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manyeyedhydra

manyeyedhydra

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Update 15th Dec '24

This week was mostly spent writing The Trapperess's mini-boss scenario. There was a period in the middle of the week where things slowed down and I didn't seem to be getting anything done for one reason or another. Then I sped up near the end, including writing the whole of the Vinyl Maiden trap on Saturday, so the week roughly ended up where I was hoping it would end up.

The 1st draft of the Wall-of-Boobs and Vinyl Maiden traps are written. The Succubus Balloon Bed trap is typed up. I'm in the middle of typing up the Tentacle Trap.

This just leaves the Aphrodisiac Gas trap to write. I was a little uncertain on what I wanted for this (aside from lust gas). One of the ideas I had for the sex part didn't fit the mechanics, and the sex idea I had that fit the mechanics felt a little lacklustre. I think I might have figured out a way to get both of what I want, so I'll see if I can get that written next week.

Next week I'll probably switch focus to typing up the remaining sex traps and starting to implement them. Ideally, I'd like to have her out in time for Christmas.

While mucking around with the graphics I think I also have a new clock icon that might be suitable. This is the 'round counter' part of the UI to indicate what round the player is in.

Thanks for the support!
- manyeyedhydra

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HoHH Notebook Functionality - The Notebook (pt2)

Here is the second half of that monster post on the notebook functionality. Yesterday I went over the things I've roughly sorted out in my head. This post is for the things I'm still working on. This is mainly about the hidden information aspect of HoHH's gameplay and what and when the notebook should reveal. Feedback here would be appreciated.

One of the key features of HoHH is it's intentionally opaque. When a player dies, most of the time they're not going to know why. The Elegant Woman gives some clues (although she might mislead with some). Socialising with the harlot might reveal a few more. And then in the room there might be various cues, obvious or cryptic. Sapoonis berating the player character for being clumsy right before she melts their hands off should probably clue the player into realising that particular PC didn't have a high enough DEX stat to visit this room.

However, there are some harlots where the bad end causes are more mysterious and having a notebook system works against that. There isn't much mystery when the game straight up tells you afterwards what the cause of death is. I'd like the game to be more mysterious than that without being maddeningly opaque.

I'm still not sure exactly how to handle it. It's implemented in a fairly simplistic manner in the demo. The player is told everything if they survive or they have separate runs as a contrast (eg getting either a regular good end or a horror end will unlock some of the notebook. Getting both will give the final version of those sections which also notes down exactly what value of DEX is the trigger).

Ideally I think the notebook should:
- First just explain what happened (the PC entered the room and this happened. No explanation why).
- Then hint what particular thing was relevant (stat, disposition, gift, charm, ailment).
- Then, for stats, indicate what the breakpoint values are.

Wherever possible, I want the notebook to line up with what the player notices. If the player doesn't have a clue why they died, the notebook shouldn't tell them either. However, if they have a run where Sapoonis likes the breast massage they give her and another where she scolds them for being a clumsy oaf and kills them, they will probably assume some sort of DEX check happened and that was the tested stat.

This is where not having the notebook functionality in place from the start is slightly awkward. I would vary the harlot scenario text depending on how obvious I wanted to make the cause of Bad End. If it's fairly obvious (i.e. the harlot makes a reference to a specific stat or disposition) that will be recorded in the notebook just from visiting the harlot. If it's not quite as obvious, the player might need to pick up clues from the Elegant Woman, socialising, or other harlots. That could also be recorded (across runs) and the notebook updated to remind the player of hints they've already uncovered.

In the case of stats, once the relevant stat has been uncovered, the player then also needs to know what values are "safe" or trigger "golden paths". I implemented this in a very simplistic way for Sapoonis. Ideally I think it should start vague (high, medium, low) and then unlock to exact values for the proper 100%.

Now, how to unlock knowing those values? The most complete way would be to force the player to find the exact boundaries. If they die with DEX = 2 and survive with DEX = 3, then they have learned what the breakpoint is. That might be a little too fiddly, although as the stats are in the range 1-5, maybe possible?

This also could be used to establish how much semen is drained, although that is a bigger range of numbers. There is a shortcut there. If the player has a certain charm, they will know exactly how much semen is drained by each harlot. Without that charm… yeah, this might get a little fiddly.

Then we come to hidden factors such as ailments and charms. Ailments are fairly straightforward. If the player doesn't know they have the ailment (because it hasn't been diagnosed or revealed by one of the charms), they won't know what killed them. If they're aware they have that ailment and they've uncovered enough hints to know that ailment is relevant, then that will solve that particular harlot.

Charms are slightly more tricky. The player is only told what they do through cryptic hints. However, there is a charm that reveals their exact function. I am considering using the notebook to also cover the charms. Information on their function can be unlocked as well as a list of harlots they protect against.

The first part of the hint is fairly straightforward. Whenever a charm activates there is a hint in the text (the player feels it heat up on the back of their shoulder). If they are saved by a charm, they will know. The trickier part is knowing which particular charm saved them. If they only have one charm, that's easy. That will also tell them what the charm does in the notebook if they don't already know. If they have multiple charms, then it's more difficult. If across multiple runs it could be calculated through a process of elimination (similar to determining the stat boundaries), but I suspect that would be horrendous to eliminate. The easier way is to check if the player knows what the relevant charm does. If they've unlocked this information, they also unlock that this charm is necessary to survive this harlot and the notebook updates with this information.

I think the major snarl-ups with these comparison checks is they're pretty fiddly and might force the player into having to visit the same harlot more times than would be fun. I wonder for that if I might be better looking at Lobotomy Corporation again.

Lobotomy Corporation is a game that also has the player visit mysterious entities over and over. The more a player sends an agent to work with the entity, the more information they can unlock on the information screen. That tells the player what kills their agents even if they've never had an agent killed during the playthrough.

I think that might be a more player-friendly system to incorporate. If the player finds all the hints and has two differing runs to establish what the breakpoint values are, they can unlock the information early. But rather than requiring them to systematically try out different stat values to work out what the exact values are, which would probably be very annoying, the game can just track how many times they've visited that particular harlot. After X visits (3? 4? 5?) or times going through a particular route, the game just unlocks the information automatically. I think that might solve that particular problem.

Whew. This was a long post. As you can see, I have some things figured out and others I'm still working on.

I'd love some feedback to help steer this in the right direction.

Also, in case people are worrying about scope creep. The post makes it sound more complex than modifying the harlot scenarios actually is. It's pretty much the same as adding the Portly Gentleman's scoring to a scenario and I think it will be similar to what I'm already having to do to port the scenarios over to 1.5 with the art.

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HoHH Notebook Functionality - The Notebook (pt1)

Given that the proof-of-concept (hopefully) seems to be working okay, I thought I'd talk about the features I'm looking to add to HoHH. First up will be the notebook itself.

HoHH is intended to be a sort of roguelike. As a player, you (probably) won't complete it at the first attempt. You're also (probably) going to die a lot. The meta-progression is learning about the various harlots – which ones can be safely visited, which ones should be avoided with current stats, and what choices to make if choices are offered. When I didn't think there was a way to store this, it was going to have to be down to the player to remember. Now I can store that information and it also gives both a nice monsterpedia and a progression system.

The progression system part is pretty nice. As the player unlocks more information on a harlot, they get closer to "100%ing" her. This gives some nice additional goals on top of just escaping the House for the first time. (As there are planned to be 5 end-"Queens", the player will have a lot more content than just escaping the House once).

The question then is what pieces of information go towards 100%.

Originally, I was going to treat it as similar to how I handle the Portly Gentleman's scoring – various choice decisions scored in an array and then simple code to display that information or ????????s depending on if the player had uncovered it.

The bits of information to uncover are fairly straightforward:

- the harlot's faction.

- liked gifts (if relevant).

- disliked gifts (if relevant).

- how much semen they drain.

- what stats they require.

- the different outcomes (if they have them).

It's similar to the Portly Gentleman scoring, but also includes Bad End information as well (which isn't tracked for the Portly Gentleman for obvious reasons).

However, as I was coding it for the three example harlots, I did notice there could be an issue with grindiness. HoHH isn't an RPG where the player is slaying the same monster 10+ times. Neither do I also want to force the player to suicide a run 4-5 times just to grab every piece of information on a particular harlot.

For this reason I created two separate arrays of notes and addendums. Notes are scoring facts. They're hidden by ????????s on the notebook page and count towards the 100% Addendums are additional pieces of information. They are not hidden by ????????s and while they modify some of the notebook text, they don't count towards the 100%. You might have noticed this while playing around with the demo.

This is because I value your time and don't want to repeat the mistakes of games in the past where some items gatekeeping 100%s are hidden behind painfully low drop rates.

I want there to be a puzzle element with some hidden facts that might be tricky to uncover.

I don't want to force the player to visit every harlot with a black rose or an empty semen gauge just to tick boxes for notebook progression.

My current thinking is to make black rose and out of semen ends not part of the 100% progression unless a particular harlot handles them differently. The Bad End will be part of that progression, but how it was achieved part of the addendums, so the player is not forced to trigger it in multiple ways just to uncover every last %.

If you play around with the recent demo, you can see how that is implemented. Triggering the Bad End will have it show up in the notebook with an addendum on what caused it. Triggering it again in a different way will modify the sentence in the notebook but not change the overall progression %.

The same also applies to gifts. If anything is hidden by ???? it's relevant. However, a lot of the harlots have a lot of different gifts and gift categories they respond to and might have a minor effect on the scenario. I don't think I should expect the player to try out every gift to unlock everything. Finding at least one removes the ????, and the presence of others is indicated by "there might be others". This is just to let the player know there are other gifts that might be relevant but they don't have to uncover them all to 100%. (If they do find them all, the "there might be others" text goes away to let them know.)

That's my rough feelings for that particular elements. What are people's thoughts on it? Do you want the game to encourage people to be full completionist, or be merciful on that aspect?

I think I have this part roughly figured out with the notes and addendums system. How to handle the hidden information that determines the End is trickier. My first draft of this post was a little on the long side, so I've broken it in half. I do want feedback on how to handle the hidden information and I don't want to bury it at the bottom of a 2K word post, so I'll post it tomorrow for people to go over and leave their thoughts.

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Hell Harlot - Leppi Navitas

Leppi Navitas is the House's resident fitness fanatic. She likes to fuck men into shape with sexercise. While relatively benign for a lust daemon, the aphrodisiac musk she secretes during love-making can cause some men to over-exert themselves and die, especially if they have pre-existing health problems.

Always sexercise with care!

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Update 8th Dec '24

A shortish update this week.

After a blaze of coding and fiddling around with CSS, I got the "little black notebook" demo out for people to try out. I'm hoping that's working fine.

I'll be putting out a series of posts over the next 3 weeks going over aspects of that functionality and my plans there. After that I'll start adding it into the main game and updating the harlot scenarios.

Then, after a couple of slower days to recharge, I was back on The Trapperess scenario. I've written the 1st draft of her 3rd trap (penis-sucking tentacles with kissy lips) and typed up most of her second trap.

My focus for the next week or so will be to write her remaining traps and get her implemented and out.

Thanks for the support!
- manyeyedhydra

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HoHH Release - Proof-of-Concept Demo for Notebook Functionality

Instead of the usual harlot profile, this week I'll be putting out that demo of new functionality I'd like to add to House of Hellish Harlots.

HoHH is kind of like a roguelike in design. The player starts a run, they encounter a randomised choice of harlots, they play through multiple rounds of harlots until one inevitably kills them, then they restart and try again with the knowledge they learned from the previous run.

Missing from HoHH currently is a way to store that knowledge in an easy way for the player to access and some sort of meta-progression so the player still feels like they're making progress even with the repeated deaths.

At first I didn't think I'd be able to do this with Twine, but recent updates to Twine have increased the saving/loading functionality. I also figured out conceptually how to do it and this is a rough test to see what people think.

The regular default Twine load/save functionality has been replaced with an autosave/autoload. The game autosaves where it needs to (currently to browser slot 0, although I might try and expand this to make it more robust). On starting up again, it should remember where you were last time and you should be able to continue where you left off.

(There is a flicker at the start as the game autoloads and briefly switches backgrounds/harlot art. This will be hidden by a title page over the top, so don't worry about it).

Data is also stored between games, so HoHH can remember how many times you visited, died to a particular harlot, etc. You can access this, as well as information learned on the harlot through the notebook (which is meant to be a loose representation of the Portly Gentleman's notebook). There is a progression system which indicates the number of facts learned about a harlot as a percentage.

Once a player has experienced them in the regular game, they can also unlock replay mode in the notebook to playthrough favourite Bad or Good Ends again.

Navigation also makes use of the autosave functionality. The new notebook icon (replacing the old Save icon) takes the player to the notebook section. They can look this up mid-game and then return to where they were in their current game by clicking on the X icon in the top right of the page.

The open door icon is Exit, and takes the player back to the Options Page. Selecting Continue from here will take them back to where they were in the scenario.

It's a proof-of-concept demo, so there are only 3 harlots available. It also makes use of the Harlot Tester I created for HoHH 1.5, so you can use that to modify stats, gifts, and other things before visiting the harlot.

Some notes:

It's currently not possible to 100% any of the 3. One of the facts required is which faction they belong to, and neither of them reveal it as part of their scenario.

Replays are not true replays. They create a random player character and set the relevant stats to put the player on the replay path they've selected.

Not everything goes towards 100%ing a harlot. The player can find out additional notes on preferred gift categories and variant Bad Ends (such as bringing the harlot a Black Rose), but they don't currently count towards the progression score. Things that are hidden behind "?????????"s do.

I still haven't decided what should count towards 100% progress. I'll put a future post up with my thoughts and ask for people's opinions later in the week once people have had a chance to try the demo out.

The same goes for replay mode. There are a lot of minor variations on how a Bad End can play out. Currently the replay mode picks the 'best' one among combinations the player has unlocked. Again, how this should work will be the subject of a future discussion post.

For now, I just want to get the rough demo out and see what people think of it. If it looks good, I'll start adding it to the main game. I think some form of meta-progression will be really good to have.

I've attached the demo as a zip file which has the raw .html game file and an images folder for the art. As this might not work for mobile users, I've also updated the houseofhellishharlots website. You can find it under the experimental tab here:
https://houseofhellishharlots.com/experimental/

Get to it by pressing the "Notebook Testing" button. The password is:
saPo0n1S

This also the updated password for the other demo versions.

Let me know how you get on and please post any feedback.

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Update 1st Dec '24

After saying I wouldn't have a release ready for the end of the November, I came pretty close to having a release ready.

The work on the new functionality to remember a player's progress between games has dropped into place very nicely.

The basic autosave and autosave functionality is working as I'd like it. I have code to build up a 'notebook' page of information on a harlot across subsequent games and visits. I also have rough replay functionality, so the player can use the notebook as a sort of gallery to directly see Good and Bad Ends they've already experienced for harlots they like (rather than having to use the mulligan token system to request them from The Madam).

The navigation is also working nicely. The player can exit a game back to the Options Menu or look up the Notebook while playing, and then Continue right from where they left off.

All this will be pretty useful when I come to add a proper Title and Options Page to the game (which I have the artwork for now).

The slower part is going through each harlot individually to work out and put in the scoring points to determine the player's progression. I've done it for 3 sample harlots. I think it will get faster as I have a better idea of what needs to be done and will end up being similar to the work I need to port harlots over to the art version.

The screenshot above is the rough test version of the page. Currently I'm flailing around with the CSS to give it a nicer layout.

After realising it was dropping into place faster than expected I did throw everything at it in the hope of getting a demo out by the end of November. It was a little bit too much work for that, especially as I'm rusty with CSS again. I realised I was cutting corners to try and rush it out and decided to slow it down to do it properly.

At the moment I just need to sort the notebook page layout out, give the test scenarios a proper testing, and then I'll put the demo out sometime next week. It's a heavily cut down demo - just 3 scenarios and a modified version of my Harlot Tester to set parameters before visiting them - but it should give an idea of how the functionality is planned to work.

I'm excited for this as this was functionality I wanted in the game from the start, but didn't think was possible with Twine.

Because I was in a rush to try and get this demo out, work on The Trapperess was shunted to the backseat. I typed up a little more of her 2nd trap and wrote a little of her 3rd trap.

My plan for next week is to get this demo out so I can get some feedback. After that I'll switch focus back to writing The Trapperess's scenario.

Thanks for the support and interest!
- manyeyedhydra

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Hell Harlot - Huntress Diana and Khruutka

Huntress Diana is one of the huntresses from the infamous Huthswiven Manor. They enjoy hunting men and engaging in perverse acts with those they catch. Khruutka Smucheshta is her faithful hound. Diana likes to set her loose on a man and watch as the feral spumpire sucks all the fluids out of him with a powerful blowjob.

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Update 24 Nov '24

A week of various House of Hellish Harlots work.

Art
I have the background images for a Title and Options page. I put the details and references together for the next batch (4 mini-bosses - Temptacia, RWBERIA, The Trapperess and as-yet unnamed slime smother nun) and emailed that off to Marwmellow.

Porting Harlots to HoHH 1.5
This was a side thing. I have been porting some of the mid-tier harlots over, but because it's a side thing, it keeps getting disrupted. I don't like leaving harlots half-done as I usually come back and forget what I've done/still need to do. Cibi Somnia is the one currently half-done. Working on her, I realised she should have limited repeat functionality and so wrote and implemented that.

The Trapperess
I typed up her first trap - a naughty slime pit. Her core is about 3K words and the first trap is just under 3K words. That's roughly about the length I want. I now have a template in place for the other 5 traps.

Load/Save + Little Black Notebook
These are the new additions I talked about in the last update. I think they're really important to making HoHH into a proper game rather than a random collection of harlot scenarios. I built my simplified test project to test out autosaving/autoloading, as well a continuing games in progress and jumping back and forth into the 'notebook'. That seems to be working fine. I'm now putting together a more complex tester similar to the one I use to test new harlot scenarios. The goal is to play around with 3 example harlot scenarios until it's working as I'd like. I'll put this out as demo when it's done to make sure it's doing what it should across more devices and browsers.

Next week I'll focus the first couple of days on getting the test program up and running correctly, then I'll drop that back to it's regular slot in the day and get back to working on the 5 remaining traps for the Trapperess.

I don't think there will be a release at the end of November as the time will be split between writing The Trapperess and working on the Little Black Notebook game meta-progression. If all goes to plan expect two releases mid-December - one being The Trapperess, the other a rough demo showing how the 'notebook' plans I have work.

Thanks for the support and interest.
- manyeyedhydra

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Load/Save and Little Black Notebook Plans for HoHH

In the weekly update post I mentioned I'd been looking into load/save functionality for House of Hellish Harlots, so I thought I'd go into that in more detail.

HoHH was originally envisioned to be a roguelite. Rather than go through a set sequence of 13 harlots, the player is presented with a sequence of 13 random harlots that changes for every run. They're not really expected to survive the first visit, but will come back stronger for each subsequent run. Traditional roguelites have meta-progression where the player unlocks new characters/weapons/artefacts for future runs. For HoHH that meta-progression is learning more information so they know how to survive (or avoid) particular harlots on future visits.

For my 'ideal' version of HoHH the game would remember and store this information, so the player could look it up at any time in a 'monsterpedia'. In lore it would be the Portly Gentleman's little black notebook. This would also add a nice feeling of progression as the player would see themselves slowly 100% a harlot as they found out more information on them through repeated visits.

Storing this information would also open up new gameplay possibilities.

One of the problems with roguelites is repetition. And I think one of the major weaknesses of the basic design plan I had for HoHH is it's going to end up with the player going through the same early round harlots over and over just to get back to the more dangerous high-tier harlots. Storing information on previous rounds will give the game the option to speed up the early rounds. If the player has already found a safe path to survive a harlot and meets the requirements for it, what I'd like the game to do is give the player the option to auto the safe route and skip right through it in a single click. This should mitigate the repetition problems as the player will be able to speed through the early rounds once they've solved most of the harlots.

The other gameplay possibility is a proper replay mode. HoHH is a H-game and for H-games players often end up with favourite characters they like to replay (usually through an unlockable gallery). If the game is storing data from previous runs, it should be possible to directly replay a harlot scenario from the notebook rather than the current system of starting a new game, giving the Madam a mulligan token and waiting until the next round.

If I was coding HoHH in C# or similar, I'd probably create an array/object structure to hold the meta-progression data and then dump it in a config file that can autoloaded every time the game starts up. Because Twine is designed to make .html files to run in a web browser, I didn't think it would be possible to do this.

Twine does have load/save functionality. My approach to HoHH so far has been to leave the loading and saving to Twine's default implementation and trust it will work. Which it does appear to do, quite nicely. The Save API has also been expanded in the last year, so it should have even more options.

And now, rather than push my ideas to a hypothetical HoHH 2 in a different engine, I think it can be done in Twine with the current version.

What I'm looking into doing is adding autosave and autoload functionality as well as adding additional data arrays for each harlot that track data between runs. These will be quite small as most harlot scenarios don't have all that many different outcomes. The game just hides which particular thing the harlot is interested in. Going in blind, the player has no idea if it's their physical stats, dispositions, gift or any number of other factors that are triggering the bad end. On the code side of things it's often a single binary "Did the player bring the Twig Fetish gift?" true/false.

Once I have that additional data array loaded at the start, I can then have the game access it to do the cool things I want – the notebook tracking harlot information, replays of fav harlots with set outcomes, skip options on already solved harlots, etc.

Currently I've been playing around with autosave and autoload functionality in a little test project. It seems to be giving me the basic functionality I want.

The next step will be similar to how I tested the new graphics options. I'll take 3 existing harlots and build the functionality into their scenarios.

I'll then put that limited demo out to patrons/subscribers to check the save/load functionality is working across a wider selection of devices and web browsers.

If that looks good, I'll add that code to the main HoHH project and start updating the existing harlot scenarios.

I imagine the main concern people will have is how much extra work is this going to be and will it have a risk of wrecking the existing codebase.

On the risk side of things, I'll be doing most of the testing in side projects using copies of the existing harlot scenarios. I won't be adding this to the main codebase until I'm confident I know what I'm doing.

As for the extra work side of things, I think it will comparable to the updates I did to add art for HoHH 1.5. I already have to go into the harlot scenario to add the appropriate <div> tags to make sure the text is displayed in the right box when I port them over. This will also require some minor additions to control which passages the game can be autosaved on as well as a line of code to update the harlot meta-visit array after each significant choice.

It will add some extra work, but once the components are in place, updating the individual harlot scenarios should be relatively straightforward (even more so than updating them to the art version).

Normally adding scope creep like this to a later stage of project development is A Very Bad Idea, but in this case I think it's going to make the difference between a fun H-game with a progression system that keeps players playing, and a not-so-fun game where players bounce off in frustration rather than play through the same low-tier harlot scenario for the fifth time. I think that makes it worth pursuing.

(And the slot of the day I use just for Twine coding is pretty much free at the moment anyway while I'm writing the larger mini-boss scenarios.)

I hope that's all clear. If you have any questions or concerns, fire away in the comments down below.

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Hell Harlot - Lady Flumpth

This week's harlot is the elegant and refined Lady Flumpth. She uses the shameful pleasures of her body to tempt men to fall to rot and ruin.

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Update 17th Nov '24

A busy week spread around multiple HoHH-related things.

I'm still scribbling away on The Trapperess. I think the best way to handle the mini-bosses is to write the core and 1st sex scene, then type them up so I have a template in place to fit the subsequent scenes. I realised this after getting about halfway through her second 'trap' and starting to founder. Her core is now typed up (about 3K words). The first trap is an aphrodisiac slime pit, which is written. I'll get that typed up next week and then get back to the other 5 traps (loosely pencilled in as a balloon trap, tentacle trap, titty wall crusher trap, gas trap, and 'vinyl' maiden).

I'm also working on transferring the mid-tier harlots across to HoHH 1.5. I've got a few more done and ready to test.

I'm also close to a title page. I've seen an early look at the background marwmellow is working on and it fits nicely.

The other thing is potentially a big one. There is something I want to add, but wasn't sure I'd be able to do it with Twine. Then I had an idea on how to do it, and have been playing around with Twine's Save API to see if it was possible.

What I want to add is a 'gallery' feature, only it would be a notebook holding information the player has learned on each harlot. This would fix what I think will be a weakness of the final game - repetition. At some point players are going to get annoyed at going through the same early-round harlots over and over, so being able to create a notebook to store information the player has learned would also enable me to add a skip option for harlots the player has already 'solved'. That should mitigate the repetition problem for the early rounds. It also adds a nice progression system to the game as the player finds out more and more information on a harlot to 100% her.

I haven't really interacted with Twine's save/load system. Even with the graphical improvements of HoHH 1.5, I've just left that part alone and hoped the default behaviour works (which it appears to do). After finally playing around with it, I think it can do what I want it to do.

Hopefully! There is still a little more research for me to do. What I'm thinking is the player starts an autosave when they begin the game for the first time. Each harlot will have an array that stores various hasDoneX values. While the player stats and harlot data is reset at the beginning of each run, these tables will not be and can do things such as record number of times visited/died to/etc for each harlot. I think I know how to add that and tweak the harlot scenarios to record that data (they already do something similar for the Portly Gentleman scoring).

This will split some time off from working on The Trapperess, but as it will result in a massive improvement to the game overall, I think I should look into it.

I'll put out a fuller post outlining my ideas and plans for saving/portly gentleman notebook next week.

Thanks for the support!
- manyeyedhydra

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Harlot Spotlight - The Elegant Woman

The harlot spotlight series continues with a closer look at the NPCs. As their scenarios are not written, I can't include the raw scripts. But I can preview their full pinup art and talk about my plans for how they will show up in the game. This week we'll be taking a look at The Elegant Woman.

In the code The Elegant Woman is referred to as npcGossip, which pretty much explains her function. She is there to give the player hints and clues about each harlot. Unfortunately, she's still a daemon, and fairly malicious, so not all of her advice is helpful, and some will get the player killed. She finds that amusing.

(There is a charm that will let you know when The Elegant Woman's advice is suspect.)

For her appearance and look I wanted her to be reminiscent of a gossipy old movie star that's bitter about the fresh talent coming through. Although, with The Elegant Woman, she doesn't really feel threatened by the other harlots. She just likes gossiping about them and it also amuses her to give men bad advice so they end up annoying the girl they visit.

One of the good things about having proper art for her is I did have a problem where I mentally put her as an 'old' old gossip. As with The Madam, she might talk like an old woman, but she's still a succubus and extremely attractive.

I pretty much have her mechanics and scenes for her scenario sorted out in my head. She'll show up as a high-tier regular harlot for the 4th faction (The Madam's faction of 'generic' succubi). This seems a good fit for her. Her internal mechanic is fairly straightforward and synchs well with her NPC duties, but requires her to show up in a later round. She's a good fit for that faction both in appearance and mechanics (the 4th faction tends to look at odd things rather than stat/disposition checks). The 4th faction is a little weird in that 3 of the NPCs will probably end up as part of it, but this fits within the lore as that faction is the 'House Succubi' faction. The Buxom Lolibaba has more scope for variety, so she'll be taking the 9th round mini-boss slot, whereas The Elegant Woman is more suited for a single scenario, so she'll show up in rounds 10-12 (and kill an awful lot of players in her initial release as she'll be nigh-impossible to survive if summoned to show up on round 2).

As for her abilities, The Elegant Woman is a succubus specialising in smoke magic. Her scenario will likely have her drug the player with perfumed smoke and then manifest sexy forms out of it to stimulate them to orgasm.

Unless the player takes her fancy, she'll likely be sitting on a chair and watching on in amusement while her smoke creations fuck the energy out of the player. I might add additional scenes where she joins in directly. I might tie those to a separate side quest. I'm still not fixed on it yet.

As an additional behind-scenes bit of lore, The Elegant Woman was originally planned to show up in a separate novel idea I was working on. That didn't pan out, but I thought the character and powers were interesting enough to give her an NPC role within the House.

Art is again by marwmellow.

I hope you like it and my future ideas for her harlot scenario. Let me know your thoughts in the comments below.

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HoHH 1.5 Update - NPC Portraits (v0.009)

It's a double post today as I got a minor update to HoHH 1.5 finished a little faster than I was expecting.

It is a minor update. The main change was to replace the female NPC placeholder portraits with new art. Currently I'm only planning to do this for the female NPCs. They are going to have harlot scenarios and sex scenes added later, so I commissioned some pin-up art of them early so I can use it for their portraits. The male NPCs won't need pin-up art, so will likely stay with AI-generated portraits.

The other major change was to consolidate and standardise some of the harlot scenario code under the hood. The main change was to make some broader semen checks use a percentage of the overall max semen count rather than a set numerical value. Currently, the player starts off with 10 for this value, but I'm thinking of increasing it to 13 (to match the total number of rounds) or maybe something else entirely, and making the checks against a percentage-of-max gives the codebase more future-proofing. The player shouldn't notice anything different for these tweaks, but if I've accidentally broken an old scenario and missed it in testing, please let me know.

The last tweak is a cosmetic one to the semen gauge. It should now properly zero out on Bad Ends. Because a player's exact semen count is partially disguised (unless they have the right charm), 0 is displayed as "low". For the Bad End, 0 should be 0, so I've tweaked the display code to show it.

The new version can be found as the private demo (middle button) on the experimental page of the houseofhellishharlots webpage. You can play it here:
https://houseofhellishharlots.com/experimental/

It also made no sense for the text-only and art HoHH versions to have different passwords. The same one is now valid for both and is:
p99PFmXuPNg6Dgvc

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Hell Harlot - Sister Squeeze

This week's hell harlot is the sexy supervillainess Sister Squeeze. She loves wrapping up would-be heroes and giving them a good squeeze.

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Update 10th Nov '24

This ended up being a bit of a quiet week. I guess I needed a break and took advantage of Monmusu Quest Paradox Chapter 3 finally coming out to take a few days off and recharge. I forgot how grindy that game is!

Keeping with MQP, I've had a few people ask if I'm going to continue the epic walkthrough I was doing on my blog.  The short answer to that is I'm not sure. I can't find the old save file, so I've started a new playthrough. When I get back to the start of Chapter 3, I'll think about it. While this week was a little different as I treated it as a break, I'll be going back to a full work week next week. I generally only allow myself 2-3 hours of gaming leisure time a day. Any walkthrough blogging would have to be restricted to that slot in the day otherwise it will negatively impinge on my writing and development of HoHH. When I get to Chapter 3 I'll have a look at how it fits within that slot. Maybe it might be viable as an update every 2-3 days, in which case I'll get it going again. I think trying to do it daily will be a bad idea. Maybe it might be something I start come January 2025.

While it was mostly a break week, I did get some things done. I've sorted out the next commission with marwmellow. HoHH needs a proper title page. I've mocked up an idea using the art of The Madam and I've commissioned marwmellow to draw some stage curtains and burlesque-type stage as a background.  I'd like to put the art demo up on places like itch.io, so having a nice title page is a priority there.

I'm still nibbling away on The Trapperess's scenario. Her core is written and I'm currently most of the way through her first trap (of six). Next week I'll be back on her full time.

The other thing I've been doing is tidying up and standardising some things with the HoHH 1.5 codebase. Once I've checked the harlot scenarios to make sure I haven't broken anything, I'll add the new portrait art for the NPC and hopefully have that out as a minor release sometime next week.

Thanks for the support and interest.
- manyeyedhydra

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Harlot Spotlight - Nurse Honey

A slight change of plans for the harlot spotlights this month. The NPC art batch has come back from Marwmellow. Aside from The Madam, which I've already shown off and will be seen again fairly shortly once I put a title page together, these will be very previews. While I'll be adding their portraits to the HoHH 1.5 version as soon as I've fixed some other things, it will be a while before they get their actual harlot scenarios and pinup art to go with it. This also means I won't be including any scripts with these spotlights, because they aren't written yet. What I can do is cover what bits of lore I've worked out for the character as well as my ideas for what their scenario will be and where they will show up.

First up is fan-favourite Nurse Honey.


This is the same Nurse Honey from the Succubus Summoning series. How the universes link up is H-space and the Dominion of Lust are different names given to the same place (which I think most people have already figured out).

This probably isn't too spoilery as there were already hints in SS 201. Rosa and Verdé telling Phil they were just average succubi living out in the middle of nowhere – lies, blatant lies. All five are very powerful. Where Nurse Honey stacks up compared to The Madam is still not finalised. It's fairly close. Nurse Honey is another nuisance to The Madam, similar to Morticia Rose, in that she's gate-crashed her game and is an unwelcome presence in the House, although The Madam is much too polite to say that directly.

Nurse Honey's lore and mechanics line up nicely. In lore she loans out energy and then returns to collect – with interest – once the loanee lets themselves get overdrawn. Her major mechanic is to function as the House nurse. She cures ailments and also gives the player energy tonics to replenish their semen count.

However, all loans must be repaid... with interest.

How this will work in game is that the player will be able to use her semen replenishing services a set number of times safely. Once they go over that, she will claim them in a sexy Bad End.

I still haven't finalised the details, but I have some ideas.

First would be her harlot scenarios where she shows up on the stage.

These should be fairly free-roaming to line up with the fact she can basically do as she pleases in the House. So, like the other NPCs, she can show up in any round.

The idea I had was to give her multiple scenarios, or variations on her scenario.

The first is fairly benign and easy to survive, but she might not do anything more than a massage and nursing hand job. This might also be beneficial like Friesya Holstun's scenario.

The second is much more dangerous and much harder to survive. Full sex will be available in that one, but the player won't be leaving the room unless they meet some fairly strict conditions. In difficulty it will comparable to a high-tier harlot.

The third is her special Bad End triggered if the player uses her services too much. After sex, the player will get glooped like the warlock in SS 101.

Currently I'm not sure if the 2nd and 3rd scenario should just be rolled together. The reason I like them separate is to vary the Bad Ends. The overdrawn Bad End will be similar to her scene in SS101. The random scenario will see her just absorb the player into her directly. As the random scenario is survivable and the other one isn't, it will make a nice disguise to keep the player guessing whether they are about to Bad Ended when they see her turn up on the stage in later rounds.

Outside of the harlot scenarios, I did have an idea to give her a scene in her office. That was supposed to be triggered on the player getting overdrawn, which would then be followed by her showing up on stage for the next round as a forced pick leading to a Bad End.

That might be a little fiddly and also ruin the late round tension of keeping the player guessing as to whether Nurse Honey has shown up to collect.

I would like her to be able to do something sexy in her nurse's office, so I'd like to figure out how to add a scene here.

The other thing I haven't decided is how to determine the threshold for her showing up to collect. This could be a simple flat number and the moment the player goes over, she appears on stage. The other option is to put a percentage chance on it that increases depending on how 'overdrawn' the player gets.

Those are some ideas anyway. Current priority is to finish the mini-bosses. I might look to add her scenarios after that.

Art is by marwmellow.

I hope you like it. Let me know your thoughts on that and the scenario ideas below.

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Hell Harlot - Alsharajea Hira

This week's hell harlot is Alsharajea Hira, the Corruptress. She loves a bit of anal, and has perfected her technique enough to pump large quantities of semen from a man's balls.

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Update 3rd Nov '24

The week pretty much went as planned. I finished editing Temptacia, implemented her, and got her out before the end of the month. I hope her scenario was worth the wait and she justified her moniker of 'elite succubus'.

After that I eased up a little and got some minor stuff out of the way.

I'm hoping November's release will be the 3rd mini-boss, The Trapperess. I finished writing the rough draft of her core, although it is a little rough. I'll type that up next week to get it straightened out. That leaves her erotic sex traps. I have 6 planned and one 'blank' which is already written. I'm not planning to go as wild on these as Temptacia's various scenarios, so I'm hoping I will be able to get it all written for November. Be aware, the mini-boss scenarios are a little large, so November end is tentative.

As for other things, I received all the art for the NPCs and have converted those to portraits. There are some minor tweaks I'm working on for the HoHH 1.5 codebase to standardise some things (and hopefully avoid future bugs), so I'll hold back on adding them to the experimental HoHH 1.5 version until I'm happy I've finished those tweaks and everything is stable.

I'm also working on porting the mid-tier harlots over. I'll also write their hell harlot profiles while I'm doing it, as re-testing them for HoHH 1.5 is a good reminder of what the harlot is about.

November is probably going to heavily focused on the Trapperess. I want to get these round 5 mini-boss scenarios in the game and then maybe look to put a full public demo out.

Thanks for the support.
- manyeyedhydra

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House of Hellish Harlots v0.054 (Friesya Holstun)

After looking at some similar Patreon pages I noticed some creators also have a series of public posts with the public releases of their projects. I thought that would make sense to do here as well (rather than just on my blog).

(If you're already a $1 or higher subscriber, you can ignore this post as you already saw this release earlier in the year.)

Version 0.054 adds one new harlot to the House.

Friesya Holstun
This is an "extra" harlot I'm adding on top of the planned ones. I don't want to do that too often, but there were good solid reasons for her inclusion. She's a Cow Girl, at least in appearance. Being a Cow Girl (in appearance), her scenario includes the usual Cow Girl things.

The real reason for her inclusion is she's one of the handful of 'beneficial' harlots. With most of the harlots, the goal for the player is to figure out how to survive and escape the room afterwards. To balance that out, I've sprinkled in a few that have mechanics that help the player. It should be fairly easy to work out how Friesya helps the player.

However, my thirst for horror must be slaked and so even the beneficial harlots are not completely safe. While Friesya looks like your typical monster-girl Cow Girl, the harlots in the House are all hungry lust daemons. Friesya is no different.

Ironically, because of the way the releases work, I have a horrible feeling Friesya's first impression will be to kill most of you. Trust me, she is supposed to be helpful. It's a quirk of how the demos are sent out. In the final game you'll be very glad to see her as one of your options, especially in the later rounds.

But now, yeah, she's going to kill you. She apologises in advance. She is trying to be better.

The public demo can be played on the houseofhellishharlots website by clicking on the 'public' button.

The public demo is currently two releases behind the Patreon/SubscribeStar version. $1 and higher tiers recently got v0.056, which adds the 2nd 'mini-boss' harlot to the House - the long awaited elite succubus Temptacia.

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House of Hellish Harlots v0.056 [Temptacia... finally!]

It's the end of the month and this time I actually have a release ready at the end of the month rather than a couple of days later.

The demo version v0.056 of House of Hellish Harlots is ready. This add the 2nd 'mini' boss harlot.

Temptacia
I think people have been waiting for this one for a while. Temptacia was first teased in the intro of the game, where the player saw her during The Madam's introductory tour. She's taken a while to write because, well, her scenario is huge. At 25,000 words it's far larger than any other harlot currently in the House.

It fits the general plan I have for the 'mini-bosses'. Because their position is fixed (or will be) and not many other harlots are available on their round, I wanted to give them multiple options, so it would take a few playthroughs for players to see all their content.

Temptacia is a single 'core' with 5 separate scenarios - Paizuri, Anal, Blowjob, Footjob, Vaginal Sex. She randomly gives the player the choice between two of those every time they visit her. The Black Rose gift can be used to give the player the choice from all 5, but they won't be walking out afterwards.

As for her mechanics and difficulty, even though she is in-lore a powerful elite succubus, Temptacia is loyal to The Madam and is fairly easy to survive, which will mostly be the case for the round 5 mini-bosses. She has an internal mechanic which might result in some surprise Bad Ends, but she prefers to put the choice of pleasurable damnation in the player's hands. That will probably still get a lot of you!

I did go a little overboard on her separate scenarios. Some even have variant Bad Ends. This won't be the case for the other mini-bosses. I felt Temptacia should be a special character that really gives the player the feeling they are in the room with a very versatile and powerful elite succubus. I'm hoping she delivers on that and is worth the wait.

She is also the first harlot in the House to have a proper foot scene. I'm not a 'foot person', so I'm not sure how that one will turn out. I hope people like it!

I've also updated the houseofhellishharlots website so the new release can be played there (under private demo on the default welcome page). Unfortunately, the Embed Twine plugin I was using appears to have stopped working, so the demo will open in a new tab similar to how it is with the private HoHH 1.5 (art) demo.

The new password to access is on the website is:
p99PFmXuPNg6Dgvc

I hope you enjoy Temptacia. Let me know what you think below!

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Early Preview - HoHH v0.056 [Temptacia]

I did in fact manage to finish Temptacia a little earlier than the end of the month. Because I worry I don't give higher tier subscribers enough, I thought I'd put the new version out a day early to give the higher tiers a sneak preview. So here it is.

The demo version v0.056 of House of Hellish Harlots is ready. This add the 2nd 'mini' boss harlot.

Temptacia
I think people have been waiting for this one for a while. Temptacia was first teased in the intro of the game, where the player saw her during The Madam's introductory tour. She's taken a while to write because, well, her scenario is huge. At 25,000 words it's far larger than any other harlot currently in the House.

It fits the general plan I have for the 'mini-bosses'. Because their position is fixed (or will be) and not many other harlots are available on their round, I wanted to give them multiple options, so it would take a few playthroughs for players to see all their content.

Temptacia is a single 'core' with 5 separate scenarios - Paizuri, Anal, Blowjob, Footjob, Vaginal Sex. She randomly gives the player the choice between two of those every time they visit her. The Black Rose gift can be used to give the player the choice from all 5, but they won't be walking out afterwards.

As for her mechanics and difficulty, even though she is in-lore a powerful elite succubus, Temptacia is loyal to The Madam and is fairly easy to survive, which will mostly be the case for the round 5 mini-bosses. She has an internal mechanic which might result in some surprise Bad Ends, but she prefers to put the choice of pleasurable damnation in the player's hands. That will probably still get a lot of you!

I did go a little overboard on her separate scenarios. Some even have variant Bad Ends. This won't be the case for the other mini-bosses. I felt Temptacia should be a special character that really gives the player the feeling they are in the room with a very versatile and powerful elite succubus. I'm hoping she delivers on that and is worth the wait.

She is also the first harlot in the House to have a proper foot scene. I'm not a 'foot person', so I'm not sure how that one will turn out. I hope people like it!

I hope you enjoy Temptacia. Let me know what you think below!

And as this is a pre-release as such. If you notice any bugs, please let me know and I'll get them fixed before I upgrade the website version.

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Hell Harlot - Panta Prota

This week's hell harlot is the lovely Panta Prota. She wants to be everyone's first, so she can sensually pamper them with a lighter and softer succubus experience.

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Update 27th Oct '24

This week was Temptacia, Temptacia and more Temptacia.

Because her scenario is so big, I didn't want to get caught out and find myself panicking right before the end of the month, so I focused everything on getting her fully written and typed up. I'm glad I did this. There was still a fair bit of typing up that needed to be done, especially when considering the various alternate paths for the player running out of semen, bringing her the surrender item, or the Bad End pathways related to her mechanics.

This week I wrote the first draft of her dream sex scene where she goes into the player's dream to fuck them if they fall asleep. This was originally going to be a tweaked version of her regular sex scene, but ended up diverging into a completely different scene.

Everything was typed up. This includes all the fiddly alternate pathways.

I've implemented her core scenario in Twine and her paizuri scenario to make sure both scenarios hook up correctly. The reason this update is a little late is I wanted to add the code that determines which scenarios are introduced/chosen, and I just finished that half an hour ago. That's fairly straightforward, fortunately. Her internal mechanics are far simpler than the artificial scylla.

As for her scenario being big, it's huge. Fully typed up, it's 25,000 words. That's a little longer than I planned for the mini-boss characters, but I wanted Temptacia to be a little special - a possible mascot character for the game as a whole. I didn't want to cut corners, so wrote her as the full 'elite' succubus her appearance in the game's intro hinted she was.

I'm still on course to release her for the end of the month. The work I've got left to do is:
- final edit her sex scenario.
- implement the anal, blowjob, footjob, sex scenarios.
- write and add the Elegant Woman hints and Portly Gentleman scoring (this is always done in the end).
- test.

With the core implemented and one scenario in as a test to see they link together properly, implementing the remaining 4 scenarios shouldn't take too long.

The main bulk will be the testing.

Barring unforeseen circumstances, I'm planning to release the update on Thursday.

I'm always concerned I don't give the higher tiers enough, so if the testing does go really smoothly, I might give the $5 and $10 tiers an earlier release. This is conditional on me having it ready early, which might not happen. It will only be a day or two early, if at all.

Progress is going well.
Thank you for the support and patience.
- manyeyedhydra

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Commissioning additional H-scene art for HoHH

Some patrons have asked, so I thought I'd redo and update this post about additional H-scenes.

Originally, House of Hellish Harlots was planned to be text only. Then I did some research and figured out how to hack together a rudimentary GUI that allowed the addition of art. I found an artist, Marwmellow, who was good, affordable, and willing to draw all the harlots.

However, HoHH has a lot of sexy monster girl characters (about 80 currently, with the final tally planned to be just over 100). This means a lot of commissions. I set aside some savings to cover it and added the additional $5 and $10 tiers to help fund it (thank you to everyone subscribed at that level). I have enough to cover one 'pinup' piece per harlot and I currently have artwork for about 50 harlots (so again, even while 100 girls sounds a lot, I'm already halfway there).

(They're also good for Monster Girl Encyclopaedia-style profile pieces I really should be using more to promote the project!)

If you've played the recent HoHH 1.5 demo, you'll notice one of the harlots, Suka no-Hirudo, has some additional art. This wasn't commissioned by me. Smithlfarrel contacted Marwmellow independently to commission it. He graciously gave me permission to include it and I changed the code to be able to add it in.

Currently, I don't have plans to add H-scenes. Even with the additional tiers, I'm running at a (manageable) loss on funding the art. Ideally, I'll get this back later through sales/additional patrons, but if I don't, it's a loss I can eat and the internet gets more nice monster girl/succubus art. The priority is to give each harlot her own pinup art, and I have the funds set aside for that. Once that's done, if there is still some available funds left and interest in the game makes it viable, I might get some lewder H-scene pieces commissioned, but that has to be after all the regular pinup pieces are done.

However, if someone really likes a particular harlot enough to commission art of them 'in-action', as smithlfarrel did, the code is already there to add additional art to the game. I'd love to be able to put more actual H-scenes in!

Marwmellow is fine with taking on additional commissions. Unfortunately there is a hurdle to overcome here. Marwmellow is based in Russia, which presents ethical and logistical problems in paying him for the commissions. Since the last post I made on this, the website he was using for payment has been blocked by pretty much all of the regular payment processors.

I was able to find a workaround using cryptocurrency, which is his preferred method of payment.

If you are interested in commissioning additional pieces for a favourite character and the previous two paragraphs haven't scared you off!), the following is a rough guide on how to do it.

The best way to contact him is through Discord. He is on there as "marwmellow". We currently have a discord set up for HoHH (thanks Noeru!), so if you get on that (https://discord.gg/CPmWAFJpwH) and ping me, I can probably point you in the right direction.

If you don't use Discord, marwmellow's email address is marwmellow@gmail.com. So you might be able to get hold of him there.

The big sticking point is payment. If you're already familiar with cryptocurrency and have used it before, marwmellow will give you his wallet details and you can transfer to that.

I wasn't, but was able to figure it out (with the help of an IRL friend). I opened an account with a crypto exchange (I used Kraken), transferred some money into it from my bank account, and then transferred from there to marwmellow. Once I figured it out, it was fairly straightforward.

We are in slightly murkier waters here, so as with anything financial and especially with anything crypto - be careful!

If that sounds a bit too daunting, I'm fine with people going through me. I've been able to make payments okay, so if I receive the money, I can transfer it if people really want to commission something, but are reluctant to go through the crypto malarkey themselves. Hopefully, not too many. I can handle making a few $100 commissions on people's behalf. Any more and I'd start to worry people might see it as looking scammy! :)

There are options here. Slightly more complicated options than I'd like, but they are here!

The other thing is it's probably best, for now, to keep it to characters that already have their pinup art done. I know someone is eager to commission a piece for Temptacia. Fortunately, they shouldn't have to wait long. Her scenario should, finally, be out at the end of the month and I'm planning to make the next batch of commissions the round 5 'mini-boss' harlots.

Another question might be "What about other artists?". That's an option, although I'd want the styles to not clash.

The art above is the .webp preview of The Madam I've received from Marwmellow. I'm hoping to include her in some form of a title page as I need to get that done before I can properly put the public HoHH 1.5 demo out.

I don't know if this post will result in anything, but I was asked about it, so I thought I'd put it out. Any extra scenes I can add would be much appreciated, and that might start the ball rolling for me to expand the scope to 1 pinup + 1 H-scene per harlot (providing funds are there and artists are willing).

And if it doesn't, single pinups for each harlot is still an improvement over the original text-only plans. Anything more is a bonus!

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Hell Harlot - Brittnee

This week's hell harlot is the bratty Brittnee. She might not be the most powerful of succubi, but she has a cunning plan...

(It's not that cunning.)

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Update and Payment Changes... Maybe? 20th Oct '24

I'll start with the payment changes, although they come with a maybe? as I'm not sure what they actually are. Patreon is changing how they charge (I think the excuse they're using is it's a requirement to be on Apple App, or something). I'd like to be more precise on this, but I've been too busy working on Temptacia and trying to hit other story deadlines to have a chance to dig into it more thoroughly.

If I do get a chance, I'll try and find out more.

As far as I know, Patreon is changing something on the payments and it's happening from November. Rather than setting a flat fee and varying their cut, I think they're doing something odd like passing the charge onto the patron. I'm not sure I like this. I'd prefer the patron was just charged whatever the tier value is ($1, $5, etc) and the creator got what was left after Patreon took their cut.

If anyone knows exactly what the change is and how it will affect patrons, please post below.

I don't want people paying more than they thought they'd be paying, so I thought I'd drop an advance warning before Patreon charges for monthly subs at the start of November. If you do find the changes unacceptable, I do have a backup account on SubscribeStar where I mirror all content from here.

With that out of the way, lets move onto what I got up to last week.

It was a slightly slower week. There's a minor gastric flu-bug type thing floating around so I wasn't quite at 100%. Thankfully, it didn't slow me down that much.

Temptacia's 1st draft is pretty much done. I have a variant of her regular sex scene to write, where the player falls asleep and she drains him in his dreams, but that will likely be adapted from her regular sex scene. Apart from that, pretty much everything is written.

As for typing up, her core is typed up, her paizuri scene is typed up, her anal scene is typed up aside from the Bad End(s), and I'm about halfway through her footjob, sex, and oral scenes. At this point, unless anything untoward comes up, I'm well on course to having her implemented by the end of October.

My original plan was to switch to the Nicole short story for the next collection. There has been a change of plan here.

The ideas and mechanics for The Trapperess have dropped neatly into place. She is the fifth faction mini-boss. She's a succubus from the Huntress Lodge that specialises in creating sex traps to capture humans for the hunts. She's using a basement area of the House to try out new traps and her scenario will have the player running a gauntlet of them (six in total, roughly).

While I was out on Friday I managed to find a couple of spare hours to write the intro and start of her scenario. By starting her early, I'm hoping to avoid the delayed release problems I had with Rwberia and Temptacia, and get back to a regular monthly release schedule again.

Thanks for the support and interest!
- manyeyedhydra  

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Harlot Spotlight - L'iaculatia

This week the spotlight is on the last of the low-tier harlots – L'iaculatia.

Arachnes are one of my favourite monster girls, so I have a few ideas written down for them. The first, Arana Solfugis, specialises in whole-body vore. L'iaculatia is a more conventional arachne with a vagina that works similar to a spider's mouthparts, complete with 'sucking pouch'. I also have notes for a 3rd that plays with the spinneret sex trope. She is a 'maid' arachne that fits within the 'House' faction. There is no room for her at the moment, but she might get added in future when the 'generic succubus' faction is broken up into separate factions with stronger identities.

As for L'iaculatia, I wanted to reuse some aspects of the old "Escape the Arachne" scenario I wrote a few years ago while teaching myself Twine. The main theme of the fifth faction is erotic femdom wrestling, but it also has mechanical subthemes around tests of physical prowess. If I ever provide pre-built starting characters, this is the faction path 'the jock' should follow.

I couldn't really think of a cleaner challenge to fit within a harlot's bedroom, so I just made a similar challenge to the old "Escape the Arachne" scenario. L'iaculatia puts the trophy at the far end of her room and challenges the player to grab it before she webs them up. It's a little awkward, but just about fits within the House, as it has a few unusual rooms.

The mechanics of the scenario itself are similar to Lady Flumpth's. There are various stat checks, but they're not too difficult and there are ways to make them easier. The player has to dodge twice, then have the requisite strength to push through when L'iaculatia uses her wide-angle silk spray. It's a good fit for the fifth faction as the mechanics are aligned, L'iaculatia is in sportswear, and the room is a modified old-fashioned school gym room.

Now, the lore.

This is still a little undefined for the spider girls, although I've added a few tidbits here and there.

Unlike Lady Flumpth, L'iaculatia is holding back and would otherwise be too strong for this level. She demonstrates this by effortlessly webbing the player up at the end even if they succeed in her challenge. The fifth faction is mostly about physical challenges, so they are more receptive to The Madam's desires to give the prey a 'sporting' chance.

In general, arachnes are fairly powerful lust daemons. They're also not as reliant on using charm and seduction. They're perfectly fine with tying prey up with their silk so they can do whatever they want to them.

Arana Solfugis, the first arachne added, is a simple gift check. The player needs to bring her the right gift. I thought I'd make that part of the lore for the arachnes within the House. L'iaculatia is 'younger' and not as interested in 'the old ways', but bringing her the right gift will have her comment on it and make some checks easier.

Technically, the art should have L'iaculatia's abdomen hanging down underneath her as she prepares to spray silk. It's a nice dynamic pose, though, and still fits the character quite well, so I hope people don't mind it's a little different to how the scenario is described.

And that is the last of the low-tier harlots. These are all the harlots currently within the HoHH 1.5 demo.

It's not the last of the harlot art I have. I currently have pieces for the rest of Faction 2 as well as a couple of others. Unlike the recent spotlights, where the demo got ahead of me, these will be proper previews as I haven't shown off most of them yet. And, as I have to add the mini-bosses to the game first, it will be a while before they appear in the game. So, back to proper temporary exclusive art previews for higher tiers again!

I am, however, previewing them faster than Marwmellow can draw them, so the harlot spotlight series will go back to every two weeks now that all of the low-tier harlots (which are in the demo) have been covered.

(The next pin-up batch is also all the NPCs, and I don't have full scenarios written for them yet!)

I hope you like L'iaculatia's art. Let me know what you think below.

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Hell Harlot - Amoura D'Coeur

The harlot profile for this week is the lovely Amoura D'Coeur. As a more powerful succubus, she is capable of intoxicating a man with lust and sensuality. As one of The Madam's more well-behaved harlots, she will be true to her word of never killing a man on the first date.

As for the second date...

Be careful she doesn't take your heart!

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Update 13th Oct '24

This week I mostly worked on Temptacia. I wrote her footjob scenario and a chunk of her sex scenario. Strangely, the footjob scenario was fairly straightforward to write, but I hit a few wrinkles with her sex scenario. Because of the mechanic it's interacting with, her scenario requires her giving a relaxing massage beforehand, and some elements of that aren't quite gelling. I'm hoping I'll get that straightened out next week.

The first draft is pretty close to done now. I just have the second halves of her blowjob and sex scenario to write, which I'm hoping to get out of the way early next week.

I also typed up most of her anal scenario. I just have the Bad Ends for that to finish typing up. Yes, that is Bad Ends, plural. There were two ways it could have gone and rather than pick one, I wrote both and let Temptacia give the player the choice.

After being stalled there for a while, I'm now a lot more confident I should have a new HoHH release with Temptacia ready by the end of the month.

I also got the editing done for "The Real Money Shot" short story and submitted it to Literotica. It's now up for people to read. Details in the previous post.

I felt I wasn't making the best use of my late night work slot, so I've been using that for programming again. I've started to port over the mid-tier harlots. That was on hold because I thought I needed to wait until the round 5 mini-bosses were added. Instead I wrote a bit of temporary test code to skip any unimplemented harlots. When I have spare moments I'll keep moving the mid-tier harlots across.

Pretty good week overall.

Thanks for the support!
- manyeyedhydra 

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