Insider Exclusive: The Chris Pratt Game
6 years ago
Hello everyone,
Now that my first game has been released (there will be more to come), I'd like to share some of the inside stories about its development. So here's a big SPOILER warning to those who haven't played it yet---if you'd like to go through the game and experience everything yourself first.
So what's the first thing I can tell you?
1. The Chris Pratt game was made as a birthday gift to
xxxkrista19xxx, he's a huge Chris Pratt fan and I wanted to bring his dream to life. Imagine waking up on your birthday and suddenly finding an erotic game designed for you with your favorite character. Needless to say, there was fanboy screaming and a very hearthwarm reaction.
2. In getting the game ready for the deadline, I started running out of time and worked almost 3 days straight with next to no sleep to get a playable version ready for the day. I gave the gift and then went to sleep for 14 hours.
3. In the first version of the game, you only could tie him up and he had an extremely limited set of dialogue options.
4. I've poured well over 300 hours into the full version game.
5. Even though the game is short, what took a long time to develop was the immersion experience of the game. I wanted him to feel like an actual person you were engaging with that had a lot of things to say and you couldn't easily reach the point where you had exhausted everything every dialogue option. For example:
- He has a total of 259 different unique facial expressions.
- I also added a ton of conditional dialogue, such as whenever you do an action to him and then talk to him, the first choice will always be a remark on whichever action you took. It branches out like a tree: The action, then 3 variations in dialogue to that action, then at least 3 different responses from him. For example:
> Tie dick.
"Your dick is my toy now."
Crap. You know you're fucked when your dick got captured.
Hey! My manhood's not your toy! ...Or maybe it is. Fuck.
Wrapped it up like a present too, I see.
"I didn't think you'd get this stiff."
There are some things not even science can explain.
Man... I've never felt this hard before. Like a burning hot rock.
It's just... so fucking tight with that rope. Fuck man...
"Everything the rope strains belongs to me."
...You're saying my dick belongs to you, aren't ya.
Is that a 'The Lion King' reference? ...Seriously?!
(If not bound) Man, I'm not your property. ...Especially not my dick. Capisci?
(If bound) ...And if my whole fucking body is covered in rope, you're saying I belong to you.
- A lot of his dialogue also depends on his current state. Like if you comment on his charming face while he'd hooded, he'll question why you put a hood over his head then. And there's a ton of order-dependent dialogue which makes for a more unique experience when replaying the game.
6. I wanted the play mode to feel like you could take his body and play with it to your heart's desire. As such, I designed a ton of different animations depending on his current state so you never felt limited and could click almost anywhere you wanted.
7. I also wanted the play mode to feel like the animations matched how you were playing with him, so the more you tied him up the rougher the play would get. For example:
- If you click his arms, you'll stroke his biceps. But if you tie him up, you'll squeeze his biceps instead to show a more dominant and possessive interaction.
- If you click his head, you'll gently pet his face. But if he's tied up, you'll instead gag his mouth with your hand. And if he's already gagged, you'll pinch his nose and control his breath.
- The tentacle will overtake several actions if it's active, such as deep throating his mouth or stroking his dick.
- The nipple clamps are the most rough interaction as not only will he complain about the pain, but if the chains also change the interaction with his ass and cause you to spank him with an actual redness effect appearing if you click enough times.
8. A few number of people tried the early beta, such as
onodera who expressed a wish for the ability to make him cum. So not only did I design a cum animation that would even spray some semen on his chest, but the stroke speed also picks up the more you click on his dick and clicking somewhere else right after he says he's close while the precum appears on his dick will reset the counter and make him complain about how you're "edging" him as I really wanted it to be something you could actually play with.
9. The loop feature is mostly a result of technical limitations. As easy and simple a software Tyranobuilder is, the program functions by running through a list of actions and you can't create a loop of actions with a button that exits the loop, so it's not possible to just "toggle" infinitely looping animations off and on. I therefore opted to create an easy setup that would let you run animation loops for a set period of time, ranging up to five minutes which I imagine would be "long enough for that." The game was after all designed to be a quick "load up and wank" type of game and not something you'd sit and spend hours shifting through dialogue to get to the good parts.
10. In writing his character, I made him very witty, charming and confident. I really wanted to engage the sexual fantasy of an extremely masculine personality that makes you feel good about yourself and attracts you to him.
11. Despite trying to make him feel alive, he's still very much a completely fictional character as I specifically avoided writing any dialogue that would make the player feel bad to keep the mood sexy at all times. So he never really gets angry or sad with you and will stay confident and tough all the way through.
12. As this game was mostly for the bondage lover, I wanted to make an option to really enable that fantasy where you actually kidnap him and make him your slave.
13. To trigger the secret ending, all you have to do is (in a normal start) take the "You're going into my dungeon" dialogue option in the last exchange during the lobby, then tie him completely up (in any order) before talking to him, at which point you'll be given the option to enslave him. There's no specific sequences and it's rather easy to find, despite all the comments insisting on doing things in a specific order. I imagine most of the people who really loved the bondage aspect of the game would find this naturally.
14. The secret ending animation was inspired by Robin Williams' daughter Zelda's shortfilm "Shrimp" which had an opening scene with a point of view from a guy tied up and a leather mask being pulled off his face, with the unstable camera movement showing his exhausting struggle. In my version it goes the opposite order, he looks through the dungeon and then down on his own naked bound body, only to get the hood pulled over his face and slowly realize as he struggles in his isolation that he's really become your slave.
15. Kidnapping him changes almost all of the game's dialogue into an alternate version where he'll remark his state of captivity and talk more about being your bondage slave than a famous celebrity.
16. Some people have asked if I'll make another game with another celebrity. It's highly unlikely that I will because a large part of bringing a character to life is his voice and using a celebrity is using his own voice in specific, which made it incredibly hard to find viable audio. It's much easier to just hire a voice actor and creating your own voice than having shifting through tons of interviews to extract a bunch of short words and "erh"s.
17. Among the beta testers,
typoking1107 was the most efficient and caught almost every single bug in the game. Huge props to him!
18. The next game to be released has already been in development for four years and has well over 12 original characters with their own voice actors. But I don't tease my games before they're ready to be released because it's taking so long to develop them and it would be frustrating to keep you waiting for updates.
Alright, that's all I could think of telling you guys about. If you have any questions, feel free to gun them in the comments.
Now that my first game has been released (there will be more to come), I'd like to share some of the inside stories about its development. So here's a big SPOILER warning to those who haven't played it yet---if you'd like to go through the game and experience everything yourself first.
So what's the first thing I can tell you?
1. The Chris Pratt game was made as a birthday gift to

2. In getting the game ready for the deadline, I started running out of time and worked almost 3 days straight with next to no sleep to get a playable version ready for the day. I gave the gift and then went to sleep for 14 hours.
3. In the first version of the game, you only could tie him up and he had an extremely limited set of dialogue options.
4. I've poured well over 300 hours into the full version game.
5. Even though the game is short, what took a long time to develop was the immersion experience of the game. I wanted him to feel like an actual person you were engaging with that had a lot of things to say and you couldn't easily reach the point where you had exhausted everything every dialogue option. For example:
- He has a total of 259 different unique facial expressions.
- I also added a ton of conditional dialogue, such as whenever you do an action to him and then talk to him, the first choice will always be a remark on whichever action you took. It branches out like a tree: The action, then 3 variations in dialogue to that action, then at least 3 different responses from him. For example:
> Tie dick.
"Your dick is my toy now."
Crap. You know you're fucked when your dick got captured.
Hey! My manhood's not your toy! ...Or maybe it is. Fuck.
Wrapped it up like a present too, I see.
"I didn't think you'd get this stiff."
There are some things not even science can explain.
Man... I've never felt this hard before. Like a burning hot rock.
It's just... so fucking tight with that rope. Fuck man...
"Everything the rope strains belongs to me."
...You're saying my dick belongs to you, aren't ya.
Is that a 'The Lion King' reference? ...Seriously?!
(If not bound) Man, I'm not your property. ...Especially not my dick. Capisci?
(If bound) ...And if my whole fucking body is covered in rope, you're saying I belong to you.
- A lot of his dialogue also depends on his current state. Like if you comment on his charming face while he'd hooded, he'll question why you put a hood over his head then. And there's a ton of order-dependent dialogue which makes for a more unique experience when replaying the game.
6. I wanted the play mode to feel like you could take his body and play with it to your heart's desire. As such, I designed a ton of different animations depending on his current state so you never felt limited and could click almost anywhere you wanted.
7. I also wanted the play mode to feel like the animations matched how you were playing with him, so the more you tied him up the rougher the play would get. For example:
- If you click his arms, you'll stroke his biceps. But if you tie him up, you'll squeeze his biceps instead to show a more dominant and possessive interaction.
- If you click his head, you'll gently pet his face. But if he's tied up, you'll instead gag his mouth with your hand. And if he's already gagged, you'll pinch his nose and control his breath.
- The tentacle will overtake several actions if it's active, such as deep throating his mouth or stroking his dick.
- The nipple clamps are the most rough interaction as not only will he complain about the pain, but if the chains also change the interaction with his ass and cause you to spank him with an actual redness effect appearing if you click enough times.
8. A few number of people tried the early beta, such as

9. The loop feature is mostly a result of technical limitations. As easy and simple a software Tyranobuilder is, the program functions by running through a list of actions and you can't create a loop of actions with a button that exits the loop, so it's not possible to just "toggle" infinitely looping animations off and on. I therefore opted to create an easy setup that would let you run animation loops for a set period of time, ranging up to five minutes which I imagine would be "long enough for that." The game was after all designed to be a quick "load up and wank" type of game and not something you'd sit and spend hours shifting through dialogue to get to the good parts.
10. In writing his character, I made him very witty, charming and confident. I really wanted to engage the sexual fantasy of an extremely masculine personality that makes you feel good about yourself and attracts you to him.
11. Despite trying to make him feel alive, he's still very much a completely fictional character as I specifically avoided writing any dialogue that would make the player feel bad to keep the mood sexy at all times. So he never really gets angry or sad with you and will stay confident and tough all the way through.
12. As this game was mostly for the bondage lover, I wanted to make an option to really enable that fantasy where you actually kidnap him and make him your slave.
13. To trigger the secret ending, all you have to do is (in a normal start) take the "You're going into my dungeon" dialogue option in the last exchange during the lobby, then tie him completely up (in any order) before talking to him, at which point you'll be given the option to enslave him. There's no specific sequences and it's rather easy to find, despite all the comments insisting on doing things in a specific order. I imagine most of the people who really loved the bondage aspect of the game would find this naturally.
14. The secret ending animation was inspired by Robin Williams' daughter Zelda's shortfilm "Shrimp" which had an opening scene with a point of view from a guy tied up and a leather mask being pulled off his face, with the unstable camera movement showing his exhausting struggle. In my version it goes the opposite order, he looks through the dungeon and then down on his own naked bound body, only to get the hood pulled over his face and slowly realize as he struggles in his isolation that he's really become your slave.
15. Kidnapping him changes almost all of the game's dialogue into an alternate version where he'll remark his state of captivity and talk more about being your bondage slave than a famous celebrity.
16. Some people have asked if I'll make another game with another celebrity. It's highly unlikely that I will because a large part of bringing a character to life is his voice and using a celebrity is using his own voice in specific, which made it incredibly hard to find viable audio. It's much easier to just hire a voice actor and creating your own voice than having shifting through tons of interviews to extract a bunch of short words and "erh"s.
17. Among the beta testers,

18. The next game to be released has already been in development for four years and has well over 12 original characters with their own voice actors. But I don't tease my games before they're ready to be released because it's taking so long to develop them and it would be frustrating to keep you waiting for updates.
Alright, that's all I could think of telling you guys about. If you have any questions, feel free to gun them in the comments.
I'm going to have to go back and see if I can get a few more of those 259 different expressions.