So I've spent enough blogs talking about fetishes and sexual weirdnesses, but not enough talking about the game itself. Well, the game is full of sexual weirdnesses (and non-weirdnesses), but there's more than that.
Like I said in a previous blog, originally this game was supposed to be very simple and bland RPG with the focus on the content (sex). It was also supposed to be finished in two months (one can dream). But I quickly remembered a game should have more than a strong theme to be interesting. It is a game, so it needed to be gamey. Not everyone would be interested by ingame sexual weirdness, so I needed something to attract other players.
My decision was NOT to innovate in basic RPG aspects, and follow all the traditional formulas that have worked for classic games. So, apart from the theme, this is a very ordinary RPG in many ways. You can expect:
- Semi-linear story structure
- Side quests
- Dungeons
- Battles
- Boss battles
- Leveling-up
- Simple character customization
- Learning new skills
- Items and shops
- Treasure chests
- Random talking NPCs
- Minigames
Battles
One of the biggest difference to traditional RPGs refers to battles. Polymorphous Perversity uses RPG Maker 2003's default battle system (which is a replica of Final Fantasy's) in a modified version. There's only one character in your party, and your goal in battles is not to kill enemies, but to pleasure partners. There's a stamina measure that's similar to HP, and battles end when it reaches zero. Moves, apart from dealing stamina damage, cost a bit of stamina (and sometimes additional points called tricks, similar to MP). You can heal yourself, but partners rarely will. That means they slowly kill themselves as they attack you. Battles are often very easy, but the point is not just to reduce partner stamina to zero, but to give him as much pleasure as possible. Battles are scored in 4 factors:
- Duration
- Amount of pleasure given (each move raises it in specific values for different enemies)
- Chain attacks (using the right sequence of moves, varying among different enemies)
- Maximum damage delivered in a single attack (proportional to partner's maximum stamina)
At the end of each battle, this value is calculated and a score is given in a scale of F to A. The higher your score, the more experience points you get.
If you "die" (your stamina reaches zero before the partner's), the battle ends and you get no experience points, but you don't get a gameover. That is, you never really die in battles, there's no clear victory or defeat. The gameover comes from another condition. There is a meter at the top of the screen that says how horny you are. It grows with time. If you win a battle, it is lowered. If you lose, it is increased. If you fight a streak of battles, you'll probably begin each of them tired (low stamina), and your chances of winning is subsequently lower. If you keep dying, your horny meter will reach its maximum and then you'll actually die. That's your difficulty for ya.
Stats and level up
Once you get enough experience points, you gain a level. Each level you can raise one single stat. Each stat has a different function in battle.
There is also a story, but I don't want to reveal much about it. You're a guy from the real world thrown into a bizarre sex-driven world, and you must find your way out, while understanding why you're there. It has to do with the Tale of a Flower.
I guess that's it. As for completion status, I have almost all the basic maps and scenes made, all systems working. Now I need to fill the final town, make the entire ending scene, and catch up with lots of minor details I left behind. I have no idea how long it will take, but I will finish it... promise.