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Describes the narrative content for the Level Select and Lore aspects of the story.

Screenshot Examples

Level Select Screen

Lore Pickup Screen

Important note about the Protagonist / The Bindmancer

For all narrative content from the cutscenes to the lore entries to the level descriptions: The Bindmancer is never the perspective of the writer as they’re nearly a silent protagonist.

What perspective is for each piece of writing:

  • The Game Intro Cutscene: The Tower Entity / Antagonist

  • Level Select Entries: The Tower Entity / Antagonist

  • The Hero Prisoner Narrative Lore Entries: The Hero Prisoners perspective or the The Tower Entity

  • Lore entries of Objects / Traps / Enemy Types, Etc: Previous Heroes recording what they’ve seen.

Narrative and Lore Content per level:

Each floor of the dungeon contains 4 pieces of written narrative and lore.

  1. A short description on the level select screen which acts as a voice/journal for the Tower Entity/Antagonist marking the Bindmancers Journey.

  2. A lore element that describes the trapped heroes adventure, capture, and giving into their inner dark desires. Written over 5 levels (1 Wing) of the tower dungeon.

  3. A lore element that describes an enemy or trap within the dungeon.

  4. A lore element that describes a bondage contraption or item within the dungeon.

Narratively: How does the tower dungeon function?

What is the tower?

The Dungeon Tower is a malevolent entity that seeks worship through those giving into it. It seeks to strip its cultists and prisoners of agency and subject them to an eternal pleasure. It feeds and grows from the pleasure and base-desires of its victims. It’s the true Antagonist of this story.

It creates manifestations to communicate with others. In the case of the Bindmancer it creates a “Villainess” who’s a “Dark Mirror” to the Deer Leader. Something the Bindmancer can fight towards defeating. - This is not initially clear at the start of the game but becomes more apparent the higher the Bindmancer climbs the tower.

The towers true origin and age is unknown. The tower might of only been there a year ago, it might of been there forever. It has the ability to fog peoples memory of its existence past the short-term present. Which is how it keeps itself from being invaded.

How does this entity function?

  1. The dungeon demands adulthood and consent before heroes can enter it. There’s a magical barrier at the front door that doesn’t allow the unwilling or children’s to pass through.

  2. Every prisoner is an adventurer who consented can fell victim to the dangers of the dungeon.

    1. The generic prisoners found in each dungeon level are no-name adventurers who fell quickly to the dungeon and need rescue.

    2. The adventurers that have lore written about them got much further and have a relationship to the Bindmancer heroine.

  3. The Dungeon offers adventure and riches but it peers into the minds of those who enters to know what their inner most kinky desire is, then traps them upon it.

  4. It collects the magical energies made from the pleasure and lust of these captives and uses it to make the itself (The tower) stronger.

What is it’s personality and characterization like?

The Dungeon Tower and the visual characters and manifestations it takes on is consistently:

Self Confident & in Control - Because as an entity it’s very powerful. It’s the literal tower.

Polite - It has no use for vulgar speech.

Flirting - It’s always trying to convert those inside the tower to give into their desires (And thusly, feed the tower.)

Holds others in Admiration - Every victory from a hero in the dungeon is praised. Because it only means the fall of the hero will be all the more potent when it happens.

For when the hero does fall, it admires their squirming, helpless state as it feeds from them.

Hungry - It always wants new cultists and new prisoners. More cute mortals stripped of agency and giving into pleasure.

How is the tower ultimately defeated?

The tower can only be defeated by the protagonist completely refusing what it offers: Which is having your agency taken away from you and giving into pleasure and inner desires without consideration for responsibility or others.

Defeating the tower is done through caring about others (The other heroes) and taking on responsibility and agency.

Once the Bindmancer accepts this fully and refutes the towers final offer, the Tower Entity is defeated.

Captured Heroes and Their Stories

Throughout the adventure the Bindmancer will find lore about each of their now defunct adventuring team who ventured into the dungeon to try and take out the Pleasure Demoness who resides at the top of the tower.

Each captured hero is given 5 levels where the lore surrounding them is recovered explaining how they became trapped and contained by giving into their inner desires and losing agency. The beats should generally go:

  1. Explain their motivation.

  2. Explain their initial hurdles or triumphs.

  3. Explain how they where trapped / captured.

  4. Explain the pleasurable peril they encountered.

  5. Explain their inner desire and why they cannot leave.

Captured Hero Lore Entires

Dungeon Wing

The Heroes Name

A Description of the character.

What’s their general story told over 5 lore pickups?

1 - The Cultists Domain

The Dog Paladin (Placeholder)

A tall, tough, and muscular anthro border collie canine who came into the dungeon thinking they could defeat it with the might of her sword and shield.

She’s Clad in armor. Personality similar to Carmelita Fox.

Lore Entry 1: The Dog Paladin entered the dungeon thinking that her deeds would bring her fame and notoriety.

Lore Entry 2: The Dog Paladin quickly discovers that due to the magical energies of the tower that painful violence towards living things can’t be committed within its walls. Her sword can’t connect to any entity.

Lore Entry 3: She tries to change her approach by incapacitating the cultists but is overwhelmed by a tentacle trap.

Lore Entry 4: She gives into the pleasure of being told she’s a “Good Girl” while bound and played with. Giving into her inner desire to be complimented for doing a good job.

Lore Entry 5: She's lost all agency is covered in a swarm of tendrils that whisper speed compliments into her ears.

2 - The Den of Treasures.

The Foxy Thief (Placeholder)

A tall and slender vixen who dressed light and for stealing. Like if Maid Marian was an adventurer.

Personality styled as a female sly the Raccoon / Robinhood.

The foxy thief thought she could steal treasure from the dungeon using her speed, cunning and lock-picking skills.

While she easily could slink and run from the cultists, monsters, and constructs. She didn’t count on her greed undoing her.

She got to the 2nd wing but ultimate fell victim to a mimic chest that looked like it had a very shiny treasure.

Now captive, she given into her inner desire of being bound heavily and unable to escape intricate bondage.

3 - The library of forbidden knowledge.

The Magical Meerkat Mage (Placeholder)

A short and filled meerkat dressed in wizard robes and hat. Carrying around a collection of spell tomes to assist in her quest for the best magical tomes.

She’s very much styled after the personality of Twilight Sparkle.

The meerkat mage uses her tomes to cast non-painful spells that incapacitate the enemies within the dungeon. She also avoids the chests and greed-based traps. Making her way to the 3rd wing of the dungeon.

She enters a library of forbidden knowledge and becomes lost within the tomes. Ultimately reading magical spells that summoned beings that corner and pleasure her.

She’s given into the inner desire of learning kinky forbidden knowledge.

4 - The Processing Machines

The Mousy Tinkerer (Tessa)

A nerdy fantasy engineer type modeled after Tessa from Ticklish Tessa.

She’s a cute and friendly personality.

Tessa has entered the dungeon to discover why it’s there and why it works the way it does.

Tessa uses her gadgets and knowledge to overcome the dungeon until she gets to the 4th wing of the dungeon.

Now in a realm where she sees machines taking the magical mirth and making it into items for the demoness.

Ultimately she keeps falling into traps that tickle and tease her. Minor traps easily escapable at first, but soon becomes so exhilarated by the sensations that she “Accidently” gets stuck in a tickle torture trap she then finds she can’t escape from this time.

She’s given into the inner desire to be tickled.

5 - The Demoness Palace

The Deer Bindmancer - Party Leader (Placeholder)

A tall and Athletically muscled Deer woman who was the old leader of the defunct team. She entered into the Tower Dungeon to save her party just like the Bindmancer did.

She has similar Bindmancing powers as the protagonist.

She’s a strong willed leader personality.

The Deer Leader overcomes all the adversities of the dungeon until she reaches the top to battle the demoness to free her party members.

She fails the battle, but the demoness lets her try time and time again until the Deer confesses that the burden of leading is tough on her. The demoness offers another way to live. The Yak becomes the leaders submissive pet.

She’s given into the inner desire to have no control or agency.

Floor Narrative Content

Floor Level 0 - Tutorial Level

Description of what’s the Lore / Narrative

Writing

Art Asset

Caroo’s Lore Notes:

Level Select Screen

Character Count: 700 (Includes spaces)

A description of the Antagonist observing the Bindmancers Progress

Title:

Prose:

  • The Tower explaining that it wants to give the bindmancer a sporting chance and that there are rules to follow within its tower walls. (The movement to the beat stuff.)

Floor Level 1 - The Cultists Domain

Description of what’s the Lore / Narrative

Writing

Art Asset

Caroo’s Lore Notes:

Level Select Screen

Character Count: 700 (Includes spaces)

A description of the Antagonist observing the Bindmancers Progress

Title:

Prose:

  • The Tower Entity welcoming the Bindmancer.

  • Saying that it wants this game to not end too quickly and will start out by challenging her lightly.

Lore Pickup 1 - The Hero Prisoner Story - Part 1

Character Count: 800 (Includes Spaces)

Explain the heroes motivation.

Title:

Prose:

  • The Dog Paladin entered the dungeon thinking that her deeds would bring her fame and notoriety.

Lore Pickup 2 - A Contraption or item

Character Count: 800 (Includes Spaces)

A description of the prisoner bondage wall mount.

Title:

Prose

  • The machine employed various tickling tools to arouse and tease the prisoner.

  • It converts the pleasure into “Mirth”

  • The magic of the bondage keeps the prisoner awake by giving them high amounts of stamina.

Lore Pickup 3 - An Enemy or trap

Character Count: 800 (Includes Spaces)

A description of a lesser cultist

Title:

Prose:

  • Cultists are those who willingly entered into the tower to give up their autonomy for promises of pleasure.

  • They’re still themselves, it’s the clothing and enchanted bondage that gives them their magic and hands.

  • They do the will of the Tower in hopes of getting a reward.

Floor Level 2 - The Cultists Domain

Description of what’s the Lore / Narrative

Writing

Art Asset

Caroo’s Lore Notes:

Level Select Screen

Character Count: 700 (Includes spaces)

A description of the Antagonist observing the Bindmancers Progress

Title:

Prose:

  • The Tower Entity describing cryptically that the Dog Paladin’s plans to brute force her way through the dungeon didn’t go to plan. (Which is explained better in this floor’s lore entry.)

Lore Pickup 1 - The Hero Prisoner Story - Part 2

Character Count: 800 (Includes Spaces)

Explain the heroes initial hurdles or triumphs.

Title:

Prose:

  • The Dog Paladin quickly discovers that due to the magical energies of the tower that painful violence towards living things can’t be committed within its walls. Her sword can’t connect to any entity.

Lore Pickup 2 - A Contraption or item

Character Count: 800 (Includes Spaces)

A description of the exit portal key.

Title:

Prose

  • A Crystal artifact used to move between floors of the dungeon.

  • The tower gives them to cultists to allow them to move around floor by floor.

  • The dungeon floors otherwise have no way out to keep prisoners trapped inside.

Lore Pickup 3 - An Enemy or trap

Character Count: 800 (Includes Spaces)

A description of a tentacle trap

Title:

Prose:

  • Tentacle Traps seek out anything warm.

  • Once they’ve caught something they’ll rub and tease the victim to try and absorb the warmth.

  • They rarely let their prey go willingly, requiring another cultist or entity to take the trapped adventurer away.

Floor Level 3 - The Cultists Domain

Description of what’s the Lore / Narrative

Writing

Art Asset

Caroo’s Lore Notes:

Level Select Screen

Character Count: 700 (Includes spaces)

A description of the Antagonist observing the Bindmancers Progress

Title:

Prose:

  • The tower entity describing the cultists and why they worship the tower. What pleasures they gain by doing so.

  • And that most delight in their new life of uncontrolled pleasure.

Lore Pickup 1 - The Hero Prisoner Story - Part 3

Character Count: 800 (Includes Spaces)

Explain how the hero was ultimately trapped / captured.

Title:

Prose:

  • She tries to change her approach by incapacitating the cultists but is overwhelmed by a tentacle trap.

Lore Pickup 2 - A Contraption or item

Character Count: 800 (Includes Spaces)

A description of the magical mirth potions

Title:

Prose

  • Mirth potions are made from the manifestation of energy made from the prisoners in the dungeon being pleasured.

Lore Pickup 3 - An Enemy or trap

Character Count: 800 (Includes Spaces)

A description of a golem

Title:

Prose:

  • A magical construct of the Tower.

  • Made by the tower to both:

    • Hunt down and restrain adventurers.

    • Maintain and repair the dungeon itself.

Floor Level 4 - The Cultists Domain

Description of what’s the Lore / Narrative

Writing

Art Asset

Caroo’s Lore Notes:

Level Select Screen

Character Count: 700 (Includes spaces)

A description of the Antagonist observing the Bindmancers Progress

Title:

Prose:

  • The Tower describes how easy it was to tame the dog paladin and how heroes fall to the perils of the dungeon all the time.

Lore Pickup 1 - The Hero Prisoner Story - Part 4

Character Count: 800 (Includes Spaces)

Explain the pleasurable peril the hero encountered.

Title:

Prose:

  • She gives into the pleasure of being told she’s a “Good Girl” while bound and played with. Giving into her inner desire to be complimented for doing a good job.

Lore Pickup 2 - A Contraption or item

Character Count: 800 (Includes Spaces)

A description of the prisoner hanging bondage device.

Title:

Prose

  • This “Mirth” collective device focuses on genital stimulation.

  • It edges and denies orgasm through the device below the crotch pressing in and vibrating.

  • The magic of the bondage keeps the prisoners muscles from straining.

Lore Pickup 3 - An Enemy or trap

Character Count: 800 (Includes Spaces)

A description of a chest mimic

Title:

Prose:

  • Mimics where placed in chests to trap pesky adventurers.

  • These tendrils intentionally overwhelm and wear out the adventurer through tickling, squeezing, pinching, and pleasuring.

  • Once the adventurer is worn down it keeps them restrained so a cultist can pick them up.

Floor Level 5 - The Cultists Domain

Description of what’s the Lore / Narrative

Writing

Art Asset

Caroo’s Lore Notes:

Level Select Screen

Character Count: 700 (Includes spaces)

A description of the Antagonist observing the Bindmancers Progress

Title:

Prose:

  • The Tower Compliments the bindmancer for almost making it to the Dog Paladin. But asks her if she really wants to free someone who’s obviously in so much pleasure.

Lore Pickup 1 - The Hero Prisoner Story - Part 5

Character Count: 800 (Includes Spaces)

Explain the Heroes inner desire and why they cannot leave.

Title:

Prose:

  • She's lost all agency is covered in a swarm of tendrils that whisper speed compliments into her ears.

Lore Pickup 2 - A Contraption or item

Character Count: 800 (Includes Spaces)

A description of treasure.

Title:

Prose

  • Treasure was collected over time in the tower as both offerings from those seeking favor with the tower and from plundering adventurers who became prisoners.

  • The tower has no need for the treasure and so uses it to entice adventurers as a temptation and as a trap.

Lore Pickup 3 - An Enemy or trap

Character Count: 800 (Includes Spaces)

A description of a cultist leader

Title:

Prose:

  • The cultist leader is the first boss of the tower dungeon.

  • A dedicated devotee of the tower who oversees the pleasured torments of prisoners.

  • She also goes out into the world seeking new disciples of the cult.

Floor Level 6 - Dog Paladin / Cult Leader Boss

Description of what’s the Lore / Narrative

Writing

Art Asset

Caroo’s Lore Notes:

Level Select Screen

Character Count: 700 (Includes spaces)

A description of the Antagonist observing the Bindmancers Progress

Title:

Prose:

  • The Tower taunts the Bindmancer, wondering if she’s capable of freeing her friend and defeating the cult leader.

Intro Cutscene:

The Intro Cut Scene is spoken from the perspective of the Antagonist / Tower Entity / Deer Villainess.

It explains what the tower is and why the Bindmancer is entering it to rescue her friends.

2022-05-04 22-15-10.mp4

Intro Cutscene Writing:

My tower stands eternal as a temptation to those who dare to enter it. A mighty structure of earthly desires and magical will.

Everyone has their reasons to pass through the gate and enter inside. Be it for glory or greed, righteousness or lust. Or even once in a while a mission of mercy.

And you. Do you think you have the willpower to best the temptations within this tower little one? Can you rescue all those who you hold dear?

Then simply pass through the gate, for no one who enters this Tower does so without consenting to all the pleasures and consciences that lurk within.

For my Tower stands eternal, here to reveal to those who enter who they truly are…

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