BlueScreen 89 Posted October 23, 2021 Popular Post Share Posted October 23, 2021 Hey there, everyone, BlueScreen here! Don't remember me? Not surprising! I post and then vanish into the abyss for years at a time. Oops. Anyways, I've been solo-developing an omorashi puzzle platformer over the past couple of weeks in the hopes of sharing a cool concept with you all. This definitely takes inspiration from other games, I don't even think I could name them all, but I have liked the idea of "girl pees into container, but the container is linked to her bladder, so in order to keep it from getting worse, she has to hold it." I always wished that I could find a game or simulator related to this, but never could, or at least not for free (I'm very cheap). So I made one. "Rain Drop is a librarian who discovers a map to an ancient pyramid. Her spirit of adventure gets the better of her and she quickly finds herself trapped pyramid, where the only escape is a series of puzzles. Upon entering the first chamber, the massive stone door scrapes shut and a gurgling sound echoes off the walls. A clear, dark puddle slowly spreads across the sandstone tiles from deep holes in the walls. As the water rises, Rain places a hand between her legs, 'I wonder if there's a bathroom in here, somewhere...'" There's a lot about this game that's still being revised, possibly even a last-minute change to parts Rain's character design, but I'm getting close to the later/middle stages of development. I was hesitant to post this, to be honest, as I wanted to have enough done to be unable to give up on it. How embarrassing would it be if I started this and never finished (*nervous laughter*)? Just wanted to seed some interest to fuel my work, hopefully this doesn't disappoint too much. Thanks for reading, keep an eye out in the next couple months in this thread (I've heard that lots of people use their own site or Twitter for updates, so maybe I'll explore that, too) and enjoy these screenshots from the in-progress game: *Mods, please let me know if this isn't the right thread for this kind of material, I wasn't sure if it belonged in the 'rpgs' section, as I believe has been suggested previously, since this is just a development thread for now. I'm more than happy to move it! -BlueScreen DylanBoot, Oroauqua, KozmoFox and 22 others 17 1 1 6 Quote Link to comment
KozmoFox 5,644 Posted October 23, 2021 👮 Moderator Share Posted October 23, 2021 Best of luck to you!! These sprites look really really cute and the premise and idea behind it seem really neat! I'll play for sure whenever something becomes available! Quote Link to comment
PPP 1,307 Posted October 26, 2021 Share Posted October 26, 2021 Neat idea! We've seen plenty of omorashi RPGs, but this is a nice change of place. The sprites also look great; I look forward to the finished product. Quote Link to comment
Nimbus 983 Posted October 26, 2021 Share Posted October 26, 2021 This looks really good! And it's even an Omo game that I would enjoy playing since I'm not really into RPGs. I don't know how hard it would be to implement but I would love to see a little potty dance idle animation similar to sonic's foot tapping if you leave her waiting. Quote Link to comment
BlueScreen 89 Posted October 28, 2021 Author Share Posted October 28, 2021 Wow, honestly, I was a little surprised to open this thread back up and discover this number of reactions. Thanks so much for the support, everyone, I'm even more fired up! I recently came to a realization, though: while there seems to be interest in the principle, I feel like it somewhat goes to waste if the gameplay itself isn't up-to-par. A little late for this thought? Perhaps, but the game itself has been coded to be fairly modular, so I can easily go in and make adjustments or updates without rewriting the entire thing. In order to make the finished product more than just an extension of my fantasy, but an actual, factual, reasonably fun-to-play game, I'd like to start making the occasional progress post here that is open to feedback from you all! This will mostly be brief questions about designs and level mechanics, as well as stuff that may or may not go into any future updates, should those exist. I'm also not sure about the level of 'surprise' that people are looking for, but I might spoiler the next post just in case, as it will go into specific game mechanics, but not level solutions. Let me know if this is necessary in the future. -BlueScreen Big Girl Stacy, xixi, Tentacool and 2 others 4 1 Quote Link to comment
Tyton 37 Posted October 29, 2021 Share Posted October 29, 2021 This looks amazing! I can't wait to see the final product. It is good to get more omo games that AREN'T RPG's or visual novels. Quote Link to comment
xixi 167 Posted October 29, 2021 Share Posted October 29, 2021 Hyped for this, please keep us updated Quote Link to comment
JensH2 602 Posted October 29, 2021 Share Posted October 29, 2021 Nice idea. What software are you using if I may ask? Quote Link to comment
BlueScreen 89 Posted October 29, 2021 Author Share Posted October 29, 2021 1 hour ago, JensH2 said: Nice idea. What software are you using if I may ask? Unity 2019, primarily. JensH2 1 Quote Link to comment
lsn1 491 Posted October 29, 2021 Share Posted October 29, 2021 This looks adorable and sexy. Hopefully there's a beta for us to play soon! Quote Link to comment
RelaxedBoi 6 Posted October 29, 2021 Share Posted October 29, 2021 This is indeed giving me Mojique vibes. (That's the only Omorashi game I know) Will88 1 Quote Link to comment
JensH2 602 Posted October 30, 2021 Share Posted October 30, 2021 11 hours ago, BlueScreen said: Unity 2019, primarily. Very nice. I'm also a hobby Unity dev, still learning though. Good luck, it looks great! Quote Link to comment
BlueScreen 89 Posted November 3, 2021 Author Share Posted November 3, 2021 Been a week, now, still mostly doing bug-fixing before hitting the next phase. In the meantime, here's the promised details: the game mechanics can be split into three primary parts: puzzle mechanics, bladder mechanics, and item mechanics. Puzzle mechanics: Spoiler This is still, above most else, a puzzle platformer. To that end, all levels require the activation (or deactivation) of a combination of levers, object-sensitive buttons (as in objects or the player can be placed on top to trigger them), passcode panels, and unlockable doors. Doors will be linked to other puzzle objects. The player completes the level by reaching the exit door, which usually can't be reached or will not activate until all puzzles are completed. Bladder mechanics: Spoiler Oh yeah, it's omo time: each level is a closed room that slowly fills with water. The water level directly reflects Rain's bladder level, so if the room is completely filled, she will wet herself, emptying the room of water. Rain's bladder fills at a constant rate over time, and her desperation can be monitored via a percentage in the pause menu OR through the animated Status Indicator picture of her, which is toggleable. "So what, she wets herself? That's it?" Of course not. You can also lower Rain's bladder level by peeing, although this comes with a few caveats: The amount Rain pees is constant, and will not empty the room. It is a feature meant to temporarily lower the water level to delay a loss or solve a puzzle. Rain is a little shy, so she won't just pop a squat on command. Rain will only pee into an available bottle, unless her bladder level is above a certain percentage, in which case the floor is as good a place as any. Peeing into a bottle consumes the bottle, and the player can only carry a max of 3 bottles at a time. This means that even at a bladder level where Rain would normally pee into something, if you don't have a bottle, you're outta luck. Currently, bottles can only be restored by using items (read: "drinking items"). Item mechanics: Spoiler Items are drinks. Each drink will suddenly raise the water level by a set amount, with the exception of the diuretic. There are currently three drinks that have been implemented, and in order of pee strength, they are: water, green tea, and strange juice. Right now, two strange juices and a water are enough to cause an accident, so probably around 45%+45%+10%, or something like that. The diuretic temporarily increases the rate that the water level rises, but is not an 'instant-fill' item. Using drinks does increase the water level, which may be useful, as the player can swim, albeit very slowly, so locations that were previously inaccessible can be reached at the expense of Rain's bladder. This is also currently the only way to obtain empty bottles. Finally, I'll make a note that each level grants three "lives" in the form of three pairs of dry panties. Wetting all three ends the game. Ukiki, Tentacool, Bismiris and 1 other 3 1 Quote Link to comment
Cherylicious 65 Posted November 7, 2021 Share Posted November 7, 2021 Any idea when your first beta can be out for us to try? 😄 Quote Link to comment
Alice Ivy 144 Posted November 7, 2021 Share Posted November 7, 2021 Will you consider making a linux build. I think it's pretty easy to do with unity Quote Link to comment
BlueScreen 89 Posted November 14, 2021 Author Share Posted November 14, 2021 On 11/7/2021 at 4:31 AM, Cherylicious said: Any idea when your first beta can be out for us to try? 😄 It's a little hard to gauge when a beta will be ready, especially as things are getting busy towards the end of the year, for me. I wouldn't want to haphazardly give a date, but I'm hoping to get a *super* rough version out somewhere in early December. On 11/7/2021 at 5:24 AM, Alice Ivy said: Will you consider making a linux build. I think it's pretty easy to do with unity I've never tried doing a linux build, but I'll give it a shot! Thanks for the support during these rather slow development stages, everyone! Alice Ivy and BlueRaven 1 1 Quote Link to comment
Tyton 37 Posted November 14, 2021 Share Posted November 14, 2021 12 minutes ago, BlueScreen said: It's a little hard to gauge when a beta will be ready, especially as things are getting busy towards the end of the year, for me. I wouldn't want to haphazardly give a date, but I'm hoping to get a *super* rough version out somewhere in early December. I've never tried doing a linux build, but I'll give it a shot! Thanks for the support during these rather slow development stages, everyone! Just take your time and take care of yourself! Quote Link to comment
BlueScreen 89 Posted December 15, 2021 Author Share Posted December 15, 2021 AT LONG LAST! I HAVE RETURNED! My hope was early December for a basic untested release. Life had some other plans, as is usually the case, but now I can get back to work. I'd like to put some halfway decent art into this, but I'm still learning how to draw proper omo, so I just have some sketches that I'm not really happy with as stand-ins. If I do this right, the final art will look completely different. Seeing as I'd rather get a build out first, it will probably stay that way until some more kinks (ha ha) get worked out in my process. It won't be much at first, but expect release 1.0.0 soon! Till then, -BlueScreen BlueRaven, Viridis and Ukiki 1 2 Quote Link to comment
ZirconiumPen 139 Posted January 1, 2022 Share Posted January 1, 2022 This looks really exciting! Seems like something I would want to make myself, except despite my computer science knowledge I am still useless when it comes to actually making games (and my art skills would leave a lot to be desired). On 10/29/2021 at 12:32 AM, Tyton said: This looks amazing! I can't wait to see the final product. It is good to get more omo games that AREN'T RPG's or visual novels. I second this. As much as I love those two genres, it would be very refreshing to see something new, and puzzle-platformer seems like a great genre to explore. What you have looks very promising. Looking forward to a release soon! (pun intended?) Quote Link to comment
BlueScreen 89 Posted January 1, 2022 Author Share Posted January 1, 2022 1 hour ago, ZirconiumPen said: This looks really exciting! Seems like something I would want to make myself, except despite my computer science knowledge I am still useless when it comes to actually making games (and my art skills would leave a lot to be desired). I second this. As much as I love those two genres, it would be very refreshing to see something new, and puzzle-platformer seems like a great genre to explore. What you have looks very promising. Looking forward to a release soon! (pun intended?) Puns welcome and encouraged! Currently finishing up the art for this first release. It isn't much, but I want to improve on the drawn art as this goes on. If it gets to a point where people are mildly satisfied, I'll add in one of the next phases, which is a series of CGs that are unlockable as the game progresses. If I can get this stupid title card cleaned up, I may be able to get the release out today. The main factor is going to be making sure nothing goes wrong with the build itself. Fingers (and legs?) crossed, -BlueScreen Ukiki, BlueRaven and ZirconiumPen 1 1 1 Quote Link to comment
BlueScreen 89 Posted January 2, 2022 Author Popular Post Share Posted January 2, 2022 Happy New Year, everyone! It's a littler later than I expected, but the super early demo release is here! There are a number of known bugs that I'm still working on, though this should provide some ideas for suggestions and expectations for future content. I'm currently grappling with a bug that makes the very first startup of the game have a wetting when the level loads. That will hopefully be fixed soon, but as far as I'm aware there aren't many game-breaking issues. Just start from the main menu again (without relaunching the game) and you should be fine. *I will be adding this to the tags, but this game does include some nudity, fyi Thanks for all your patience and support, -BlueScreen rains_big_splash_demo_0.1.zip SuiteWhoWets, Ukiki, ZirconiumPen and 4 others 7 Quote Link to comment
ZirconiumPen 139 Posted January 2, 2022 Share Posted January 2, 2022 Just tried it out, here are my initial thoughts (mostly bugs and such, as to be expected from an early build): Window resolution doesn't seem to be correct (I'm on a 1920x1080 display, and it seems too zoomed in) Explanation of controls somewhere would be nice Ideally we would have rebindable keys, but if not I suggest setting E as interact (as it's currently only bound to Enter?) Lots of jumping and movement weirdness: Being able to stick to walls and ceilings (is this supposed to be climbing?) Jumping against the bottom of an up-and-down moving platform causes repeated jumps Holding two direction keys causes her to moonwalk sometimes (pushing boxes I think?) Some spots on the floor are just stuck, requiring a jump to move past On the fourth stage, pushing the box up the ramp onto the button is really difficult On that same stage (and potentially others), pushing boxes into corners may result in softlock. One potential solution I've heard is to use triangle corners, but I don't know how hard that is to implement. In a similar vein, a restart button would be nice Swimming is pretty annoying (though that was probably part of the intention). Being able to jump out of the water might feel better. Settings sometimes reset for some reason? Rain is cute! I like the sprites and animations The concept of water level <-> bladder meter so far is really nice. However, moving around didn't feel very good. From a game design standpoint, since this is a platformer (well, half of it at least), I would focus on making sure that movement feels good before spending too much time on anything else. Looks very promising! I may have sounded harsh here, but I'm really looking forward to see this project improve! Also, while I may not be familiar with the specific language you're using, I have experimented with 2d platformers before, so if you have some issues I might be able to take a look. Hopefully this helped! Quote Link to comment
Captain L 1,648 Posted January 2, 2022 Share Posted January 2, 2022 2 hours ago, ZirconiumPen said: Just tried it out, here are my initial thoughts (mostly bugs and such, as to be expected from an early build): Window resolution doesn't seem to be correct (I'm on a 1920x1080 display, and it seems too zoomed in) Explanation of controls somewhere would be nice Ideally we would have rebindable keys, but if not I suggest setting E as interact (as it's currently only bound to Enter?) Lots of jumping and movement weirdness: Being able to stick to walls and ceilings (is this supposed to be climbing?) Jumping against the bottom of an up-and-down moving platform causes repeated jumps Holding two direction keys causes her to moonwalk sometimes (pushing boxes I think?) Some spots on the floor are just stuck, requiring a jump to move past On the fourth stage, pushing the box up the ramp onto the button is really difficult On that same stage (and potentially others), pushing boxes into corners may result in softlock. One potential solution I've heard is to use triangle corners, but I don't know how hard that is to implement. In a similar vein, a restart button would be nice Swimming is pretty annoying (though that was probably part of the intention). Being able to jump out of the water might feel better. Settings sometimes reset for some reason? Rain is cute! I like the sprites and animations The concept of water level <-> bladder meter so far is really nice. However, moving around didn't feel very good. From a game design standpoint, since this is a platformer (well, half of it at least), I would focus on making sure that movement feels good before spending too much time on anything else. Looks very promising! I may have sounded harsh here, but I'm really looking forward to see this project improve! Also, while I may not be familiar with the specific language you're using, I have experimented with 2d platformers before, so if you have some issues I might be able to take a look. Hopefully this helped! I'll basically second everything here. The only thing I want to add is that, by holding up (and only up, space doesn't do the same thing), Rain repeatedly jumps, which sometimes manifests as an incredibly high jump. I actually appreciate this bug (except for when it causes Rain to jump out of bounds), because it allows me to get to a lot of the higher platforms without waiting for the water level to rise, something I find necessary because of how slow it rises. In rooms where waiting is mandatory, I have to wait minutes at a time to climb over the wall. Some way to manually raise bladder level (maybe stocking drinks in an inventory instead of consuming them immediately) would make those rooms a lot more tolerable. The game has a lot of potential, and I want to see where it goes. Keep up the good work. Quote Link to comment
DerivativeWings 1,648 Posted January 3, 2022 Share Posted January 3, 2022 Wow! I wasn't aware of this at all, so finding a original omogame project like this just as a build releases is like a second Christmas! I'll be sure to post some thoughts when I get to play this. Quote Link to comment
SuiteWhoWets 44 Posted January 4, 2022 Share Posted January 4, 2022 Just finished your little game. Amazing amazing! One of the most exciting pee games I've seen. I'd love to see some progress and I'm happy to help with some more pixel art, animations and level ideas. The water level is a fantastic mechanism, only minor pacing issues as stated above and some glitchyness with the jumping and it will be loads of fun The wetting animation caused dampness in real life lol Quote Link to comment
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.