by redle » Sun, 15Jun28 08:13
I'd say there are several things here.
1. The more you have fighting and potentially losing, the better your save/restore system needs to be (or at least auto-revive to just before the fight that killed you. But this doesn't help when you start with 100hp; win a fight but are reduced to 10hp; start another fight and die; and the game keeps putting you back into said fight you can't possibly win with only 10hp).
2. Games with a clear focus are easier to design, build, and find an audience. Either it's a fighting game with a bit of sexy, or an erotic game with a bit of strategic stat building. The point being, it's hard to combine two cores. You're better off picking 1 core concept and making sure the game mostly centers around it (that isn't to say games can't be mixed, but it's very hard to do well).
3. As others have somewhat covered, the erotic game is about building eroticism. Generally speaking, dungeon crawling and fighting are the opposite of this. Not saying it would be impossible to claim you were invading a modeling agency and battling gorgeous people at every turn to supply some eye candy, but to keep sexy going through attack scenes it almost needs to either be that the main character is the source of the sexy or that the "combat" is non-violent/non-lethal (You are a famous movie star/athlete and must get from one side of the town to the other through a bevy of adoring fans. You must distract, flee, redirect, hide, disguise, sate, whatever your way through each party that approaches. [flee into a store to get away from the first; happens to be clothing, put on a disguise... choice of disguises and which you choose might change which exit path might be successful; call a friend at some point to stage a diversion; bribe a security guard to let you pass through a rear exit; make out with a woman as you lure her into a room, step out and lock the door; etc]).
4. You can make a standard rpg that basically has the goal of getting out/through with potential romance waiting at the end. But that's basically like making two different games and you will certainly have people that want to just play one or the other (or at least maybe do the fighting once to earn the "reward" game, but then be able to jump straight to the reward game on future plays). Maybe the first game has several different endings and each ending basically unlocks a new way to start/play the second game. The second game can be instantly started using any previous finish from part 1. Toggling back and forth between erotic and non-erotic elements just isn't a great idea.