Bright_Sprinkler wrote: Fri Feb 04, 2022 10:39 am[*] Timer and metronome: The duration of the timer can easily be calculated based on the stroke count and the bpm.
[*] The need to click a continue button after each page is rather uncomfortable (e.g. move stroking hand from penis to mouse and back again, using lube makes this very messy as well). This can be avoided by using a timer and metronome or by using a "Say"-Action set to "Pause" (the player can easily use the free hand to press the spacebar).
[*] The same goes for edges - just use a "Say"-Action set to "Pause".
Moving hands and the lube thing are issues I hadn't really considered, since (dirty little secret time) I don't normally follow along with the actions of teases I play, even when I have the correct anatomy for them. (Though I probably should have, since I've been thinking about how to get voice control for a couple original projects I've got in progress.)
Forcing a timer and metronome is a non-starter though - I consider that too big a divergence from the original tease to make mandatory. But using pause actions seems viable. Still, some pages are going to require mouse interaction no matter what, since they involve choices. Honestly switching back and forth between interaction methods seems a little awkward... I think I'd prefer making this one optional.
Like the metronome one, the tough part here's going to be doing it without hand-editing an excessive amount of code.
[*] The feedback on the dice rolls is kind lacking. You just jump from page to page without knowing what you rolled.
(snipped)
[*]Use of sound effects: E.g. if the dice is rolled play a dice roll sound effect.
These have a simple explanation - I find both these things obnoxious as hell. However, they should both be pretty easy to add as optional features, since editing one javascript function would allow covering every page with a normal roll, and there's not that many random jumps of other kinds.
[*]Use of Unicode emojis like (

for strikes,

for movement and so on).
I think that falls under "more extensive rewriting of the text than I'm willing to do".
Oh and I personally don't dig the "Strikes". You just get them by randomly landing on pages. I think a strike is something you should receive when failing or doing mistakes e.g. edging when you are not supposed to. But since this is a conversion I do not hold you accountable for that
I think it fits the theme of the tease to some extent, but at the same time I don't think you're wrong either. Even looking at it from the game angle, it'd make more sense as a result for choosing wrongful actions, like not trying to help the princess on page 84. Still, like you said, it's a conversion. (It wouldn't surprise me if similar thoughts inspired some of the mechanics of Shymaroon's "Three Ideals Fantasy Game" though...)
Continuing the theme of "I'm more open to optional features", I'd be open to the idea of adding options to change the maximum number of strikes, or giving different outcomes to getting strikes than a flat-out game over. (Suggestions are welcome.) My impression is that it's pretty rare to hit three strikes already, but I'm not into denial (more the exact opposite actually), so I'm fine with going even further from that.