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I'll be working on the new "story mode" of Zoe.I want to bring this mode where the wedding happens after a finite amount of days, and where the player is challenged into unlocking the desired fetishes by playing the minigames, using the favor points and by talking with Zoe to increases the fetish stats fast enough.Now, for this mode to work, as replayability is key, I want to re-think the events and see how they can branch differently when a minigame is lost or when favor points are spent.I'm talking about events such as "Taking care of her" (the first facesitting), the cunnilingus through Zoe dialogues (couch, kitchen, bed), the first cum eating events, etc.Most of them have a "do/do not" logic, if you refuse, nothing much happen. If you fail a minigame, you get some "dominant" points and a few blames from Zoe. I don't think it's good enough for the new story mode.What alternatives could improve replayability and diversity?It shouldn't be anything that involve redoing the game entirely, but smart changes based on how the game already works.

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Drake Breen

Is there anything you can do with like a rent / mortgage mechanic, and making the events less binary? Right now it's kind of a binary of "Yes / no" on events, but it could be more nuanced with "Yes (willingly), Yes (Reluctantly), Yes (grudgingly), No" depending how well the player does at each mini game, reflecting how much they are surrendering to what Zoe wants? If you do really badly - always cum fast, never try when going down on her - that makes her meaner and less affectionate, or it pushes her to facesitting or chastity faster, say? And that could plug in to having a financial need to keep the house, so like most couples, Zoe has to contribute to the household finances because what you earn isn't enough? So you really have to keep Zoe happy as much as you can or she'll withold more of her share of the (say) weekly expenses, or demand more from you in exchange? I've seen that done in other games where there's a fixed cash mechanic that keeps you either seriously grinding for money or else doing the "bonus" activities (in this case keeping Zoe's happiness high by servicing her and doing housework), and thematically it might fit well - potentially as her dominance increases she could even throw in insults about making you earn your keep or calling you a whore?? The more she contributes the more disposable income you could have left to buy her presents or even just stuff for yourself, which could impact the final ending, as well as her responses to how you perform in mini games affecting her responses? (Might be a shit idea but I figured I'd offer it!)

Joe Subramian

First off: In Ren'PY games, it's very rare to have loops. This makes sense, as they're usually VN's. So tfor story more here should ideally be no repetition, otherwisewe we quickly get into a Groundhog Day situation. To implement this, game state (based on stats etc) needs to change with every interaction, and dialog/actions need to vary in such a way that we can see that Zoe is remembering and observing the interactions. When thresholds are reached , paths open/close. There should be very little need for rand() function! The game utlimately is a slow enslavement, so Zoe should progress from undemanding to demanding. Once she's reached a critical level of dominance, the game becomes (and should become), more like a VN -- There's a more or less linear narrative.

Sousuke Beru

Could there be some sort of "make-up" if you fail Zoe that still allows you to advance the story? Either the failed activity comes up again automatically in the next day or two, or she demands some penance there and then to show that you are sorry? Like "hmm, you didn't do a good job massaging my feet. Go clean the house NOW or you'll never get to touch them again!" An empty threat (you still get more feet scenes regardless) but succeeding pushes the foot fetish progress further as you have proven you really want it.

SaltyIslander

For the domination aspect, I like the idea of if you are agreeable to any particular fetish then each time you don't resist the 'cost' to resist entirely and avoid it is higher than it would be if you were reluctant or resistant to the idea before (so when you get dialogue choices going along on the first one or two is going to raise the cost, but paying the price of favor to avoid it keeps the cost at whatever level of cost you are at for that next event). If you are very agreeable (say the first 2 events you go along with it right away) then the cost gets so high you would have to essentially be at 100 favor to ever avoid it, and would leave you struggling with the favor you have on any next event at all, even if it was a pretty minimal cost. Perhaps after agreeing enough there simply is no option (maybe it greys out), basically you've shown you like the fetish, been very submissive and she has now become very dominant about that particular fetish as a result. This works best for certain fetishes over others but the general premise could work fairly well overall. The end-game could also then be partially determined by how dominant you led her to be in whatever fetishes. On another note, I'd hope that all of the fetishes get as fleshed out as the cuckolding route seems to be. It seems like it gets content far more often than any others, which seem to have lagged behind. When I first started supporting quite a while ago it feels like there was nearly all of the content there currently is (maybe a slight exaggeration here) for the other fetishes, and that the cuckolding one has grown substantially more in events in the past year or so than any other one has individually. Truthfully it seems like there is 1 cuckolding event added for every 1 or 2 events of every other fetish that is in the game. Not complaining here, but I want to also be clear I'm not bringing this up just due to the admittedly polarizing fetish. I keep it on and sometimes I go down that route, sometimes I don't, just in general I'd hope that before any story mode starts to really come to fruition each fetish line feels fairly fleshed out relative to the others, because it would be a shame to have this particular mode but only if you do these certain fetishes does it really feel like it had a full story of content.

Tectomes

The thing about dominant points increasing when you fail is that it incentivizes failure for those who want Zoe to be more dominant. Perhaps if she had a will of her own, a player could still behave the way they prefer, while her behavior remains more independent and nebulous. I think this could be done if the outcomes were all inevitable. If you don't do something she most immediately wants (and the player may not even know exactly what that is), everything else but that thing could decrease favor (without warning), and she could be more likely to deny the player anything else until they submit. The minigames could enhance a particular scene and affect how Zoe communicates, but I don't know if they should affect the progression of related fetishes, since that could take the player out of the moment and instead encourage them to manipulate the scene. Maybe story mode could be a 'hard mode' of the game you've already designed. Maybe progression of fetishes could be less of an aim and more of a reward--revealed through dialogue, Zoe's interests and chance: an illusion of choice for the player but one that Zoe guides the player through, training them to be more selfless. I realize that's already the primary purpose of the game, but the player's choices could be even more of an illusion, but an illusion that Zoe sadistically enjoys providing to manipulate the player into new scenarios she finds entertaining or stimulating. I think leaning more into that, as opposed to finding new ways to get what the player wants, would be even more engaging. What I'm saying is that I think the game model you've designed is already strong enough to do what you seemingly intend. I'd just tweak the risk/reward system so that it aligns more with sadistic conditioning and focus on making Zoe more dynamic. Whatever you decide, I'll keep visiting the game. It's amazing work. Sorry for the huge post.

asdf

The easy thing to do When the lust-bar of MC is full he can't focus at work and earns less. Earning more is important if there is a timelimit to pay for the wedding in time. Not so easy Favor could be more then currency. The amount of favor could have an impact on Zoes mood. If the bar for favor is low, MC has to pay for certain things, like licking her out or getting out of chastity. Or maybe she straightup says no, even if MC would have enough to pay. If the bar is full there could be a chance that MC does not has to pay for it. Or Zoe could suggest to do certain things like unlocking or licking if the bar is full. Maybe Zoe gives nice answers when the bar is full but the opposite if it is low. I would also like a minigame with the interactions overall. If MC doesn't talk to zoe regularly he will loose favor. By intracting with Zoe on the other hand, MCs lust will rise because she could do dirtytalk when certain points of fetishes are reached.