Ideas for an rpg in which you win by losing fights?

NameAppelle

Newbie
Jun 6, 2024
27
33
Usually in H games you either defeat the enemy and advance, or are defeated and see the sexy scene. But I guess you can skip it and make it so that you can only advance by losing. How would you make this mechanic fun? The easiest option would be to fight weaker and weaker enemies and structure it like a puzzle of how can you lose, but I don't think that makes a lot of sense.
 

b00marrows

Super Moderator
Moderator
Aug 15, 2017
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Moved the topic, i think this is the right section?

Also to weigh in on the question:
"lose sex" has been a contentious subject in adult game development, some like myself considering it a "sin of gaming".

Ignoring that, "win sex" on the other hand is a challenge in design. Mostly relying on what kind of battle mechanics your game has.
Seduction, wearing down the opponent, defeating the opponent are options but whats more important to think about is the kind of game you wanted to make first.
 

NameAppelle

Newbie
Jun 6, 2024
27
33
Uhm...I personally like it when you can only have sex by losing since it's more masochistic that way. I think you understood I wanted to make a game in which you can have sex by winning.
 

Golden.Nyks

Newbie
May 24, 2020
51
50
99.9% of these types of games are like female characters and take damage from enemies and lose clothes, take more damage and the scene will start, get caught in a trap and the scene will start, talk to someone and the scene will start. Actually, weakening the enemy or strengthening the character and making it harder to be in these situations and falling into this situation becoming a chellence is an idea, but I don't know how it is implemented and what kind of result it will bring, but it would probably be boring.

Of course, there is the option to win and have sex, this seems more logical to me, there will be a male character instead of a female character and we will be able to get the reward for winning, but these types of games are as rare as a grain of sand in the sea, I would really like to play that type of game. I believe that if the logic of the game is designed well, really good results will come out.
 

voronkov

Member
Aug 27, 2018
313
265
Uhm...I personally like it when you can only have sex by losing since it's more masochistic that way. I think you understood I wanted to make a game in which you can have sex by winning.
Согласен с тем что в основном в играх получаешь только тогда когда проигрываешь. Где выигрываешь тоже можно делать. Нужно просто определиться как это будет выглядеть. Это может быть поединок, это может быть платформер где ходишь и побеждаешь. Это может быть просто даже игра камень, ножницы, бумага. Там тоже если победишь можешь получить награду. Как это сделать. Вот пару примеров того что можно сделать.
Камень, ножницы, бумага. Всё просто, игра на раздевание и если одежды нет то вместо снятие получаешь интимный бонус. Можно один на один играть, можно против нескольких противников одновременно по очереди. Так будет больше вариантов победы.
Поединки. Таких много игр. На раздевание или уже голыми дерутся со всякими интимными приёмами.
Вот пример сюжета где парень попадает в другой мир, а там закон что бы если захотеть девушку то вызвать на бой и если победишь то можешь её взять. Для того сделано что бы все были сильные. Девушки что бы не проигрывать. Парни что бы победит ту которую захочешь.
Так что вариантов много. Главное определиться какой стиль игры будет.


I agree that in games you only get something when you lose. You can do it where you win too. You just need to decide how it will look. It can be a duel, it can be a platformer where you walk and win. It can even be a simple game of rock, paper, scissors. There, too, if you win, you can get a reward. How to do it. Here are a couple of examples of what can be done.
Rock, paper, scissors. It's simple, a strip game and if there are no clothes, then instead of taking them off, you get an intimate bonus. You can play one on one, or against several opponents at the same time in turns. This will give you more options for winning.
Duels. There are many such games. They fight naked or already naked with all sorts of intimate techniques.
Here is an example of a plot where a guy ends up in another world, and there is a law that if you want a girl, you can challenge her to a fight and if you win, you can take her. This is done so that everyone is strong. Girls so as not to lose. Guys so that they can win the one you want. So there are many options. The main thing is to decide what style of play it will be.
 

MissCougar

Newbie
Feb 20, 2025
83
74
I'm personally not a fan of this type of genre because I feel like I'm constantly missing content and the mechanics are usually poorly explained or starting a sex scene during combat makes the game drag and be slow to play.

I've seen this done where usually a female MC is somehow possessed or corrupted by some being she pissed off. Then you basically play a game of "reverse level" where you have to keep doing things and losing to lower her level. This also has the problem where it gets tedious though as you get lower.

So ideas:
- Corrupted by some evil spirit
- In prison and just fights enemies that are virtually impossible to beat
- Stranded in an alien land where all your weapons are ineffective or you eventually run out of ammo and start to get killed by everything you were blasting easily at the start
- Some LonaRPG-like where you are just always weak
 

MarshmallowCasserole

Active Member
Jun 7, 2018
801
1,880
Usually in H games you either defeat the enemy and advance, or are defeated and see the sexy scene. But I guess you can skip it and make it so that you can only advance by losing. How would you make this mechanic fun?
"That's the neat part, you don't."

If we are talking about actually losing, it's not fun and there's nothing you can do about it. You can crank up the difficulty, so a typical player will most likely die several times before mastering the mechanics and beating the stage. But still, in the moment, losing is not fun. This approach also has some risks, as player skill varies wildly; some players may still beat a lot of enemies on 1st try, and some may lose too often and abandon playing, opting to download a full save or a cheat instead.

But you're past this stage of thinking. However, I need to note this isn't a true loss. Advancing = winning, it just is. So you've working on sex as pathway to win formula rather than sex after loss. There are three ways to do this. One is sex as a stage of a fight you need to beat. The enemy grabs the player, the player plays some minigame to break out and the fight continues. This is an okay setup, although players are incentivised to break free ASAP and to see as little sex as possible, so not ideal set of incentives. The second is sex as a way to end the monster. Monster cums = he is defeated. Personally, I find it a bit silly and immersion breaking. With one hand the heroine cleaves some mook apart, and at the same time with the other she jerks off his buddy. But some popular, very popular battlefuck rpgs work that way.

And the third way is sex as a meaningful alternative pathway to conserving or gaining some valuable resource. There's a boss, there's a powerup for 5 shots, and there are 3 mooks between those two. You can use 3 out of 5 overpowered shots to clear out the trash, or you could somehow bypass them with sex and melt the boss in 5 attacks. Or the MC is a succubus, she charms the monsters to fight for her, although that doesn't seem to fit the masochistic vibe very well.
 

Ashira13

Well-Known Member
Jan 31, 2024
1,616
4,965
ok... lets think about this. the "mc/fmc" has a "power" that increase every time they are doing something sexual, the more excited the opponent gets, the more power the "player" gets. so you "win" by losing. just an idea that popped into my head. probably not original.
 

Egglock

Member
Oct 17, 2017
208
113
One way to approach this is to have one variable track another. Let's call them Health and Lust.
For every point in Lust it would subtract from Health and vice versa. So if Health = 1, Lust = 100, and if Health = 100, Lust = 1
The more Lust builds up, the more it affects the players other stats. For example maybe their strength stat. Or lowering their damage output. It doesn't have to be a 1:1 ratio. This would require testing to find a balance of Lust:Health ratio.

You can do a lot of complex things, so depending on how dedicated you are to the system, here are some ideas.
Lust can be affected by seeing Naked NPC. You could add a mechanic on the player where they can close their eyes but decrease their accuracy or whatever stat you want.

Have objects in the world that increases the lust meter.
Boss and enemies have skills that increase the meter.
Traps. Put in some puzzles or platforms the player has to solve, and if they fail increase the meter.
Annoying enemies that will occasionally appear to spray mist close to the player that increase Lust.
List goes on.

Now the challenging part is the implementation of AI. Some ideas I have come up with are as followed.

Option 1:
For weaker enemies, the AI would check the players Lust.
If Lust>=50, the AI would attempt to fight the player. Otherwise they run if they're by themselves or call for backup.
If Lust>=100, exec sex.

For stronger enemies, they would still check the Lust but would engage regardless.
There are 2 checks for this.
If Lust >=25
Enrage, do more damage, use skills that increase Lust.

2nd Check
If Lust >=75
Regardless of Health, exec sex.

Bosses would engage regardless, but 90% of their skills increase the players Lust. Kind of like the Stronger enemies, you would have checks in place, maybe 3 checks.
1st check, Lust>=50
Do something

2nd check, Lust>=75
Do something

3rd check, Lust>=100
Exec sex.

There is an edge case here, where the player maybe sitting at Lust>=100, maybe Lust isn't capped at 100 and could go over it. That's where the check for Lust>=100 would contain the code on how to handle that situation. Something along the lines of

Did the player enter the room, or engage in combat with Lust>=100, if true don't exec sex, but make sure the enemy engages in battle before exec sex. Something along this line.

Option 2:
Enemies still check the Lust variable.

But they react differently to what the Lust variable is sitting at.

Weaker enemies = more spawns
Stronger enemies = less spawns but more tanky
Bosses still follow the template from above.

The challenge here is not so much the design of the player, but the AI. Creating an AI that reacts appropriately to the situation is much harder. No one wants to press W, stand there and lose on purpose just so they can exec a sex scene. Especially trying to lose on purpose. I've played a few games like this and they get boring very quick.

The thing for anyone who wants to make a losing = progress and sex, is not so much about how to lose, but to create a system in which puts the player at a disadvantage while giving them some agency and the illusion that they can win. Losing shouldn't be a punishment but rewarded, I've ran into some games (don't remember the names) where I lost intentionally to get the sex scenes, only to be sent to the beginning of the level. Frustrating I tell you.

Things like this shouldn't exist in these types of games. It'll only detour the players away from it. The hard acceptance of creating a game like this is, the player needs to be rewarded regardless of the outcome. Whether they win or lose they should be rewarded. Winning could be a small net positive, while losing gives the bigger reward. Players shouldn't be punished by making them redo the level, having a "You Die" screen, pretty much anything that punishes the player for losing on purpose.

Another thing is the reward gap between losing and winning shouldn't be so big that there's no longer player agency. At that point it's no different than the player holding W and standing there waiting to die. That is the challenging part of making these types of game, is finding the balance in which the player still has agency while not punishing them to lose on purpose.
 

Jmarkim

New Member
Mar 13, 2024
4
1
The approach would vary greatly with the genre of the game.

Spitballing a RPG example with male MC.
Inspired by some stories with a OP character that wants to live a mob life (Eminence in Shadow, The Daily Life of the Immortal King).
The MC has a guardian role of sorts(knigth, hero, kamen rider, depends on setting) and a secret femdom fetish.
You would have to win battles against big threats to keep the world/party safe, but also figure a way to loose on purpose some figths to get in a position to be sexualy dominated by a party menber or "safe" enemies. So you can enjoy your kinks without endangering everyone.

When in battle every action has an associeted minigame, think paper mario with timing mechanics or those bouncing guages with a sweetspot.
In combat battles tha player aims to maximize the effectiveness of each action, while in puzzle battles, the aim is to be just effective enough.
For instance if you loose too badly the LI won't respect you and you loose the chance to romance them, others might want you to loose without putting up a real figth as they are more sadistic and want to tease/dominate you.

Add some rock-paper-scissors mechanics and some status manipulation and the puzzle-like combat can be enjoying.
The entire game would revolve in how to deal with ballancing each combat encounter, so the game wont be "I've won, let's r***" nor "I've lost, let's get r***ed"