RaccoonThings - TH: Reloaded - Current Features — page 1
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RaccoonThings - TH: Reloaded - Current Features

Up next AgentRedGirl - [Full Animation] Sexsona 6 - Miss Ion Ray!

About This Title

The project will allow Localization for multiple languages, although for the start the only supported ones will be PT-BR and English.

It aims to bring back the first game's story and bundle it with Trash Hero: From the Abyss, while bringing in new features.

The main changes will be present in two different categories:

Combat

A full 3v3 combat system. It is already functional, but I am tuning the AI's choices a bit so combat can feel more challenging on higher difficulties! Here are some features:

Expanded Combat Actions

Now you have multiple choices ranging from Buffs, Debuffs, Disruption and your base Attacks and Class choices.

Hope to bring depth to combat by giving players meaningful choices. Will you risk a Attack? Or will you set up a combo for a higher Critical payoff?

Other than class specific actions, the game introduces three Gear archetypes that you can mix with your class to better represent your choices on the battlefield.

Combat also introduces a 2 action system, followed with a Stamina bar which must be sustained mid combat.

Lust Based Combat

The game still has a baseline 3KOs victory condition, but is highly integrated with a new Lust Meter.

The Lust Meter is a secondary win condition, where KOs, Critical Successes, Critical Failures, they all contribute to the mounting pressure. How long will your characters sustain the battle before they give in to their desires?

Thus, the old Attack/Tease system has been seamlessly hybridized for a more NSFW focused combat resolution. Where every action contributes towards the Lust victory! And not just teases.

Class Based Combat

This retains the same perks from the second Trash Hero, but is expanded to work with a more broad kit, where your class gives you a base identity in gameplay to exploit the base-line tools you have.

Meanwhile the classes have been reworked, with some focusing more on aggression while others provide more self sustain or support to the team.

There are currently 4 classes, and paired with the 3 Gear archetypes, it will give you 12 combinations for you to find your own preferred playstyle! With additional classes being in the works.

KO, Recovery and Lust

KOs are one end goal... But you and enemies will always be ready for seconds!

Every KO massively contributes to Lust, but KO'd enemies return to combat after 2 turns so not all is lost! You can keep in the fight and experience more... Naughtiness- while the combat evolves.

For how long can you sustain it? As later rounds compound Lust with a party-wide Lust increase from both sides to represent the instincts taking over!

But what if I am close to losing because my party can't sustain Lust anymore? Well... The old 'give up' button has been reworked as a core mechanic where you can KO yourself, with pleasurable outcomes, at the cost of reducing your party Lust!

Passage Interaction - Interface

The game has also received a massive overhaul in the UI, with several Desktop and Mobile improvements.

Hotkeys - Desktop

You can now navigate the game using keyboard hotkeys instead of clicking! Specially useful for 'one-handed' combat...

Mobile UI Support

The UI better adjusts to mobile users, giving them a better ergonomic UI. While also bringing in-screen player options to the bottom of the screen for ease of access.

Prettier Passage Story and Immersion

Support for character Icons, dialog bubbles with progressing text, and new audio support for story beats (Music and Effects), as well as for speech bubbles!

Although the support is there, I still need to source audio files for the project. So that may take a while, the same as doodling animated character expressions.

So far that's all I can share with you! Hope it does get you as excited as I am for the future of the project, and the opportunities it can bring. The project is still in early development, but I've gotten the base core mechanics and concepts plugged in. So now all it needs is some polishing, and the story!

Hopefully by the end of this and the following month I'll be able to provide more updates regarding the project. Can't wait to bring more to all of you.

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