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Omorashify a video game


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Something that bounces around in my head a lot is the idea of taking video game mechanics and making them more... omorashi. Omo games combine two significant interests in my life, so it's perhaps not so strange I find them fascinating.

In this thread, pick a video game you like or find interesting and try to figure out a way to change the it to be more about omorashi in some way.

 

I'll start. The game series Phoenix Wright: Ace Attorney is one I find pretty fascinating. It was the first visual novel I ever played, and the idea of playing as an attorney really challenged my idea of what a video game could be when I first played it. The game could be omorashified if the witnesses you cross-examine needed to pee, getting more desperate with each testimony they gave until they reached a breaking point. However, the setting would probably have to be pretty wacky for that to come about. Possibly, the game would have to be set in a strange country with inexplicable pee-related laws. It sounds pretty bizarre, but then again the series has certainly done bizarre in the past...

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Another gameplay style I find very interesting for Omo is the Mystery Dungeon series. Getting requests from people stuck in dungeons and desperate to pee, and going to rescue them while managing the b

First thing that comes to mind is Splatoon; not a big surprise considering the game's theming. It is a game about marking more territory than the other team, after all. VA-11 Hall-A (or just "Val

God I would absolutely love a VA-11 HALL-A omo spinoff. Especially if it's like Jill behind the counter trying not to pee.

First thing that comes to mind is Splatoon; not a big surprise considering the game's theming. It is a game about marking more territory than the other team, after all.

VA-11 Hall-A (or just "Valhalla" because that's annoying to write) is a visual novel about serving drinks to people. In a bar. And chatting with them. I don't think you'd have to change much. (I've heard Coffee Talk is similar but I haven't played it)

I can imagine Papers Please (game about working at an immigration checkpoint and deciding whether to let people through) could be reformatted in some way, but again, with a setting that has pee laws. That game already has some element of time pressure, so I guess it fits.

I've been thinking about a game similar to Slay the Spire but with omo mechanics; I think it would be fun to see an omo game with some combination of roguelike + deckbuilder + turn-based card battle. Instead of health you have a bladder, and likewise for your opponents. Although, the theming in Slay the Spire has a lot of non-humanoid enemies (that I personally wouldn't be interested in seeing in an omo context), so maybe not. Something like the boss battles in One Step from Eden might work better. I've actually considered making something like this, but I haven't gotten quite good enough at development to put out something of that scale.

And scrolling through my library some more, I think a variation of Keep Talking and Nobody Explodes would be funny. For those who don't know, it's a co-op game where one player has a bomb and the other players have a bomb manual, and they have to verbally work together to successfully defuse it, all with a not-so-subtle ticking timer looming over. I'm envisioning a hilariously over-engineered bathroom lock that needs several layers of puzzles to get open, with a strict time limit.

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1 hour ago, ZirconiumPen said:

First thing that comes to mind is Splatoon; not a big surprise considering the game's theming. It is a game about marking more territory than the other team, after all.

VA-11 Hall-A (or just "Valhalla" because that's annoying to write) is a visual novel about serving drinks to people. In a bar. And chatting with them. I don't think you'd have to change much. (I've heard Coffee Talk is similar but I haven't played it)

I can imagine Papers Please (game about working at an immigration checkpoint and deciding whether to let people through) could be reformatted in some way, but again, with a setting that has pee laws. That game already has some element of time pressure, so I guess it fits.

I've been thinking about a game similar to Slay the Spire but with omo mechanics; I think it would be fun to see an omo game with some combination of roguelike + deckbuilder + turn-based card battle. Instead of health you have a bladder, and likewise for your opponents. Although, the theming in Slay the Spire has a lot of non-humanoid enemies (that I personally wouldn't be interested in seeing in an omo context), so maybe not. Something like the boss battles in One Step from Eden might work better. I've actually considered making something like this, but I haven't gotten quite good enough at development to put out something of that scale.

And scrolling through my library some more, I think a variation of Keep Talking and Nobody Explodes would be funny. For those who don't know, it's a co-op game where one player has a bomb and the other players have a bomb manual, and they have to verbally work together to successfully defuse it, all with a not-so-subtle ticking timer looming over. I'm envisioning a hilariously over-engineered bathroom lock that needs several layers of puzzles to get open, with a strict time limit.

I think VA-11 Hall-A does seem to have an obvious lead up to that, but the actual gameplay mechanics are the part that seem hard to pin down. So close and yet so far, y'know.

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There was an Indiana Jones game, I can't remember which one, but you kept his canteen on you as like a 1 to 1 extra health vial. You'd have as much water as you had hp more or less, and you could drink water from said canteen to refill HP. You would have to top it off at water sources.

Does anyone remember the game I'm talking about? I must have been a kid when I played it, maybe a PS2 title?

Anyway, I obviously do not have to explain how to omorashify that ENTIRE system. You knew what I was getting at before you finished reading the first line.

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I think one game that has already been covered by the watersports and perhaps omo communities is Skyrim, with the obvious source being the modding scene. But a lot of these mods employ nudity, more explicit sexual theming, or simply imply desperation and bodily functions through stat changes or modifiers rather than being a more visceral experience. But I could imagine a more “Omorashified” mod where bladder fullness would actually impact the gameplay outside of simple percentage reductions, perhaps this hypothetical omorashi mod would include not only slowed movement when desperate, but also have unique animations for how desperate your character is, maybe have an item or spell that checks your bladder fullness or items and spells that manipulate your bladder to fill or empty it. Maybe an omorashi mod could also take into account drinking potions and mead which would fill the bladder more, or the armor and clothing the player wears, with heavier armor taking longer to remove than say lighter armor or clothing, perhaps leading to even closer calls and  “Just Made It” cases, or even lead to full on accidents. The same could be applied to a messing mod but I neglected to mention this as I’m not personally into it.

Edited by BurstShrimp68 (see edit history)
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17 minutes ago, KozmoFox said:

There was an Indiana Jones game, I can't remember which one, but you kept his canteen on you as like a 1 to 1 extra health vial. You'd have as much water as you had hp more or less, and you could drink water from said canteen to refill HP. You would have to top it off at water sources.

Does anyone remember the game I'm talking about? I must have been a kid when I played it, maybe a PS2 title?

Anyway, I obviously do not have to explain how to omorashify that ENTIRE system. You knew what I was getting at before you finished reading the first line.

I don't know the Indiana Jones game, but Prince of Persia: The Sands of Time does the same thing. Drink water, refill health. The later games in the Sands of Time series have the same mechanic, but only the first Sands of Time lets you drink any water to do it, instead of prescribed fountains. Maybe then, you could tie the time-control powers to a bladder, like using them would make the character closer to bursting. And when the meter is high enough, mobility in combat is reduced and moves limited as they hold themselves (because combat in Prince of Persia games is never allowed to be fluid and easy). Lock off moves, so you can't always do the "vault over an enemy" trick that was stupidly powerful in Sands of Time. It would incentivize not using sand powers, for people like me that do "no Sands" runs.

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Project Zomboid for sure.

For being a game about managing your needs against the zombie apocalypse, it doesn't make sense that you don't have to manage your toilet needs. You could be fighting a horde of zombies (or making a march of fire) when you suddenly get the urge to pee. If you keep holding it it'll slow you down to the point you're slower than a zombie and if you try to find somewhere to pee, a zombie could take a chunk out of you and end your run. If you pee yourself, it'll make you unhappy and make your clothes dirty.  Although there's already a mod that adds a poo need and a fork of that mod that adds a pee need too.

I could probably also mod some Era (text-based adventure) games. I'm currently modding one right now, adding extremely deep pee and poo mechanics.

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I like this!

A turn based tactical rpg like any Larian rpg could use some omorashi mechanics. For starters, "wet" is already an status in the Divinity series, for instance: if any character is hit by a water source, they become wet, becoming vulnerable to electric damage and resistant to fire. Then, if a character entered combat having to pee, they could pee themselves, becoming wet, if the party is unable to finish combat before a certain number of rounds or if they took a critical hit, from momentary loss of control, or from failing a fear saving throw.

Also, in a HoMM-like game, such as Kings Bounty II, Songs of Conquest or the HoMM series, for a gimmick battle at some campaign, the plot could have the hero/general/wielder start a battle with a full bladder and if you don't end the battle in X rounds, they would pee themselves in front of their troops, giving them a morale penalty.

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17 hours ago, ZirconiumPen said:

VA-11 Hall-A (or just "Valhalla" because that's annoying to write) is a visual novel about serving drinks to people. In a bar. And chatting with them. I don't think you'd have to change much. (I've heard Coffee Talk is similar but I haven't played it)

 

16 hours ago, Biku said:

I think VA-11 Hall-A does seem to have an obvious lead up to that, but the actual gameplay mechanics are the part that seem hard to pin down. So close and yet so far, y'know.

God I would absolutely love a VA-11 HALL-A omo spinoff. Especially if it's like Jill behind the counter trying not to pee.

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Just now, Saint_Spike said:

 

God I would absolutely love a VA-11 HALL-A omo spinoff. Especially if it's like Jill behind the counter trying not to pee.

I think the more reasonable thing would be the customers getting desperate, also i think it'd be cooler if there was something else instead of them running off with varying degrees of desperation, maybe some small toilet management thing or sth

 

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2 hours ago, Biku said:

maybe some small toilet management thing or sth

I've always wanted a game kinda like ShikkinCAMPUS where there are a bunch of people running around an establishment except the focus is on controlling different parameters (number of people, drinks served, number of stalls open) to see how it affects bathroom lines and such. I guess it would more like a simulation (akin to those you see in academic contexts) than a game, but I think I'd have a lot of fun with it. I haven't found anything quite like that, and I think it's the type of game I would make if I were more experienced in game development.

I haven't played it, but I think Rollercoaster Tycoon had some of the elements I'm looking for? Managing bathrooms, reading customers' thoughts, stuff like that. I would also want hydration/bladder meters on each person, images of them in increasing stages of desperation, and a view of the bathroom interiors. But that's all idealized.

I guess I'm just fascinated by the idea that "everyone's bladder is filling all the time", and for all that fluid, there's only one way out anatomically (if I'm wrong on this PLEASE don't let me know), but many potential places to release it.

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19 hours ago, KozmoFox said:

There was an Indiana Jones game, I can't remember which one, but you kept his canteen on you as like a 1 to 1 extra health vial. You'd have as much water as you had hp more or less, and you could drink water from said canteen to refill HP. You would have to top it off at water sources.

Does anyone remember the game I'm talking about? I must have been a kid when I played it, maybe a PS2 title?

Anyway, I obviously do not have to explain how to omorashify that ENTIRE system. You knew what I was getting at before you finished reading the first line.

That would be Indiana Jones and the Emperor's Tomb which did come out on PS2 as well as Xbox and PC.

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Less about a specific game and more about a niche genre (two posts in and I'm already breaking my own premise, who could have seen it coming), but I'm really into the RPG Item Shop genre of games (which is a genre with like, two games). The idea of running an item shop where the proprietor has to manage their toilet breaks and customers may come in desperate (and the player can choose whether to enforce the buy-something-if-you-want-to-use-the-bathroom rule) would be pretty much a perfect match for me. The mechanics of Recetear, minus the baby protagonist, plus omo basically.

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I came up with something for Fire Emblem. (Although this probably could work with almost any tactical RPG)

Each unit could have a bladder meter that fills with each action that you do. When reaching 70-80%, the unit would start to suffer a reduction in its stats. That will get worse until reaching 100%, when the unit will also suffer a reduction in mobility. At this point, you could choose either to let the unit wet herself (restoring its stats partially but not mobility), or move it to a town/forest/etc. So he/she can relieve herself. (Restoring both things, and also giving a little bonus of stats for some turns)

And to add some complexity, maybe the way that the characters relieve themselves could depend on their capacity and personalities. For example, a character like Edelgard would have a strong bladder, something that would let her to hold it for more time, at the cost that she can only pee in towns. While a character like Lyn, despite having a normal bladder, could pee either in a town or in a forest due to her being accustomed to it as a nomad.

There are some more things that I think, like the idea of adding a container-type item where the unit can pee (or simply use an empty vulnerary), or the supports/pair-ups being important to "timid" characters like Bernadetta or Olivia due to giving them the capacity to do it outside if they are by side/paired with a character who have a support level B or higher with them. But I think that this is enough for something that probably will never exist.

Edited by Grenn34 (see edit history)
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10 hours ago, ZirconiumPen said:

I haven't played it, but I think Rollercoaster Tycoon had some of the elements I'm looking for? Managing bathrooms, reading customers' thoughts, stuff like that. I would also want hydration/bladder meters on each person, images of them in increasing stages of desperation, and a view of the bathroom interiors. But that's all idealized.

Funny you mentioned that, in Roller Coaster Tycoon 3, the first fully 3d entry in the series, peeps would actually hold themselves when their bathroom meters got too full. I think they might also lose control, but nothing shown besides a negative thought in the peep log.

 

Anyway, good times for a young me first getting exposed to omo.

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This could apply to a lot of RPGs, but I'll choose one I'm familiar with, Persona 5.

Each female party member has a bladder gauge that slowly fills up while exploring dungeons. All of the healing/buffing items are now drinks which contribute various amounts to the bladder level. When a girl's bladder level is sufficiently high (>80%), she becomes desperate. Desperation is a status condition which makes combat extremely challenging; a desperate character is more likely to miss attacks due to lack of focus, can sometimes miss a turn due to holding it in, and may lose control entirely if they take damage. Upon losing control, a character will retreat from the battle in shame, which is functionally equivalent to being KO'd.

There are two ways for a character to relieve herself: out in the open, or in a bathroom. Characters are allowed to pee in the open anywhere as long as there are no enemies nearby. Bathrooms, however, are placed in specific locations throughout the dungeon, usually guarded by enemies or requiring a key to access. The reward for escorting a girl to a bathroom is that she will fully regenerate SP. In a game where SP management is important, these bathrooms serve as a pseudo checkpoint to help the player keep going.

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17 hours ago, Messfanatic said:

Each female party member has a bladder gauge that slowly fills up while exploring dungeons. All of the healing/buffing items are now drinks which contribute various amounts to the bladder level. When a girl's bladder level is sufficiently high (>80%), she becomes desperate. Desperation is a status condition which makes combat extremely challenging; a desperate character is more likely to miss attacks due to lack of focus, can sometimes miss a turn due to holding it in, and may lose control entirely if they take damage. Upon losing control, a character will retreat from the battle in shame, which is functionally equivalent to being KO'd.

There are two ways for a character to relieve herself: out in the open, or in a bathroom. Characters are allowed to pee in the open anywhere as long as there are no enemies nearby. Bathrooms, however, are placed in specific locations throughout the dungeon, usually guarded by enemies or requiring a key to access. The reward for escorting a girl to a bathroom is that she will fully regenerate SP. In a game where SP management is important, these bathrooms serve as a pseudo checkpoint to help the player keep going.

I assume you've heard of MojiQue already? That's very close to what this is (but with no real penalty for desperation or wetting).

I think dungeon crawling works with omo pretty well, especially if it incorporates the risk-reward factor of "should I press on until the next checkpoint or retreat for now? (or maybe do it here?)"

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21 hours ago, Grenn34 said:

I came up with something for Fire Emblem. (Although this probably could work with almost any tactical RPG)

Each unit could have a bladder meter that fills with each action that you do. When reaching 70-80%, the unit would start to suffer a reduction in its stats. That will get worse until reaching 100%, when the unit will also suffer a reduction in mobility. At this point, you could choose either to let the unit wet herself (restoring its stats partially but not mobility), or move it to a town/forest/etc. So he/she can relieve herself. (Restoring both things, and also giving a little bonus of stats for some turns)

And to add some complexity, maybe the way that the characters relieve themselves could depend on their capacity and personalities. For example, a character like Edelgard would have a strong bladder, something that would let her to hold it for more time, at the cost that she can only pee in towns. While a character like Lyn, despite having a normal bladder, could pee either in a town or in a forest due to her being accustomed to it as a nomad.

There are some more things that I think, like the idea of adding a container-type item where the unit can pee (or simply use an empty vulnerary), or the supports/pair-ups being important to "timid" characters like Bernadetta or Olivia due to giving them the capacity to do it outside if they are by side/paired with a character who have a support level B or higher with them. But I think that this is enough for something that probably will never exist.

I would absolutely love something like this. It's cute, but the strategy components could be fun too. Perhaps healing items fill up the bladder gauge making the player be more careful with their clerics' limited uses of healing spells. 

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On 9/7/2022 at 5:08 AM, Lapis Lazuli said:

It's always bothered me that people don't ever have to go to the bathroom in video games (except when it's relevant to the plot?) I remember fantasizing about omorashi with RPG maker horror protags while I was still a baby omo; a horror game with a pretty main character would probably be a prime target for omorashification.

Earthbound makes a joke about this, theres plenty of toilets in the game, but whenever you approach them, someone sprints past you and gets there before you do.

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On 9/6/2022 at 9:27 PM, ZirconiumPen said:

First thing that comes to mind is Splatoon; not a big surprise considering the game's theming. It is a game about marking more territory than the other team, after all.

VA-11 Hall-A (or just "Valhalla" because that's annoying to write) is a visual novel about serving drinks to people. In a bar. And chatting with them. I don't think you'd have to change much. (I've heard Coffee Talk is similar but I haven't played it)

I can imagine Papers Please (game about working at an immigration checkpoint and deciding whether to let people through) could be reformatted in some way, but again, with a setting that has pee laws. That game already has some element of time pressure, so I guess it fits.

I've been thinking about a game similar to Slay the Spire but with omo mechanics; I think it would be fun to see an omo game with some combination of roguelike + deckbuilder + turn-based card battle. Instead of health you have a bladder, and likewise for your opponents. Although, the theming in Slay the Spire has a lot of non-humanoid enemies (that I personally wouldn't be interested in seeing in an omo context), so maybe not. Something like the boss battles in One Step from Eden might work better. I've actually considered making something like this, but I haven't gotten quite good enough at development to put out something of that scale.

And scrolling through my library some more, I think a variation of Keep Talking and Nobody Explodes would be funny. For those who don't know, it's a co-op game where one player has a bomb and the other players have a bomb manual, and they have to verbally work together to successfully defuse it, all with a not-so-subtle ticking timer looming over. I'm envisioning a hilariously over-engineered bathroom lock that needs several layers of puzzles to get open, with a strict time limit.

Ive played a little bit of Coffee talks, enjoyed it a lot so far, and although I dont think it would really fit being Omorashified, i think if a game was built around being a bartender or cafe barista and needing to hold your pee would be fun, like, taking too much time to make drinks will make you need to pee more as it builds up inside you, but you'll get penalised for making poorly crafted drinks so youd have to either get really good or strike a compromise of quality and speed. or maybe if you drink more, the actual drink crafting becomes easier, but holding it becomes much harder. maybe even QTE parts where you need to react in time to be able to excuse yourself, idk, im not a game designer, just an idea.

 

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7 hours ago, Goldwood said:

I would absolutely love something like this. It's cute, but the strategy components could be fun too. Perhaps healing items fill up the bladder gauge making the player be more careful with their clerics' limited uses of healing spells. 

That makes sense. But I don't think that anyone makes use of a vulnerary or an elixir after the first chapters. (Even less with this mechanic)

Edited by Grenn34 (see edit history)
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On 9/6/2022 at 2:44 PM, DerivativeWings said:

Something that bounces around in my head a lot is the idea of taking video game mechanics and making them more... omorashi. Omo games combine two significant interests in my life, so it's perhaps not so strange I find them fascinating.

In this thread, pick a video game you like or find interesting and try to figure out a way to change the it to be more about omorashi in some way.

 

I'll start. The game series Phoenix Wright: Ace Attorney is one I find pretty fascinating. It was the first visual novel I ever played, and the idea of playing as an attorney really challenged my idea of what a video game could be when I first played it. The game could be omorashified if the witnesses you cross-examine needed to pee, getting more desperate with each testimony they gave until they reached a breaking point. However, the setting would probably have to be pretty wacky for that to come about. Possibly, the game would have to be set in a strange country with inexplicable pee-related laws. It sounds pretty bizarre, but then again the series has certainly done bizarre in the past...

Maya: I need to pee!

Phoenix: HOLD IT!

Anyone remember old Ridge Racer games? It'd be pretty fun if the woman in those games was racing and had to hold in her pee.

Or how about Persona games, you have to explore the dungeon with no toilets so the characters have to hold it or pee in the dungeons.

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