EVIL STEPMOMMMY 1.9 [Preview]
- ritewriter
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EVIL STEPMOMMMY 1.9 [Preview]
Version 2.0 "Ill Will" is now live, so I've disabled the playtest. Thanks to everyone who offered feedback.
Here's the 2.0 thread:
viewtopic.php?t=27443
Here's the 2.0 thread:
viewtopic.php?t=27443
Last edited by ritewriter on Sun Jan 05, 2025 11:02 pm, edited 2 times in total.
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stardes
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Re: EVIL STEPMOMMMY 1.9 [Preview]
Edit: I cant red
Thank you for developing Stepmommy further still, Top 2 tease/game for me in Milovana.
Thank you for developing Stepmommy further still, Top 2 tease/game for me in Milovana.
Last edited by stardes on Mon Aug 21, 2023 11:09 pm, edited 1 time in total.
- ritewriter
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Re: EVIL STEPMOMMMY 1.9 [Preview]
Like I said above “Don’t try to play the Superhero Game!”
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stardes
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Re: EVIL STEPMOMMMY 1.9 [Preview]
My bad, I'll try work on my reading.ritewriter wrote: Mon Aug 21, 2023 1:37 am Like I said above “Don’t try to play the Superhero Game!”
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Re: EVIL STEPMOMMMY 1.9 [Preview]
Finally done with my crazy work project, so I'm hoping to get back into this this week.
As a test, I increased will Loss to 2d6 for a normal loss, 2d6+6 for a critical loss. Gains are also 2d6/2d6+6. This makes the average will loss 7, which is still lower than it was before, proportionately. Crit losses should now average 13 and hurt a lot.
Let me know how this feels. I mostly did it to see if I coded things right to make changes in will loss/gain easy to implement.
That said, a lot of testers were finishing with will in the 80s, which is way too high for my taste. I'm aiming for a final will of around 50 if you engage with all the scenarios.
As a test, I increased will Loss to 2d6 for a normal loss, 2d6+6 for a critical loss. Gains are also 2d6/2d6+6. This makes the average will loss 7, which is still lower than it was before, proportionately. Crit losses should now average 13 and hurt a lot.
Let me know how this feels. I mostly did it to see if I coded things right to make changes in will loss/gain easy to implement.
That said, a lot of testers were finishing with will in the 80s, which is way too high for my taste. I'm aiming for a final will of around 50 if you engage with all the scenarios.
Re: EVIL STEPMOMMMY 1.9 [Preview]
Happy to hear you have some time to relax
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Re: EVIL STEPMOMMMY 1.9 [Preview]
Thanks!
In other news, I'm still playing with values and trying to make them easy for me to adjust. I'm also changing resist from no willpower loss to a minor willpower loss, which should make running in fear a little more attractive and mean interactions will slowly erode willpower no matter what, which is more what I intended.
Minor Will Loss is currently set to 1d3.
Will Loss is 2d6.
Addiction hits currently up addiction by 1 or 2, depending on the circumstances, but if I decide addictions should matter more, I can easily change that to 2 or 4 by changing the addiction counter from 1 to 2. If I decide to up addiction strength in the future, I'll probably lower willpower loss a bit.
Right now I've only done the breakfast scene, but I'll be reworking more scenes today.
Finally, the superhero scene is now partially implemented and shouldn't dead-end the game.
And it's now possible to go sniff the couch like Karma and Jade tell you to, but that's only partly implemented.
Re: EVIL STEPMOMMMY 1.9 [Preview]
Does kind of seem like you meant for you erode will power through out the game, which makes sense.
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Re: EVIL STEPMOMMMY 1.9 [Preview]
Yeah, that's the idea. I never want it to feel "safe" to interact with Bridgette or her friends, but I want to give players some level of reward, or at least a lesser level of punishment, for making "good" decisions.Sissycow wrote: Mon Sep 11, 2023 5:16 pm Does kind of seem like you meant for you erode will power through out the game, which makes sense.
Also, I enjoy playing femdom-type games where it feels like I'm making the "alpha" decisions, but the domme is just a bit too strong for me and I end up either barely eking out a win or ending up overpowered despite my best efforts. I feel like those are the most satisfying outcomes for this type of game, so I'm trying to shape things so those are the likely outcomes. I want the players to feel surprised and thrilled when they earn a rare Alpha endings and helpless and dominated when they lose.
That said, I also want players to feel like their decisions matter, so I'm trying to strike just the right balance.
Re: EVIL STEPMOMMMY 1.9 [Preview]
So hows it going? Is it hard converting everything to the new formula?
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Re: EVIL STEPMOMMMY 1.9 [Preview]
Going good, although it's a very painstaking process, so it's taking a lot of time. Also, I have a lot of paying work right now, so that's slowing me down.Sissycow wrote: Wed Sep 27, 2023 7:21 pm So hows it going? Is it hard converting everything to the new formula?
But thank you for asking.
Re: EVIL STEPMOMMMY 1.9 [Preview]
I I kind of thought it would be a pain. Well keep up the good work and happy October.
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Re: EVIL STEPMOMMMY 1.9 [Preview]
Hah. Yes. A very big job. But since I have to look at every single page, it is giving me a good excuse to comb through everything. I've already fixed a bunch of persistent errors along the way. It will all be worth it, I think. It's just time consuming.Sissycow wrote: Wed Oct 04, 2023 9:23 am I I kind of thought it would be a pain. Well keep up the good work and happy October.
Re: EVIL STEPMOMMMY 1.9 [Preview]
I'm sure it will, sounds like it will make everything easier going forward. And the silver lining of catching those issues is a plus.ritewriter wrote: Wed Oct 04, 2023 11:43 pmHah. Yes. A very big job. But since I have to look at every single page, it is giving me a good excuse to comb through everything. I've already fixed a bunch of persistent errors along the way. It will all be worth it, I think. It's just time consuming.Sissycow wrote: Wed Oct 04, 2023 9:23 am I I kind of thought it would be a pain. Well keep up the good work and happy October.
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Re: EVIL STEPMOMMMY 1.9 [Preview]
I like the 100 in stead of 10 which feels more refined
I like the addiction mechanic of adding to your chances,
I voted too easy, but actually for me isn't a big difference from 1.8 and relies on luck when always trying to choosing to resist.
I also liked having a chance to improve willpower
Also maybe a losing path should lead to a corresponding tease path and make finding certain endings more rewarding, somehow the tease ends too early for me
Maybe its fun to use addiction as a multiplier to the amount of willpower dropping to make the tease harder.
It'd be fun if you had a pussy addiction on 2 and then having bad odds to resisting when confronted with the temptation to pussy.
It would be nice if you had no willpower but also confronted with an addiction that willpower would be harder to maintain
In a formula like rand(1-100) < (rand(1-willpower)/addiction)
Powers would multiply on each other as the game progresses.
Having no addictions and 120 willpower would resist like
Playing on easy could also be done in the formula by not starting at 1 but at 40..
or having a big like 3 addiction but also low like 20 willpower, but playing on easy
This could will give a bigger feeling of control over what happens or an outlook to what is going to happen but not being able to resist it's progress as addiction multiplies lost willpower and on it's turn raises addiction further.
Regardless, A great tease and one of my favorites, thanks!
A hard tease which kinda reminded me of of these mechanics that is the 'save men' relating willpower to mood
But where "Save Men" lowers the cap on mood, "Evil Stepmommy" lowers willpower.
I like the addiction mechanic of adding to your chances,
I voted too easy, but actually for me isn't a big difference from 1.8 and relies on luck when always trying to choosing to resist.
I also liked having a chance to improve willpower
Also maybe a losing path should lead to a corresponding tease path and make finding certain endings more rewarding, somehow the tease ends too early for me
Maybe its fun to use addiction as a multiplier to the amount of willpower dropping to make the tease harder.
It'd be fun if you had a pussy addiction on 2 and then having bad odds to resisting when confronted with the temptation to pussy.
It would be nice if you had no willpower but also confronted with an addiction that willpower would be harder to maintain
In a formula like rand(1-100) < (rand(1-willpower)/addiction)
Powers would multiply on each other as the game progresses.
Having no addictions and 120 willpower would resist like
- Spoiler: show
- Spoiler: show
- Spoiler: show
Playing on easy could also be done in the formula by not starting at 1 but at 40..
or having a big like 3 addiction but also low like 20 willpower, but playing on easy
- Spoiler: show
This could will give a bigger feeling of control over what happens or an outlook to what is going to happen but not being able to resist it's progress as addiction multiplies lost willpower and on it's turn raises addiction further.
Regardless, A great tease and one of my favorites, thanks!
A hard tease which kinda reminded me of of these mechanics that is the 'save men' relating willpower to mood
But where "Save Men" lowers the cap on mood, "Evil Stepmommy" lowers willpower.
