous adventurers with items they can loot.

ROOM 205: SEWERS 2 (COLLAPSED ENTRANCE)

After going through the sealed tunnel, the passage will start to slope upwards.  The player can follow it without incident for a short while, then they'll come to a dead end blocked with rubble.  This was one of the access points maintenance workers and the cult used to use.  It's been blown up, likely to try and keep what's in the sewers trapped there.

Searching around will reveal that a few cult members got caught in the blast and tunnel collapse.  Further searching will find a skeleton in finer robes than the others.  This was the former cult leader and on him the player will find the key to the safe in the cult chambers.

ROOM 204: SEWERS 2 (SEALED TUNNEL)

Back to the crossroads and the path to the left will end in a tunnel completely sealed with gelatinous BLUE SLIME. There is another barrel of foul-smelling oil.

If the player went this way first, this passage will be impassable.

If the player went to the cult chambers, that will explain what they need to do. Dipping the torch in oil and lighting it will get the blue slime to retreat with a feminine complaint.

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Update 23rd Jul '23

A lot of coding this week.  I did a little bit of typing up and writing on the poison frog and forbidden smotherer harlot scenarios, but mostly focused upon updating the HoHH codebase to add graphics.

Work on this seems "hot" at the moment, so I'm going to keep focused on it while my productivity is high on it.

I've broken down the codebase into separate modules (for each NPC) and I'm going through them to add the markup to convert to the new display with graphics.

You'll be able to see the results of this up on the experimental tab of the houseofhellishharlots website:
https://houseofhellishharlots.com/experimental/

The full intro is currently up.  I've also done the Madam interactions (including harlot socialising).

Aside from the placeholder art (especially with the UI elements), I'm relatively happy with the desktop/laptop/wide screen layout.  If you have any criticisms or helpful advice, please shout them in the comments below.  Otherwise, I'm probably going to keep that look and gradually improve the art (starting with the UI control panel in the top left).

Mobile still needs some tweaks.  The font size maybe needs to go lower and I need to figure out some trickery to get multiple portraits to overlap.  Thoughts and suggestions on the overall layout welcome here.  I do have an ancient device to test on, but I'm not a regular smartphone user, so there could be some basic stuff I'm just missing.

I'd love feedback on this as I move everything over to a 'regular game' version.  Are you excited about this look?

Also, because I do still write things even when in mad scientist code tinkering mode, I put out a new(ish) H-space story last week - "Blackpilled and Dropped".  You should be able to find it a couple of posts down or in the pinned post.

Thanks for the interest and support.
- manyeyedhydra

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More HoHH Experimental

I've been busy working away on my twine codebase to make House of Hellish Harlots more resemble a typical indie game.

Because of the issues of getting mobile devices to load local images into a .html file, I'm putting the experimental demos up on the houseofhellishharlots website.  You can find them under the experimental tab and clicking the button will bring the demo up in a new tab.

https://houseofhellishharlots.com/experimental/ 

The updated proof-of-concept is roughly the same as before except the character sheet should now scroll properly on small-screen mobile devices.  I'm also testing out showing more than one NPC portrait at a location.

Now that the proof-of-concept (hopefully!) looks fine, I'm starting to update the various modules of HoHH.  First up is the full intro, which covers the drive to the House and the Madam's tour of it (although no portrait of Temptacia as of yet).

As of now, I'm relatively happy with the layout on wider-screen desktop/laptop devices (aside from the cobbled-together 'art' for the UI elements).  Mobile is still a little rough.  I could do with some suggestions there (and hopefully will get a discord set up next week to make it easier for people to discuss things).

Have a play around with the experimental tab and let me know what you think.

As soon as we're happy with layouts and image sizes, I can start hunting down artists for the UI elements and harlot pinups.

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New(ish) Story: "Blackpilled and Dropped"

It's roughly the middle of the month, so time to put out another modified H-space Bestiary story.

This was originally the Latexian Scylla story.  As with the others, I've beefed up the background a little.

I've also beefed up the epilogue and added a little extra...

I felt it was time one of my minor recurring characters made their presence a little more felt.  He's been around for a while, although I suspect most might not have picked up on it.

I hope you enjoy it.  Let me know your thoughts (and criticisms) below.

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#SexDungeon23: Slime Sewers (196-203)

ROOM 203: CULT MIDDEN HEAP

Behind the sacrificial altar is a small passage leading to a large cavern.  There are lots of other remains and other detritus piled up in here.  The cultists were chucking bodies here after they'd sacrificed them.  There is plenty of other rubbish here filtered down from the city above.

Before the player enters, they will see a rope come down, and a figure in black descend.  Watching them, the player will see them search about the room as if looking for something specific.  They will also see that search ends fruitless.

This is the ROGUE NPC from earlier.  What they are doing is a mystery that might be elaborated on later (possibly looking for remains of someone).  The rogue will not be hostile to the player or very talkative either (although they might give a hint).  They will give the player a curt nod and go on about their business.

Searching will turn up a few items and treasure, but nothing really valuable.

The rope might lead back to the lower Ur-Carnosa hub area, should that be useful.


ROOM 202: CULT RITUAL CHAMBER

The big chamber is where the cult carried out their rituals.  The large room has an evil atmosphere.  There is a lot of occult paraphernalia present such as summoning circles and obscene runes carved into the stone walls.  At the back is a bloodstained altar.  Depending on how much the player's character leads towards magic, they will sense this is a place of ancient power.

The player might find a few interesting items scattered about.

If they approach the altar the SLIME QUEEN will ooze up from underneath and reveal some more history.

The cult used to carry out human sacrifice of virgin girls in some of their rituals.  They carried on doing this once they found a way to keep the GIGANTIC SLIME at bay.  However, the SLIME QUEEN showed up, and was offended at both the suffering of the sacrifices and waste of good nubile virgins.  While the cult was able to carry out their activities with the BLUE SLIME around, the depredations of the SLIME QUEEN were more than they could handle.

In case the player is feeling too sympathetic to the SLIME QUEEN, she will pull the skull of the sacrifice she 'saved' out of herself.  The main difference between her and the cult is she believes her victims must be taken to the pinnacle of sensual ecstasy before she consumes them.

While it won't be explained completely, there will be hints that suggest that the SLIME QUEEN was either created or modified by the confluence of the place of power combined with all the shed blood of victims.  There might be something of the sacrifice she consumed still within her (explaining why was so keen to take out the cult).

ROOM 201: CULT OFFICE

This room looks like the private chambers of some kind of high ranking official.  There is a fancy antique table and other nice pieces of furniture.  There is also a cot by the side wall.  What it is doing in the middle of a sewer will initially be a mystery, but become apparent once the player searches the room and uncovers various documents.

These rooms belonged to a hidden cult and they performed their rituals in secret deep beneath Ur-Carnosa.  The GIGANTIC SLIME was one of the first lust daemons to manifest, during a period where lust daemons first appeared in Ur-Carnosa, but lacked the numbers and power to take it over.  Even with the GIGANTIC SLIME encroaching, the cult did not want to abandon their place of power.  They discovered that a certain type of oil, when burnt, produced an odour the GIGANTIC SLIME hated and would retreat from.

This now explains the torches and barrels.  The cult continued their rituals and used torches dipped in special barrels to keep the GIGANTIC SLIME at bay while they traversed the tunnels.

This could also link with the cult activities mentioned in the catacombs region.  The player is using their old pathways to get into central Ur-Carnosa.

As for where the cult is now...

The other thing of interest in the room is a locked safe or compartment.  The key is elsewhere.  Finding it and returning isn't essential to the main plot, but the safe might hold a powerful item, treasure, or maybe clues for other quest lines.  The side information might go towards determining the overall ending.

ROOM 200: CULT ANTECHAMBER

The path along the canal ends in door leading to a small antechamber.  This appears to be the changing rooms for some kind of cult.  Weird robes, tatty now, are hung on pegs.  There is a side entrance to an office and the doors at the far end open up to a larger chamber.

There is also a basket filled with torches, which will be significant.

ROOM 199: SEWERS 2 (PATH ALONG GRAND CANAL)

The path to the right comes back out alongside the grand canal.  The wide waterway is now filled with piles of gelatinous blue slime.  Trying to cross it would be instant, if pleasurable, death.  The path runs alongside the canal.  At regular intervals are more of the strange barrels of foul-smelling oil.

Every time the player walks along here there is a chance a BLUE SLIME will ooze up out of the canal to fightfuck them.

ROOM 198: SEWERS 2 (SLIME TUNNEL)

Going straight ahead will put the player in the tunnel with slime growths.  They look like big blobs of translucent blue jelly.  They seem inert.

As the player walks down the tunnel the amount and size of the slime blobs will increase.  The player will have the option of turning back.

If they continue, their feet will inevitably brush one of the blobs.  This gets the attention of the GIGANTIC SLIME, as all the blue slime in the sewers is her.  She will manifest a buxom feminine form and then the blobs of slime will start to swell and fill the tunnel.  This will trap the player as the space in the tunnel narrows.  Eventually the player will be squashed between blobs of soft yielding jelly.  The slime will focus on the player's crotch.  Once the player ejaculates, the GIGANTIC SLIME can absorb him and pleasurably drain his HEALTH.

This is inescapable.  The player will need a specific item to traverse this tunnel.  More on that later...

ROOM 197: SEWERS 2 (CROSSROADS)

The player reaches a crossroads.  Both the left and right tunnels resemble regular tunnels.  The tunnel ahead has blue jelly growths on the walls, floor and ceiling.

There is a barrel of noxious-smelling oil.

ROOM 196: SEWERS 2 (BUBBLE SLIME)

The tunnel continues for a short while.  Near the end of it another slime oozes into view.  This one has much less mass than the slime queen and has a bubbly personality... in more ways than one.

FIGHTFUCK: BUBBLE SLIME

The second slime type is a little open.  I think I want her to have more ranged capabilities – maybe lobbing bubbles of aphrodisiac slime at the player.  That type of slime is normally green and maybe poisonous as well (although in this game, the poison makes the player uncontrollably aroused rather than sickened).  She could also be pink to hint that the BLUE SLIMEs are offshoots of the GIGANTIC SLIME, while these come from the SLIME QUEEN.

I haven't really been able to nail it down while brainstorming, so will probably leave it open for later.  She will be a different colour and different moves to distinguish from BLUE SLIME.

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Update 16th Jul '23

This was another busy week rotating through various things.

I finished typing up the Latexian Leechwoman short story.  I now have two modified H-space bestiary short stories queued up for editing.

I finished the first draft of the poison frogwoman harlot scenario and I've started typing that up.

I've made a start on the first draft for the next harlot scenario - the forbidden smotherer.

I prepared a v0.049 release with the squishy slime girl twins Squidgii and Squishii.  They will either go out at the end of this month or the end of next month depending on overall progress.

The bulk of the week was spent on hacking code for HoHH.  I played around with making the graphics demo more responsive so it would have different layout for mobile devices.  The first attempt at making that available to patrons ran into a snag as mobile devices do not like loading local images into .html pages.

To get around this I've created an "Experimental" tab on my houseofhellishharlots website.  This is currently very crude and hacky, but should give people a look at where the graphics demos are at.

Currently I'm reasonably happy with the overall look on desktops/laptops (aside from the cobbled-together UI art).  Mobile still needs some experimentation with font sizes and making sure the right scrollbars appear when they should.

I've also been continuing my refactoring of the HoHH codebase on a separate branch to prepare it for the layout change.  Still a lot to do there, but hopefully I'll start chucking those demos up online as well.

Thanks for the support.
- manyeyedhydra 

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House of Hellish Harlots - Experimental

This is where dozy Hydra remembers he has a website for House of Hellish Harlots and can put experimental versions up there rather than fiddling around with sending people .zip files.

I've added an experimental tab at the end of the menu.  This page should give people access to the experimental versions I'm playing around with.

Be warned it's very very hacky.

I'm still very much a novice on the web development side of things.  My current demo doesn't play very well with the Embed Twine add-on I was using to embed it in WordPress.  As a hack I uploaded the raw .html file to my wordpress directory and set the button to link to it directly and open in a new tab.  It's very clumsy, but works (I hope).

Everyone should now be able to try it out.  It is hacky and not very optimised in terms of picture size.  It should give an impression of what I'm aiming for.

I'll continue to keep tinkering with it until I get a layout and look that works for everyone (or as close as I can get).

Here's a link to the section:
https://houseofhellishharlots.com/experimental/ 

Any feedback gratefully accepted.

Also, as I'm massively out-of-my-depth with a lot of this, any helpful advice on the webdev side would be really useful.  I'm pretty sure I'm doing some stuff obviously and clearly wrong. :D

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What do you currently play "House of Hellish Harlots" on?

From the recent posts, you'll see that I've been doing some experimentation with improving the look of HoHH.

I've been pleasantly surprised with how much you can actually do once you figure out how Twine works.  This is still going to primarily be an interactive fiction game, but I'd like to give it a layout and enough art so that it at least resembles a regular game.

This does mean I'll have to start thinking about cross-device compatibility.

As ugly as the default Sugarcube layout is, it does have the advantage of seemingly being able to run everywhere.  I'd like to continue that.  Prettying HoHH up so it looks good for a specific desktop screen width doesn't achieve much if half of you can no longer play it on your smartphone.

So, this is just to give an idea of what people are using.

(I'm currently developing and testing on a laptop and using Google Chrome as the browser.  I'm not very savvy on current smartphones, although I do now have an ancient android phone I can do some testing on.)

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HoHH Experimental Graphics Demo #3

This one should be more responsive.  i.e. It should still look okay at a variety of different screen widths and resolutions.

Unfortunately, this probably won't fix the main problem with mobile devices - images not loading because the .html file cannot find them even though the "images" folder is in the same directory.  I'm still looking into this.  I've only got an ancient android phone to test on, so would appreciate feedback/advice from people on other devices.

To run it, unzip the attachment and run the .html file using your default browser.  It should work on desktops/laptops.  I'm unsure about mobile devices.  There's a high chance you're going to see missing picture icons where the art should be.

The main difference from the last one is this has a responsive layout that changes with the screen width.

For really narrow screens I changed the layout completely to split the UI elements and shrink the harlot art right down.  This is still going to be a text-based game, so the text needs to take up as much space as possible.  Clicking on the harlot art will bring up a full screen image, which I thought would be an acceptable compromise.

The art is placeholders at the moment.  The AI backgrounds and portraits look okay, although I'd like to get an artist in to do them if the budget allows.  The harlot art was originally a generic commission, so I'd need the artist's permission to use it in the final game.

The art for UI elements... is going to get changed.  That's pretty much a random collection of AI pics that vaguely give an impression of what the player control panel might look like.  My plan there is to get an artist in to give them a consistent look and maybe some background decoration such as curtains or a succubus wing.

I think I'm making progress here.  The layout can now handle different screen widths.  The next step is to figure out how to get the images correctly loaded in for the people playing on mobile devices.

Any tips on that, as well as any other feedback, will be gratefully received!

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#SexDungeon23: Slime Sewers (Room 190-195)

ROOM 195: SLIME QUEEN MID

Beyond the grand canal is another tunnel.  After walking down it a short distance, the player will see a big mass of pink slime ooze out of a pipe and form into the SLIME QUEEN sitting on a big soft cushion.

She is impressed with the player for making it through the first section of the sewers.  She also says how tempted she is to gobble the player up there and then (while fingering her jelly pussy).  She won't.  The player still has to prove himself further.

(The SLIME QUEEN is a very picky eater.)

She'll give the player a hint for the next region – likely about a cult that still kept navigating the tunnels even after they became infested with the gigantic slime.


ROOM 194: GRAND CANAL 2 (SAFE BRIDGE)

Mucking around with the sluice gates and turning mechanisms will open up a way back to the grand canal running through the centre sewer system.

As before the player will see that the canal is filled with heaps of gelatinous blue slime.  They will also be able to see the other rickety bridge further down the canal.

There is a bridge here as well.  It looks sturdy and is free of any kind of blue slime.  The player will be able to cross here and enter SEWERS AREA 2.

ROOM 193: SEWERS 1 (SLIME CHAMBER)

Changing the water flow will open access to this large chamber.  A lot of refuse has washed up here, including the possessions of various failed adventurers and very large sea chest.  The player can do a general search first and find various discarded items.

Opening the chest triggers an event.  It grants the player a very nice piece of loot, but after the player opens it, BLUE SLIMEs will start to ooze into the room through various grates.

This will likely be some sort of timed battle.  BLUE SLIMEs will continue to enter the chamber in a never-ending stream.  The player cannot fight them all.  They need to win each battle quickly and fight their way back to the entrance before they get overwhelmed.

The BLUE SLIMEs are not very fast, so once the player gets back to the tunnel he can easily outrun them and leave the horde behind.

ROOM 192: SEWERS 1 (BEGGAR CAMP)

The tunnel widens at the end into a chamber.  There are signs someone might have made it a home at some point, albeit a squalid one.  There is a skeleton sitting against one of the walls.  The bones look as clean as if they've been polished.

Searching the area will turn up some decent loot.  Whatever drove the occupant down here, it seems more like madness than poverty.

It will also attract the attentions of a BLUE SLIME.

FIGHTFUCK: BLUE SLIME

ROOM 191: SEWERS AREA 1 (TURNING MECHANISM)

There are multiple wheel mechanisms in the first area. The player will need to turn some of them to redirect the flow of water and open up areas.

ROOM 190: SEWERS AREA 1 (SLUICE GATE)

This will be on the edge of the map and there might be more than one of them.  This is a massive sluice gate.  Opening it will release a torrent of floodwaters down the canal system, which will either block off some areas or wash away blocking slime colonies depending on how the player has set the flow.

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Update 9th Jul '23

This was a pretty busy week.  I'm juggling a few things with external projects, but I made sure not to neglect my own.

On the writing front, I did some more work on another modified H-space bestiary story.  This one is an updated version of the Latexian Leechwoman story.  I typed up the additions, then rewrote the sex scene to stretch it out a bit more.

I also wrote most of a poison frog harlot scenario for HoHH.  She likes a sexy roll in the mud while using her aphrodisiac skin toxins to subdue the player.

I prepared a HoHH release with Britnee, the bratty 'teen' succubus.  That's ready to go out at the end of the month.

The squishy slime girl pair have names - Squidgii and Squishii.  I'm in the middle of implementing them.  They might also go out at the end of the month.  I'm keeping things flexible at the moment, as I'd like to maintain a buffer of material in case the inspiration strikes to get some collection short stories written (which will necessitate me going quiet on here for a few weeks).

Most of the week was spent fiddling around with screen size options for HoHH.  I think I now have a more responsive layout that should work on a wider variety devices.  I'm hoping to put out another experimental demo early next week for people to try out.

Thanks for the interest and support.
- manyeyedhydra

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More Experimental UI Testing for HoHH

I'm about to give myself another crash course in CSS, this time looking at media queries to work out an appropriate display for House of Hellish Harlots on mobile devices.

Before then I should check that HoHH is displaying correctly on desktop, laptop, and possibly also tablets (with horizontal layout).

If you unzip and run the .html file I've attached and play around with the demo, the screen should look something like above.  The player control panel is a fixed size and pinned to the top left corner.  The art is on the left, text on the right.  If it doesn't, let me know in the comments below.

It's important that the .html file is run from the folder it's in, otherwise it won't find the art in the "images" folder.  I have heard that some permission settings can prevent browsers from displaying images from a local source (from a folder on the device rather than over the internet), which might be another reason why art doesn't show up.  I still need to do some research here to figure out what settings it is and whether it is a potential problem, so if it happens to you, let me know and give details of what browser you're using.

If the screen width is too small (as it would be for mobile devices), the display will get messed up with the pic over the text.

The next demo will look at getting better control of that.  The control panel will stay where it is.  Everything else will centre-aligned and stacked in the order of:
Portrait -> Text -> Harlot art.

Before I get to that, I want to make sure everything is fine for wider-screen devices.  So, if you play HoHH on laptop/desktop/tablet, give the following experimental demo a look and let me know if it looks radically different than the image above.

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#SexDungeon23: Slime Sewers (Room 183-189)

ROOM 189: SEWERS AREA 1 (SLIME BLOCKAGE)

The way forward is blocked by a large collection of blue slime blobs.  As the player approaches some of the slime forms into the shape of beautiful buxom woman and beckons the player closer.

This might cause a slight AROUSAL increase.

The player cannot fight these slime colonies.  Trying to do so will result in the player being pulled in and sensually drained of all their HEALTH.

This is another part of the water puzzle of the area.  The player will need to change the flow of water through the tunnels.  The first rush of water will wash away the slime colony and then the player can come back and find a way through.  (Unlike the deeper canals, the water level will subside to wading depth, allowing the player to traverse the tunnel.)


ROOM 188: SEWERS AREA 1 (WATER CANAL)

The first area of the sewers is series of deep canals and gates to guide water through different canals.

This would likely be some sort of two-level maze with the player needing to change the water flow through the lower level in order to open up various passages.  Designing the full level is a little more detail than I want to go into for the brainstorming phase.

Water runs through the canal in a fast-flowing stream.  The current is too fast to risk swimming across.

If the player turns various contraptions, the water flow through the sewer system changes and this way may become open.

ROOM 187: GRAND CANAL 1st BRIDGE

Following the sewer tunnels without interacting with the water puzzle elements will bring the player to a massive canal, as wide as a river.

(This massive tunnel runs beneath Ur-Carnosa and splits it in half.  It's similar to ancient Rome's Cloaca Maxima.)

There is no longer any water in the canal.  Instead it is filled with heaps of translucent blue slime.  The only way across is a rickety wooden bridge.  The player can also see another one further down.

This bridge looks a bit worse for wear and is covered in some places with a thin layer of blue slime.

If the player tries to use this bridge to cross, some of the boards will give way halfway across, dropping the player into the slime below.  This is all part of the GIGANTIC SLIME's body.  She will manifest in the form of a curvaceous woman, pull the player down into her and leisurely coax him into spunking all his life away into her soft, enveloping slime.

This is not the correct way to go.  The player will need to interact with the water puzzle to open up a way to the second bridge.

ROOM 186: SEWERS (SLIME GIRL FIGHT)

The first half of this region is a maze of tunnels.  The regular encounters for this will likely have some RNG to determine if a tunnel is empty or not.

On the ones that aren't:

The player is walking along when a giant drip of blue slime falls from the ceiling and reforms into a beautiful buxom girl.  She's not interested in conversation.

FIGHTFUCK: BLUE SLIME

Slime girls are usually the starter monsters of RPGs.  This is near the mid-point, so the BLUE SLIMEs will be more powerful than the usual blue slimes.  The art (if any) will likely point to this by giving her a buxom MILFy look.

The BLUE SLIMEs are grapplers.  While not big enough to completely absorb a man, they use their slime to try and pin him down while using sexy massage moves to rub away any resistance.  They try to absorb dicks either between their tits or between their legs.  Once they've melted away all resistance, they'll try to trigger an endless ejaculation and absorb all the fluids from a man's body.

ROOM 185: SEWERS (WATER PUZZLE)

This one is a bit of a vagueness rather than a room.  The idea I had for the first part of the sewers was a kind of water puzzle.  There would be multiple tunnels.  Some would be blocked by slime colonies and others would be canals the player cannot cross.  The player would need to open sluice gates and turn wheels to redirect the water flow down the right tunnels.  This would wash away the impassable slime colonies in some tunnels but would also render some areas inaccessible thanks to the fast-flowing water (but also open up other areas as the water flow changes).

Properly mapping this out is little more detail than I want to do for a brainstorming project at this point in time.  Instead I'll just go over the feature locations and properly assemble them into a maze if/when I come to seriously implementing the project.

The first feature type is easy enough to add here:

An empty tunnel.

ROOM 184: SEWERS (SLIME QUEEN INTRO)

The player hasn't walked far before a big blob of pink slime oozes out of a crack in the wall and forms into the shape of a beautiful busty woman sitting on a big cushion. She smells of sweet strawberries.

This is the SLIME QUEEN and while the player will initially be defensive, she isn't hostile at this point. She's curious as to how the player has entered her domain as that route is normally sealed off. While she'll tease the player with saying she'd like to pull him up on her cushion and fuck his brains (and life) out with super bouncy sex, in truth the SLIME QUEEN is a very picky eater. She only likes to absorb the semen and energy of the finest heroes. Otherwise, she leaves them to the GIGANTIC SLIME.

Should the player get past the GIGANTIC SLIME, the SLIME QUEEN promises lots of gooey pleasures await him at the far end of the sewers. Then she blows him a kiss and melts away down holes in the floor.

She might also give some hints to the upcoming mechanics – to be filled in when I've worked out what they are.

ROOM 183: SEWERS (ENTRANCE)

New month, new region.  Sort of.  We're a day late, so I guess this will have to be a 30-room region.

This will be a sewer region populated by lovely slime girls.  Weirdly, this region will likely end up coming before the previous Tombs region.

Originally, I was thinking the overall plan would have been to make the city more open-ended, with choices of what route the player could take.  I was thinking of the Dark Souls design, where areas loop around and back into each other.  This is me not learning anything from creating 'House of Hellish Harlots', and making things far harder than they need to be.

I also want players to experience every level.  And that runs into a problem with the original idea I had for two routes under the central wall.  If the player takes one route, there's absolutely no reason to see the other level at all, which feels a shame for a sexy hentai game.

It would be better to have one level connect to the other, and as The Tombs has a clear exit point on the other side of the wall, that would have to come second.

This would give the game a level structure something like this:

Level 1: Entry Whorehouse
The player would always start with this level.

Levels 2-5 (Warren, Waterfront, Nest, Garden)
Each has one part of the key item required to progress.  The player has to go through all of them, but can do it in any order and the difficulty of each level would be determined by the player's build.

The connecting under-levels (6 -> 7)
Assembling the key item opens up the way to the slime sewers, which leads to the 'safe' back entrance into the tombs, which leads up into central Ur-Carnosa.

Levels 8-10
Again, each one must be completed, but the player has a choice in which order to do them.  (The current ideas I have pencilled in are a prison filled with sadistic femdom succubi, a tower of witch succubi, and a false cathedral filled with naughty 'angels'.

Level 11
Again the game would narrow down to a penultimate castle (likely filled with elite succubi/monster girls).

Level 12
And then a final 'chaos' level maybe partially set in the Dominion of Lust itself.

That's the nice thing about brainstorming exercises like this.  They help you narrow down on what the structure should look like.

But that's enough about the overall game, the slime girls have already lost one day, be a shame to steal another one from them, so here's the entrance to the sewers.

The SUCCUBUS COMPANION will be along to help open up the way and give the player some tips about the upcoming area.  The sewers were once a miracle of engineering beneath Ur-Carnosa.  They've since been taken over by a colony of slime girls.

One of the problems is a gluttonous slime girl daemon grown gigantic enough to fill some of the tunnels.  Fortunately (probably for the whole world) she is lazy and has no ambition at all.  She's content to lie in the bowels of the city and ruthlessly milk any human adventurer foolish enough to try and push through her gelatinous body.

The real danger is the SLIME QUEEN.  She's far more intelligent and while not as gigantic as the GIGANTIC SLIME, is still big enough to completely absorb a human being and drain all their life and power.

In terms of how the level will operate, the GIGANTIC SLIME is simply too vast for the player to fight.  He'll just need to find a way past (or through her).  The SLIME QUEEN will be a conventional boss fight at the end.

And into the sewers we go!

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