devgen
09/18/25 10:03AM
Experienced Game Dev looking for a project
Hello!

I'm a senior Game Dev that recently decided to try out porn games with hypnosis theme.
After all, I love games, I love developing them, and I have a hypnosis fetish, so, makes sense to... study the market, right ;) ?

But I was disappointed.

I found really great Visual Novels, some with a certain degree of interactivity, but not really "games" in my books.
As for the products with more gameplay element, they kind of fell flat. Grindy, uninteresting, RPG maker combat... The kind of gameplay you just want to skip ahead to get to the lewd scenes. Plus the pacing is never quite right. Some games have instant hypnosis with no build up, which is a bit of a bummer. Others are the complete opposite with super long burn that could be great if the gameplay wasn't just super grindy and repetitive.

My personal take is that talented writers and artists venture inexperienced into the game dev world to make lewd games, using very high-level, beginner-friendly engines like renpy and rpg maker, as a means to share their story. With no real game design vision, and too many concessions to make to an engine lacking in functionalities, the gameplay part is just bad.

So, all that to say, I'm looking for an artist and a writer (you can assume those 2 roles if you're proficient in both) to build something refreshing. A game that follows the good practices of game design, and built on a robust engine like Unity or Godot.

Here are my preferences for the kind of project I want to work on. I remain flexible and can overlook some of them :) !

- No 3D.
- I prefer a Slow Burn story over instant hypnosis.
- I prefer a light-hearted story over something dark and depressing, although the tone can shift as you progress.
- No gay porn. Can make an exception if character is genderbent from male to female.
- A very few polished characters over a big harem with no story development.
- Aware sub, real struggle to resist the mind control, slow corruption. Star Knightess Aura did that very well.

When it comes to gameplay itself, its main purpose should be to serve the story and art, so the Game Design Document would come after we're set on what the story is about, the setting, the characers...

Although it may make money through patreons, fanboxes, etc... I'd rather we start it a hobby project with no financial motivation, especialy as of the current ban of non-consensual erotic games in lots of platforms.

If you're interested, just reply to this post, and let's get in touch on discord. You can add my handle : devgen0117_22599
LillyTank
09/18/25 07:17PM
I've been looking to find someone to work with. I write some stuff from time to time, and I'm getting a little better at drawing (I think...), but I don't like lewd/sexually explicit content. I only like hypnosis. I'm okay with suggestive things, but that's my line.

Would you be willing to work with someone who doesn't like sexual content and prefers hypnosis-focused works?
anonlv000
09/19/25 09:05AM
There was a time when I would've been interested in at least helping out on the programming side, but (un)fortunately I have now inherited my own game to manage.

If you're ever interested in talking shop, just give me a shout. I wouldn't mind swapping a few notes.
Gama_catthem
09/19/25 09:45AM
anonlv000 said:
There was a time when I would've been interested in at least helping out on the programming side, but (un)fortunately I have now inherited my own game to manage.

If you're ever interested in talking shop, just give me a shout. I wouldn't mind swapping a few notes.


Same here, doing my own things, but never had a problem sharing my thoughts

(would invite you devgen, but I am pretty sure my game falls under the fast pace rather the slow burn you are looking for)
mcfantastic
09/20/25 05:26PM
I've been tinkering with some very rudimentary Python to simulate the 'To Change' system: usducktape.itch.io/to-change

My "program", such as it is (and even when it's completed -- and it's far from being completed!), isn't really a game but more of a GM's aid, but the key RNG mechanic is through a deck of cards, where each time the player gets challenged, you draw a hand, pick one that hopefully lets you succeed and discard it for your resulting action, and shuffle the others back into the deck. There are circumstances where the discards get reshuffled back into the draw deck and other rules, but it's designed so that, eventually, inevitably, the player character will slowly transform, physically and mentally, which is the point of the game. Might be a notion worth considering for your game.

I think I've said before in other contexts -- I'm a total sucker for a happy ending, but I'm also totally ready to put some characters through the wringer along the way, and being the slave of a loving if somewhat controlling Master or Mistress definitely counts as a happy ending. I really like to 'have my cake and eat it, too' with a sort of 'rescue' story, where the sub character or characters are at first brought under the influence of a villain(ess), used for his/her wicked plots and/or pleasures (I love it when superheroines are under the control of ordinary humans), before perhaps one of their trigger phrases comes up in idle conversation with a friend or benevolent bystander...the day is saved, the villain is defeated, but "unfortunately" it's not possible to totally undo the mind-control...although it can be tweaked a bit to allow them to live their lives in a loving if unconventional relationship!

Another idea: in the course of an alien invasion, the aliens abduct and brainwash and convert humans into being their shock troops (shades of XCOM), but in a clash between drones and human defenders, one of the drones is downed but not destroyed or retrieved by the aliens (perhaps she takes aim at someone she knows from before and flinches), and now a human survivor has to struggle his/her way through the wreckage, helping nurture what remains of the drone's humanity while also making use of her power...

Idea the third: Could just be some fun play within a couple, but perhaps an idle conversation or "demonstration" of hypnosis quickly uncovers a conspiracy at the company or campus...inspired by "Deprogramming" by Anynom, love love LOVE that story! mcstories.com/Deprogramming/

I'm happy to ramble more about story and game ideas -- you can see a sample of some of my writing over here (hopefully the forum link syntax works): forum #105362

Alternate link: hypnohub.net/index.php?page=forum&s=view&id=105362
Waldo
09/21/25 06:44AM
I know you mentioned the gameplay is going to come afterwards, but I'm curious as to what you mean by it serving the story and art.

I totally agree with you when it comes to a lot of hypno games with gameplay being grindy. Do you simply complain about the RPG maker combat because it's not well polished? Or would you say that any sort of mini game that's only there to unlock the next scene, be it turn based combat, real time combat, rhythm, etc., is something that you'd like to avoid?

If that's the case, I think a very interesting example where the gameplay is very much tied to the mind control in a very engaging way would be Thrallworks Orientation. It has this mechanic where you need be on the look out for the subject experiencing specific emotions and perform a brain scan, which will later allow you to induce those emotions by command if you picked the right references. You need to choose well when to pick the reference, and also decide how to lead the conversation in order to get them and manipulate the subject with it. And if you don't do it well, you fail.

Of course, I'm not suggestion for you to replicate exactly this; once again, I know you said gameplay will come later. But I think a good take out from it is that maybe the kind of gameplay that's probably best tied to the theme of mind control, especially if you want stuff like a slow burn and a resistant subject, is one that's based around decision making. Such as how to use a specific mind control tool, or what strategy to use to use to get someone who's trying to avoid you.

In general, something that's more designed to feel like you're actually engaging in the hypnotic process might be more suitable than some mini game of a particular genre that might not be everyone's cup of tea or that not everyone may care enough to go through to get to the next lewd scene.
HypnosisIsGreat
09/21/25 01:41PM
Unfortunately my project isn't very far along, and the planned story is dark and it isn't using an engine like Unity/Godot. But seemed like a fun thread to share in anyway.

These comics linked below are part of the backstory/world building exploration. Provides a sense of the vibe and shows how I'm leaning pretty heavily on AI to to assist (I've used it in the creation of character sprites and environment assets as well) which I know is a dealbreaker for many:
e-hentai.org/g/3382196/431eac6763/

It's a combo adventure + visual novel game. Player moves around a side scrolling world to explore and dialog is handled visual novel style, though the rendering is more like a comic with speech bubbles and panels than the typical VN layout of a box of text at the bottom.

Itch.io was where I expected to host it (for free) if they survive the current environment around adult games, and I was targeting an HTML game playable in the browser. Which Itch requires to be less than 500mb uncompressed.

No engine, but lots of middleware. Web elements are done in React. Environment rendering uses R3Fiber to get true depth from multiple 2D layers in each map (same as Hollow Knight). Maps already work and are made using the Tiled map editor. Using Spine for animations. The Ink script/engine runs all of the game logic. The environments and narrative are all modeled in an ECS.

Gameplay is your classic choose your own adventure. I thought through a lot of mini game ideas, but they all seemed a bit gimmicky for a story centric game.

I'm probably 4-6 months out from something sharable.
devgen
09/22/25 03:42PM
Thanks for everybody that reached out.

Little update : I have designed a solid framework to build my game from, and I'm starting to get into the specifics, writing the first dialogue drafts, implementing the gameplay system, etc...

I'm actually not looking for a writer anymore for the time being, but I may in the future to help me polish the dialogues, make character more believable, improve the pacing of the story...

But I'm still looking for an artist, although it's not super urgent, as for the time being I'm going to use visual placeholders to build my first prototype.

I'll post some updates in the thread as I make progress ! But overall I'm very optimistic with the gameplay system I've designed.
HypnosisIsGreat
09/22/25 09:57PM
Please do share. Seeing others make progress is a good motivator to keep going. The 80/20 rule is real...

If you ever want AI generated placeholder assets just share a link to some of your placeholders and I can help with that (including transparent background cutout). Finished quality or animation is beyond the time I can commit though.
EdgeOfTheMoon
09/23/25 10:43AM
Hey be curious to see your progress DevGen. Which engine did you end up using? I've shipped a few games using Unity but haven't used it a good few years and been interested in learning Godot after using it in a work gamejam briefly.

I did start putting together a 3d version of my Virtual Hypno-Tan game but I don't think my 3d skills are quite up to snuff just yet. Big road block was the facial rigging. Unfortunately facial expressions are pretty important in a hypno-kink game. I put it together in Unreal but if I revisit it might look at Godot. And find someone who knows how to rig properly to help.

Alas that might be a while. My day job is game development as well and crunching kinda hard on that game right now. Less hypnosis in that one but at least the pay is better
devgen
09/25/25 08:03PM
Thanks for the interest ! What I've done so far

Layout out the foundation for the story. I have a general direction, the important characters and their agenda, now as I write story snippets I'll gradualy polish it to something coherent.

I'm set on doing a sub heroine game that focuses a lot on the internal struggle of the hypnosis subject. It's going to use a RPG system similar to Disco Elysium, where your attribute points are spent on different part of your minds like Logic, Willpower, or Empathy, although I'm not going for the over the top split personality of Disco Elysium.

I'm aiming to explore a lot of hypnosis-related fetishes in the game, while keeping it grounded and realistic.

I'm using Unity.


I have built a custom node graph system to implement the story events. I have full control over everything so it's easier for me to add very custom stuff to the game. It's also going to be very easy for me to export the events in different formats, depending on the need. Like an excel file with the different dialogue lines to make it easier to correct spelling mistakes or translate to other languages.

I've thoroughly thought about how to make the story branch out to make choices meaningful while still converging to fixed story beats (with slight dialogue variations) to avoid huge scope sinks.

I'm developping the event system in a way that will allow players to replay certain sequences after finishing the game but in different conditions (like a meaningful item being present or not or a certain condition being met or not).
That way, players can focus on clearing the game and enjoy the story normaly first, then have fun finding the different alt endings without having to manage a thousand save files. Although that's low prio for now.

I'm currently implementing a first story snippet in Unity. Once it's completed, I have placeholders for art and sound, and I'm happy with the prototype overall, I'll share a build on itch that hopefully will raise your curiosity (especialy if you're an artist hehehe)
EdgeOfTheMoon
09/26/25 08:33PM
Sounds like impressive progress! That sort of systems/tools work is the unsexy stuff a lot of people skip and end up drowning in tech debt. I've worked on node systems like that for mission scripts. Also if you're going for narrative Disco Elysium is fantastic inspiration.

I've worked on a couple of narrative heavy games and what you mentioned about having a rough idea of where the story is going and polishing it is usually how it's handled. You build a sort of "Narrative skeleton" and then the writers come in and add some muscle to it.

Found some old screens from my Virtual Hypno-Tan 3d project. Pretty rough but something I'd like to come back to at some point. Continue my 3d art training arc when I have time. imgur.com/a/iob87gk
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