Rich Ojou Supervillain with the power to control the will of anyone wearing gold (thinly veiled excuse to have a professional officer embarrassed and lifting her uniform to reveal a gold bikini against her will)
Justice was a failure. A fraction as strong, but far angrier. It’s likely she’d never bend her will, but it’s better this way. All of her rebellion tied up in an impotent package. Her own selves would turn on her easily after their conditioning. Justice seemed now like a weakness
Need to Please was a touch harder, surprisingly. She seemed younger, more full of love. Her heart ached for it. It was important to deny her the love she desired in return. When she is desperate and alone, anything you offer would seem like the sweetest honey.
Self-sacrifice was the easiest to break. She shrunk away at a touch, a far cry from the heroine’s brash facade. All that was needed to keep her in line was the threat of punishment to the other. You’d almost think she enjoyed throwing herself at her master’s boot.
Superheroine being split into into three aspects of her emotional spectrum, each one representing a facet of her personality. Each one groomed by the villainess into her servants.
Replying to @_kikimari_
I would totally let the timer run down so I can see your defeat cg 🥰
Replying to @_kikimari_
Putting you in the funny minigame :3
Visual example of what I mean (Also it's on the DS in this scenario)
Each game’s main villain could have a gimmick that screws with the mechanics in some way. Like a hypnotist that makes victim testimonies unreliable or an illusionist that creates false evidence. Could be cute.
Laytonesque eroge puzzle game about a headstrong detective and her capture-prone assistant pursuing megalomaniacs in Victorian Not-London. OTD style logic deduction and fun little puzzles based around the characters in various sexy deathtraps.
And deal with level gap of losing to a low-level enemy by having mechanics that scale according to player level. Would still need to make instant loss stuff fair somehow but I’m not a developer so whatever
I think that there’s a really obvious solution in a roguelike with quick and easy resets. Allows you to build enough momentum that it feels humiliating to lose and lets you actually play the game with defeat being an inevitable outcome
What you want is an inescapable bad end but that kind of conflicts with actually progressing, especially when you want to see all of the fun bad ends. Also fun when hard earned progress is undone by a low-level enemy or trap but more in theory than reality
I’m a big fan of cursed equipment and horny status effects but unfortunately both of these concepts kind of conceptually clash with actual video game mechanics in a bad way
Machine Evangel retweeted
version without vitiligo
Replying to @adriademon_
I do not know if this is asking too much, but do you think you could edit a version with darker nipples?
Just wondering. I would really appreciate them, personally. And so would other Jacinthe fans!
It was put there when Lebanne was convinced she was still a boy that didn’t want to be a maid, but after years of disuse, she’s begrudgingly accepted her place beneath Jacinthe’s heel.
Lebanne lifting her skirt to reveal a Jacinthe Zone that’s been placed on her cock to prevent her from being too unruly.
Expert adventurer auto-equipped with skimpy cursed clothes. Hacker brain drained by a simple spiral in the system she’s cracking. Invulnerable hero turned into a mindless bimbo by a low-rank villain.
I think it’s really awesome when a cool/proud/capable girl is defeated easily in a really silly and embarrassing way.




