Project Goals

Why have goals?

Every game in production benefits from having defined goals because:

  • They give something contextual for the game to measure against.

  • They define how the game will stand on its own merits.

These goals are flexible and can be changed as the project continues to take shape.

 

Core Gameplay Goals

These are the highest goals related to gameplay to achieve.

Playing Each Dungeon Floor is Satisfying

Each floor of the dungeon should contain enough enemy, prisoner, and trap encounters to be satisfying. As well as containing other objects of interest that are meaningful to the player.

The kinky theme is infused with the gameplay

The Kinky nature of the game must compliment the game-play mechanics and puzzles on display. Mostly the mechanics of “Binding and Unbinding” both enemies and prisoners.

Rebuilding the Town is Meaningful

Not only will rebuilding the town be fun to engage in its gameplay but the process shows a positive improvement to the lives of the freed prisoners.

 

 

Dungeon Gameplay Goals

These are related to the experience of playing through the dungeon.

Enemy Encounters are Sexy & Silly Fun

Enemies must have expressive and interesting personalities and visual designs.

And while antagonistic and a hurdle to defeat. Their tone stays on a mixture of silly and sexy.

Prisoner Encounters are Satisfying Puzzles

Prisoners are presented as bound in layers of bondage, traps and teasing tools. Each of these layers needs to be stripped off the prisoner to save them via puzzles.

These puzzles should be satisfying along with the reactions of the prisoner as they’re saved.

Purposeful Exploration

The Dungeon should contain all the items needed to ensure that every dungeon floor can be 100% cleared.

The time taken to clear a dungeon floor needs to be satisfying so exploring the dungeon doesn’t become a chore or a bore.

 

 

Town Gameplay Goals

These are related to the experience of playing in the town.

Restocking for Dungeon Delving is Easy

One of the core elements of the town is to break up the dungeon delving to accommodate breaks where the player can improve their character.

The act of restocking for the next delve should be easy. Anything that should be obviously automated (As such replenishing stamina) will be.

Rebuilding the Town is a Fun Puzzle

The town needs rebuilding to accommodate the rescued prisoners.

The rebuilding the town should be a fun game that rewards resource collection in the dungeon and encourages the player to take risks.

No aspect of the rebuilding should involve “Recurring Costs” - You pay for a building / town item once.

The Townsfolk are Sexy and Silly

The townsfolk of this slowly rebuilding town should have a range of sexy and silly personalities.

In contrast: Their needs should be genuine and sensible to rebuilding a town. And their reactions to the player helping should also be genuine.