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Commission for Readasaur of a game cover for an imaginary dating Sim where you Play as an older Pipotchi Isekai'd into a dating game and has to romance ALL of his friends and enemies counterparts to win and escape.
Category Artwork (Digital) / Fanart
Species Primate (Other)
Size 1662 x 2217px
File Size 4.18 MB
I've been thinking about what would be the easiest way to write and perform it mechanically and I think it would be like Zelda: Majora's Mask where there's a time loop for Pipotchi and over a period of time, like two weeks or a month or so, Pipotchi romances a character in a 3 act structure. This way the same timeline and Major events can still happen and I only have to write a single timeline, but different character's taking the role of the "Love interest" with the first act always being a Free For All where Pipotchi could be running around trying to interact with enough LI's to lock himself into any route, with the second act being a more linear route he's locked into. Maybe I'll break the first act into two factions you can early on get locked into like the Hero and Villain factions or Human and Ape factions? Haven't decided yet. Regardless he'd be locked into a character's route by the beginning of the second act, BUT he may not have the required items or skills or access to those things to COMPLETE the route, once again like in Majora's mask with getting the masks in one loop to complete quests that would have had to be started at the beginning of a DIFFERENT loop.
Every time Pipotchi reloops, (Like Majora's Mask again) if he completed a route the only thing that carries over is a "Badge" or a "Keepsake" from that character/route (Like LOZ's Masks and major items). For example if he completed the route that follows Romancing Yumi he would get the Yumi Badge/Keepsake so the game remembers he successfully romanced Yumi, but the badge can be used to "Reactivate" Yumi in another loop to gain access to items or paths in the route that might be needed to complete someone elses route. For example Romancing Specter is difficult and you may NEED to have completed Spike's or Jake's routes and reactivate them to complete the SPecter route because they are needed for certain Milestone Events in Specter's route. Or maybe when romancing Yellow's route you need to have completed Yumi's or Pink's routes because you need access to a concert ticket that Kei will be going to see and Yumi and Pink are the ONLY characters with access to another one.
(The amount of Badges you have does effect interactions with Jimmy in each loop though they may be subtle or obvious such as instead of using a Jimmy portrait that's his normal happy expression he may have a more uncomfortable expression if you have a certain number of badges, or new bits of dialogue that foreshadow that this is infact the REAL Jimmy on a loop and not a simulated Jimmy, or he may even hand out a quest or two that help on different routes, etc.)(Like how in Digimon World on the PS1 as your prosperity stat goes up in file city and you bring back certain mons the city visually changes with your progress)
Reactivating a character in another route runs the risk of initiating a "Jealousy Debuff" for the character (Seeing Pipotchi whore himself out to someone else lowers their affection stat with Pipotchi) and if the player doesn't make sure to give extra attention to the reactivated character could end up losing their badge and have to redo that characters route. This makes it harder to give the attention needed to the characters actually required for completing the route your on if you reactivate too many characters at once. On top of that having two specific characters active in a route (Either by reactivating two characters via a badge or activating one character while on the other's route) can activate a "Rival Conflict Event" which is a High Risk/Reward event where the player is basically gambling BOTH character's badges against gaining a rare item that makes the game or certain routes easier (Think potential item that: Start a new loop and forcibly activate the "Spark of love" event with any character so you can spend the first act dicking around or repairing jealousy debuff stats with characters because you don't have to chase down the route your trying to get on. among other potentially good items that could be gained by completing the short Rivalry story events between specific characters like Yumi/Pink or such?
As you can see I have thought more of this mechanically than I have narratively because once you know all the events required for the major timeline then you just need to write like 10 AUs and some sub events to fill it in :>
Every time Pipotchi reloops, (Like Majora's Mask again) if he completed a route the only thing that carries over is a "Badge" or a "Keepsake" from that character/route (Like LOZ's Masks and major items). For example if he completed the route that follows Romancing Yumi he would get the Yumi Badge/Keepsake so the game remembers he successfully romanced Yumi, but the badge can be used to "Reactivate" Yumi in another loop to gain access to items or paths in the route that might be needed to complete someone elses route. For example Romancing Specter is difficult and you may NEED to have completed Spike's or Jake's routes and reactivate them to complete the SPecter route because they are needed for certain Milestone Events in Specter's route. Or maybe when romancing Yellow's route you need to have completed Yumi's or Pink's routes because you need access to a concert ticket that Kei will be going to see and Yumi and Pink are the ONLY characters with access to another one.
(The amount of Badges you have does effect interactions with Jimmy in each loop though they may be subtle or obvious such as instead of using a Jimmy portrait that's his normal happy expression he may have a more uncomfortable expression if you have a certain number of badges, or new bits of dialogue that foreshadow that this is infact the REAL Jimmy on a loop and not a simulated Jimmy, or he may even hand out a quest or two that help on different routes, etc.)(Like how in Digimon World on the PS1 as your prosperity stat goes up in file city and you bring back certain mons the city visually changes with your progress)
Reactivating a character in another route runs the risk of initiating a "Jealousy Debuff" for the character (Seeing Pipotchi whore himself out to someone else lowers their affection stat with Pipotchi) and if the player doesn't make sure to give extra attention to the reactivated character could end up losing their badge and have to redo that characters route. This makes it harder to give the attention needed to the characters actually required for completing the route your on if you reactivate too many characters at once. On top of that having two specific characters active in a route (Either by reactivating two characters via a badge or activating one character while on the other's route) can activate a "Rival Conflict Event" which is a High Risk/Reward event where the player is basically gambling BOTH character's badges against gaining a rare item that makes the game or certain routes easier (Think potential item that: Start a new loop and forcibly activate the "Spark of love" event with any character so you can spend the first act dicking around or repairing jealousy debuff stats with characters because you don't have to chase down the route your trying to get on. among other potentially good items that could be gained by completing the short Rivalry story events between specific characters like Yumi/Pink or such?
As you can see I have thought more of this mechanically than I have narratively because once you know all the events required for the major timeline then you just need to write like 10 AUs and some sub events to fill it in :>
It would prolly never actually get made due to how much of a workload that it would be and just live in the void of "Ideas that will never become reality", but it is fun to imagine and the structure actually feels like it would be enjoyable to play. I'm not the biggest fan of VN games that are just books with pictures and prefer a few gamey-er mechanics.
I don't threaten with good times, I threaten with broken glass bottles. Which to a certain demographic would be a good time!
I don't threaten with good times, I threaten with broken glass bottles. Which to a certain demographic would be a good time!
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