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 Idea to increase replay value: Skill Tree 
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Rank 10
Rank 10
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Joined: Mon Oct 07, 2013 7:15 am
Posts: 61
So my idea is to add an RPG-like skill tree to the game. Every time you complete a story from the beginning you gain a skill point for that character. Skill tree example:


Tier 1
    Hardiness (0/2)
    Dick length (0/3)
    Dick girth (0/3)


Tier 2
    Cum volume (0/3)
    Cum force (0/3)


Tier 3 (Ultimate)
    Cum blast (0/1)
    Big dick (0/1)


Hardiness: Increases the hardness of your erection (2 more verticle erection positions pressing P)
Dick length/girth: Small increases relative to default dick size of the character

Cum volume: Increases amount of cum player has available before needing to recharge
Cum force: Increases the force with which cum is ejected

Cum blast: For 30 sec player cums with insane amount of volume & force (activate, 2 min cooldown)
Big dick: For 60 sec player's dick is insanely large, like in the video on offbeatr (activate, 2 min cooldown)


If you combine non-linear story with this idea of "becoming more powerful" replay value would skyrocket.


Wed Oct 16, 2013 7:33 am
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Rank 4
Rank 4

Joined: Fri Oct 25, 2013 8:46 am
Posts: 12
I had been working on a concept for a 2D game some time ago, implemented in unity. It also included separate skill trees for several general categories. Being focused on voyeurism, the general cat. were magic and technology (both trainable via interactive minigame-based "university courses" paid for by selling pictures taken).

The skills were basically pairs, terahertz, xray glasses, infrared cameras, binoculars/telescopes, lockpicking, hacking vs. telepathy, sensing, telekinetics, memory accessing, animorphism (turning into a squirrel/fly and watch from the window sill). Most of these are not hard to implement and merely need a filter to be believable. A side effect: slightly blurry/pixelated/filtered images are much more realistic than 4k 3D graphics.


Fri Oct 25, 2013 9:10 am
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