This one’s just a wee release with a couple of fixes and ad improvements. Meanwhile, the prototyping of new game ideas continues…
- Filled in missing body part descriptions for tattoos and vaginal/anal training.
- Players can now revert back to demon wings.
- Ad tweaks.
I’ve been splitting my time between trying to get ads to the point where they pay for the server, and messing around prototyping new game ideas. If one of the R-rated ideas looks promising, I’ll be sure to post it here, but no joy yet. Anyway, Fleshcult:
- As an experiment, the unlimited characters / no ads upgrade is currently pay what you want, with a minimum of $2.
- You can set whether you prefer to see ads with men or women. You can do this at the start of the game, or by going into the character options in the Sanctum screen.
- You can now alter your character’s sexuality options part way through the game from the character options in the Sanctum screen.
- Ad tweaks.
- Fixed minion mergers so that they always result in a multiplier boost.
- Fixed bug where if you could make a certain plot related merge, it’d glitch out if you tried a different one.
- Fixed Internal Server Error when getting the merchant’s loan repaid.
- Fixed ads showing on the NSFW warning page, making it rather pointless!
Xbox Live Indie Games was notorious for a best-seller chart that was dominated by ‘massage’ apps. These just ran the rumble continuously at a selectable power. From this I infer that someone, somewhere, was managing to get themselves off using vibrations from a 360 controller*.
Vibration seems like a promising addition to a fetish game. Not that I’ll be adding it to Fleshcult in the foreseeable future: there’s no web API for force feedback. But still, I started looking into what I could achieve with a native app.
It’s the new year and I’ve been reflecting on the past, so here’s a post on how Fleshcult came to be:
Before Fleshcult I had a history of starting abortive fetish games. I resented them because there was a G-rated hobby project that I was trying to focus on during my spare time, and these side projects weren’t helping. Around about 2010, I read how Dwarf Fortress and other indie successes started out as side projects that took on a life of their own, so I decided that I was going to trust my gut, and go wherever my inclinations led me instead of trying to force myself to write something respectable.