November 25, 2025

Sex Battle project

Here to talk about some projects. As of today, I am just exploring ideas and what I can actually do, considering the amount of work involved, the complexity, etc.

It doesn’t concern Divine Heel.

_____ Before

I’ve been talking about a sex‑battle system for a long time. I explored many different ideas, but I always reached a point where I wasn’t satisfied.

I tried different sex skills, tongue skills, hand skills, etc. But the problem is that many of these are useless in a lot of situations. Even a “resist to cum” skill is useless in many cases like cunnilingus, finger job, etc.

There is also position mastery, but that would mean I have to make every possible position and every possible action in every possible scene to make these skills useful.

I tried to make skills that fit “reality”, but it brings a lot of constraints in the content I have to create to “fit” the skills. In most cases it creates too much content for every scene, or if I don’t then many skills are useless much of the time.

_____ Now

At the same time, I’ve always wanted to make a turn‑based battle game (simple, like Flash minigames but in Ren’Py), but it was complicated to apply the same concept because the woman is not your “opponent”, you don't slash her with a sword (Hm....), or burn her with fire ball.

Recently I was playing a game and realized that the gameplay was not “logical” with reality — but we didn’t give a f*ck, because the game just says “that’s how it works” and we naturally accept.

I created my own logic, as a concept, a “logic” that fits my constraints.

___ The concept

(Yes it’s in French because starting with the next projects I will do multilingual games: French, English, Spanish to start.)

I did some experiments to see what I can do in Ren’Py, so I limited the possibilities to be able to control it, and not end up with something I couldn’t follow.

_

The concept is: everybody has elementary energy.
It could be a new “world”?
Let’s start with fire, water, earth (or nature?), wind. (Maybe darkness/light later.)
(it could also something secret you discover/master but people don't know about it?)

Fire: Passion, intensity

Water: adaptability, motion, serenity

Earth: Trustability, strong, stable

Air: Freedom, fast, changing mood, instability

These are just associations.
_

  • We can transfer this energy to other people if you master it — including during sex. Like you touch skin, focus and send energy.
    So for example, during a cunnilingus you send some fire energy, which increases her pleasure.

  • It is kind of a “reverse” battle, where you don’t reduce HP, but you increase pleasure until you reach the maximum.

  • You manage it like an RPG game, with elemental skills so you can be better at sending X or Y energy.

  • You increase elemental energy just by leveling up and assigning points, or with some equipment (like equipping runes?). So doing quests can also give more kinds of rewards — runes, new spells, etc.

  • Spells wouldn’t just be “Fire” or “Water”, they would have different effects/damage/pleasure, like a normal RPG, and they have an elemental attribute. For example a spell that sends fixed damage or a spell that gives wide‑range damage.

  • I thought of having many spells, and you choose maybe 4 to equip (you can change them).

  • I’ll probably add some mana/energy so skill usage costs energy, so you don’t just use the most powerful one every time. It also gives more options for runes like energy regeneration etc.

  • Characters have their weaknesses depending on who they are. For example, if we take Rosa, she has fire and water weaknesses so you get bonus “damage” (or pleasure here).

  • Maybe some other types of effects beyond simple damage, like poison effect (pleasure points each turn). It will depend on what I manage to code.

For now, as you can see in the visuals, I’m making some concrete tests; some basic stuff works. Visuals will be screen effects or top‑layer SFX (that I could draw? Like fire animation on top layer screen). So it's independent from the scenes, I don't have to make it different for every scenes.

___ Positive points:

- It can drastically increase playing time, without the work time increasing proportionally. For example, I can add a new character but the skills are already animated. I just make small stories and sex scenes, no long dialogues.

- It can be applied to any actions. For example, during a blowjob you can send her energy so she enjoys it even more. It can be fingering etc.

- Replayability should be much higher, because you’re not playing just to see what happens, you play to make your character stronger, and there is now a point to replay repeatable actions.

- It’s more fun for me, because I don’t have to write long scenes anymore — or I do only for story progression — but during a battle there’s no need to improvise text so you can observe animations for longer.
I can make many spells easily because I just have to animated them 1 time.

- From my perspective, it’s more fun in general, and as a developer the monthly work could be more enjoyable (it would be different than just writing new scenes).

___ Negative points:

- It may be less interesting to some people who just want stories, and don’t want gameplay or having to think about how to “win”. The game would be less focused or plot twists or story development (it doesn't mean there would be zero)

___ Notes

It can be merged with "stories evolution" of course, and in between you can have a free phase where you “battle” with whoever you want. depending on your relationship current evolution.

I would like to start with a test build, like an arcade: you choose a character and you do a battle with her, without story (or maybe a text block to say who she is, but that’s all). It wouldn’t be a full “game” but more a test build that I share with you for feedback.

  • I think the first build could even be just 1 unique battle with 1 character and that's all, so see how it could look like.
    I would like to make the smallest test build possible at first, not fall into the "work on it for years until its perfect", which never happens, or to spend long time on something and discover that people doesn't like it after spending big time on it.

I have some game scenarios in mind, like you join a magic‑sex academy (I’ll have to find a name haha) and there are very different people (neighbour MILF? former teacher? a friend?) that you meet by surprise. You can train and do battles (with some progression such that you don’t immediately fuck) but that would come after the testing phase.

I even think about an RPG with “normal” battles (enemies, monsters, HP, etc…) but there would also be sex‑battles (teammates?) that use the same statistics as you use in the normal battles.

I repeat: I’m still just brainstorming and doing small testing phases, it’s not “started”.

What do you think about all of this?

Comments (10)

R
Reb · November 25, 2025

This sounds interesting. Would it be possible for you to make a simulation of it that we can test out? Doesn’t have to be part of DH maybe a separate thing purely for the purpose of testing out the new mechanic and giving our thoughts I guess kinda like a beta test? I think that would be interesting

S
Shura · November 25, 2025

I gotta say, I always liked the battle type, but at the same time it feels like it wouldnt fit the flow or thematic of DH. If the main character was against some opposing force, like maybe if there were angel antagonists or the like, it would work better. Just using it as a mechanic for the sake of it would seem kind of off imo. Again, this is only my personal opinion/feedback, so take it with a grain of salt. :3

B
BaddeToaster · November 25, 2025

Well, if the combat could be nailed well enough, I can see it working, especially like a turnbased system maybe. I'm all for fantasy genre settings.

E
ERONIVERSE · November 25, 2025

I have different gameplay ideas in fact, this is just one of them. Its also possible that I make mini games with these gameplay and not in big games, and see about feedback

N
Novakhend · November 25, 2025

If you go this you’re I’d recommend different endings based on if you win, lose or obliterate the opponent. Also the different attacks should be different positions the player can manipulate throughout the battle.

M
Madman666 · November 25, 2025

I think it's a good idea; it might also be useful to be able to disable the "battles" option, as it seems not everyone likes that sort of thing.

P
PAVAGA · November 25, 2025

Sounds interesting as long as it can be played with 1 hand

E
ERONIVERSE · November 25, 2025

Of course its just a clock to do without timer, you could hide the interface to see everything, no timer, no react time

B
BlackDragon90 · November 25, 2025

I prefer not. Porn games, at the end of the day, are another kind of porn product. If we need to use one or both hands during a sex minigame, the game aspect overlaps the porn one. As much as I like playing games, a like even more to be rewarded with sex(y) content. To transform an enjoyable moment into a chore, it feels like a step down to me. Maybe you could make a flirting minigame instead of a sex minigame: if you "beat" the woman, you're rewarded with a sex scene. I know that for a dev point of view, it's interesting to add more gameplay, which means less work with scenes and less text (which seems to be majority of the work). I just think that sex content works better in a visual novel format than in a gameplay format. The reward needs to be as good to us as it should be to you too.

p
passdasauce · November 25, 2025

maybe an easy normal hard difficulty, where the game just feels impossible to progress sometimes. it would make the progression feel like a resting point and remember what the scene was and how you got there there's this insanely difficult arrow pattern memory test where it shows like 7 arrow directions and then hides them and you have 20 seconds to type in the right code while a distracting action was going on in the screen. smushing big tits on the main characters face probably