[WAM]
Round 1
Round 2 and Midgame
Round 3
Round 4
Final
It's a bit of a landmark day for IZ5, because it was exactly a year ago that I opened the file and typed out the first notes for it. So I really wanted to push to finish this today. It's been a long time coming, but I got there in the end...
This one took much longer than normal even though it's only 8,000 words, because I wanted to rework the entire final game to go with the new series of the show - it combines the old version with some new elements, including a large influence from the final of Run the Risk. I hope it's nothing less than the orgy of gunge that you would want ;)
And sometimes, when you try to change too much at once, it's difficult to keep track of everything. So who noticed that I completely forgot about the new idea off having to gather the keys from each ‘zone’ in round 4? Fortunately, Alex's improvisation is on hand to get around this for me!
I'll put the complete file up soon - meanwhile, enjoy Jess, Skye, Helen and Yasa (along with a couple of others) taking on the final challenge...
Round 1
Round 2 and Midgame
Round 3
Round 4
Final
It's a bit of a landmark day for IZ5, because it was exactly a year ago that I opened the file and typed out the first notes for it. So I really wanted to push to finish this today. It's been a long time coming, but I got there in the end...
This one took much longer than normal even though it's only 8,000 words, because I wanted to rework the entire final game to go with the new series of the show - it combines the old version with some new elements, including a large influence from the final of Run the Risk. I hope it's nothing less than the orgy of gunge that you would want ;)
And sometimes, when you try to change too much at once, it's difficult to keep track of everything. So who noticed that I completely forgot about the new idea off having to gather the keys from each ‘zone’ in round 4? Fortunately, Alex's improvisation is on hand to get around this for me!
I'll put the complete file up soon - meanwhile, enjoy Jess, Skye, Helen and Yasa (along with a couple of others) taking on the final challenge...
Category Story / Fetish Other
Species Unspecified / Any
Size 120 x 120px
File Size 46.8 kB
Thanks as always, Susi... remember your enthusiasm early on (five years ago - has it really been that long?) was quite a large factor in this becoming a series like this instead of a one-off writing experiment!
Are you around on IM much these days? We need to talk more again :)
Are you around on IM much these days? We need to talk more again :)
I'm glad you mentioned that the game was easy to visualize, because that's the single biggest thing I was worried about here =) Writing an entire new multi-staged game was why it took so long for this smaller chapter to finally get out... not only thinking it up, but trying to describe each part of it and the layout of the room in detail without becoming overly long-winded. So thanks for saying that!
Suppose I'd better get on with the sixth one :)
Suppose I'd better get on with the sixth one :)
Well, I read through the last section. It all seemed to go quite well.
I liked the new additions, the gunge tank/dunk seat that Jess gets to use is neat device and the re-introduction of the additional game victims for the final round adds an extra hazard. I guess there could be some variations to the 'weapons' they get to use, giving them gunge cannons to attack the team with would be a neat idea.
I'm pondering if it might be a little too tough in the end though. The rope and ramp always trouble me a little, but I don't know how long a ramp you envisage when you thought of that. Those kinds of obstacles need good upper body strength, which might put Yasa at a disadvantage, while Helen might actually manage it easily with claw traction.
I can see where the inspiration for the final game comes from, but having to put in three keys kind of makes the event feel like three individual challenges.
I wonder if you could make it into more of a team event for IZ6, possibly even with the team captain having to get a key to get herself into the gunge tank to release the other team members who have to work together to achieve one task, but maybe letting them decide who takes on the final obstacle to let the captain out.
If I was going to be particularly evil about it I could even suggest that the two running through the maze might need to find two keys needed to release Jess who has the master key needed to release Skye...Oh, not yet, it's in the tank of gunge over her head...ooops...
Gingers' a cutie to, hope she gets another appearance after volunteering to sit there
I liked the new additions, the gunge tank/dunk seat that Jess gets to use is neat device and the re-introduction of the additional game victims for the final round adds an extra hazard. I guess there could be some variations to the 'weapons' they get to use, giving them gunge cannons to attack the team with would be a neat idea.
I'm pondering if it might be a little too tough in the end though. The rope and ramp always trouble me a little, but I don't know how long a ramp you envisage when you thought of that. Those kinds of obstacles need good upper body strength, which might put Yasa at a disadvantage, while Helen might actually manage it easily with claw traction.
I can see where the inspiration for the final game comes from, but having to put in three keys kind of makes the event feel like three individual challenges.
I wonder if you could make it into more of a team event for IZ6, possibly even with the team captain having to get a key to get herself into the gunge tank to release the other team members who have to work together to achieve one task, but maybe letting them decide who takes on the final obstacle to let the captain out.
If I was going to be particularly evil about it I could even suggest that the two running through the maze might need to find two keys needed to release Jess who has the master key needed to release Skye...Oh, not yet, it's in the tank of gunge over her head...ooops...
Gingers' a cutie to, hope she gets another appearance after volunteering to sit there
You've got some interesting points there. I do like the suggestion of the alternate weapons! I may well incorporate that, depending on how many extra victims I have - so thanks for that one. It was also a coincidence that you mentioned the idea about the key being contained in the tank, because in the first sketch-through of this, Jess's key was in the overhead tank! Though I decided to move it to be dropped into the vat in the end to add the need for a search without being hit on the head with it... nevertheless, I like the way you think!
I see what you mean about the split of the challenge, though I did (at least, I hope I remembered) avoid mentioning a requirement that all three of them actually had to get the top of the ramp. The easier solution may be for only one of them to get to the top and for them to pass the keys up that way! Maybe that's too sneaky as it's put now... For getting to that ramp in the first place, it was difficult to have a reasonable but madly convoluted method of getting to the goal without separating it out like that.
The idea of the ramp was modeled (or, rather, lifted) out of Run the Risk, where I remember it being certainly a difficult slippery obstacle but not an impossible one... I did try to find some illustrative pictures, but couldn't find any on the spur of the moment. I wasn't imagining it as much longer than... fifteen feet or so, and at a reasonably shallow angle - it would certainly be impossible without the rope to help you up. Maybe some attached "footholds" or handles could also be provided for an alternative way up. Then again, you're already soaked and heavy by that point! Well, I'll let you know should I ever organize a few victims to try the theory out on =)
I see what you mean about the split of the challenge, though I did (at least, I hope I remembered) avoid mentioning a requirement that all three of them actually had to get the top of the ramp. The easier solution may be for only one of them to get to the top and for them to pass the keys up that way! Maybe that's too sneaky as it's put now... For getting to that ramp in the first place, it was difficult to have a reasonable but madly convoluted method of getting to the goal without separating it out like that.
The idea of the ramp was modeled (or, rather, lifted) out of Run the Risk, where I remember it being certainly a difficult slippery obstacle but not an impossible one... I did try to find some illustrative pictures, but couldn't find any on the spur of the moment. I wasn't imagining it as much longer than... fifteen feet or so, and at a reasonably shallow angle - it would certainly be impossible without the rope to help you up. Maybe some attached "footholds" or handles could also be provided for an alternative way up. Then again, you're already soaked and heavy by that point! Well, I'll let you know should I ever organize a few victims to try the theory out on =)
Oh, and - Ginger! Yes, I like her a lot, too, even though we don't really get to meet her all that well in the content of this story. She enjoys messy fun like this, her michevious nature makes her like it seeing happen to other people but as you saw, she's not averse to being on the receiving end either. Her asking to go down as well was also something I added fairly late on, as I didn't think she would miss that chance!
The two of them were introduced as a pair to experiment more with double gungings... which it took me a while to try out, but they lend themselves well to a lot of cuddling, squirming interaction between the two victims. You can certainly expect more of those =)
The two of them were introduced as a pair to experiment more with double gungings... which it took me a while to try out, but they lend themselves well to a lot of cuddling, squirming interaction between the two victims. You can certainly expect more of those =)
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