Hentai Sexfight Guide and Introduction
Hi everyone, it's your friendly game maintainer and Mistress of Lewd, Alya, here again with another banger!
I am honoured to welcome everyone to the Hentai Sexfight mode.
With this new mode everyone can have a chance to fight, wrestle and sexually dominate your opponent, whoever they are!
As the creator of this mode, I have to warn you, strange (but also very interesting) things ahead!
First of all, what is Hentai Sexfight?
It is a mode where all the type of fights: wrestling, boxing, brawling and martial arts, are treated in a kinky way for your titillation.
This mode is made with the intention to support role-playing as well as competitive/strategic play as best as possible, while trying to avoid randomness as best much as possible without eliminating it completely.
How is Hentai Sexfight different?
Thanks to the incredible work of Alex and our pals from The Wrestling Ring (crucially the help of LumberSnack), I was inspired to work with the scenes function.
Thanks to that, I have manually connected every action so that for each action you choose, your opponent will have a precise pool of responses which are logically connected with your previous action, and from their response, and you will get another pool of connected actions.
This process goes on in a 3 actions per round fashion, that replaces the typical and monotone back and forth choices of actions randomly taken from a very big pool.
What is this “3-action-round” thing?
The core mechanic of Hentai Sexfight is that every round has 3 actions in it.
- First, the attacker always chooses a “scene” action, that sets the tone for the actions that will follow, and the type of fight the two players will have (examples: Wrestling, Foxy Boxing, Face off, Sexual Fight, etc.…);
- After that, the second action would be from the receiver, and is usually the “jobbing action,” or to better say, the response action. These are very weak moves that someone usually does from a losing perspective. They exist to set the tone for the ending of the round, and help your role-play decisions, as they are usually a “jobbing” action, a counter attack or a “struggle/resist” action.
- Lastly, the third action is back to the attacker, and is to decide what type of finisher to use to close the round. Depending on what scene the attacker set-up with their initial action, and on what type of response the receiver picked, the attacker will have a precise pool of actions to choose from, that are based on a combination of the two actions that came before it.
After these 3 actions the round is over, and it's now the turn of the receiver to be the attacker and vice-versa.
What is New?
After all that explanation, you wondering what's new? Of course, the answer is EVERYTHING!
Besides life points (LP) being simply renamed hit points (HP) and having the same purpose as always, there plenty of other changes!
- Energy is now called MOMENTUM and represents the resource you can spend to turn the fight in your favor! It starts from 0 and you can earn it by setting scenes or just slowly working the fight in your favour, and every big move will require the use of momentum to make things exciting!
- Desire is now called FATIGUE! The more fatigue you have, the harder it will be to focus and not get too horny. In addition, your moves — the fighting ones, at least — become weaker and need more momentum to excecute. Also, the geater your fatigue, the weaker the impact of your big moves and finishers!
- Pleasure is now called DISTRACTION, and the higher it is, the harder will be to focus and defend yourself! If you are getting too excited and horny you need to change your strategy as soon as possible. It will be harder for you to resist the big moves and tests when your distraction is too high and it's easier to exploit your weaknesses.
- Cum QTY is now called WEAKNESS, to represent how physically weak you are growing. The higher the weakness is, the harder any tests will hit, and the stronger the moves for your opponent will be! In addition, if you are too weak, you may not be able to do some of the strongest moves available, while your opponent will have access to some stronger even ones that normally don't appear! So be very careful when your weakness bar is getting too high!
- The mode relies a lot on controlling those bars — both your own as well as your opponent's — so you will have access to moves that actually reduce all three the bars, but they often cost momentum.
- The 3-action-round is formed by a scene action that is balanced to be equivalent to a normal action like any other move (meaning, with stat changes similar to other modes), an answer will always be balanced very poorly, being a negative action and not cost efficient, and a finisher move will be a very strong one that affects the game a lot. Tests will always be weak as a move alone, but can often end the match with just one attempt.
- Last but not least, there are many small add-ons to discover in the mode, like secret special interactions between moves, or more simply, choosing what type of wrestler you will be at the start of every game, allowing you to have unique moves for later.
That's all good, but how do I win?
Well, it's actually pretty easy to win. You have to just reduce your opponent LP to zero. To do that you have plenty of actions that reduce LP (obviously), mainly the hard, fighting ones, that focus on a sadistic tone or a more competitive one.
It is also possible to do tests to win, but not the usual ones with % chances. Tests will appear in grades depending on the bars that you and your opponent have. The higher their bars, the stronger the tests moves will be, but on the other hand, the higher your bars are, the weaker and less cost efficient your test actions will be.
Tests will deal a lot more damage than normal moves, but if your opponent is smart and plays safe, they could easily twist them against you! Tests are usually finisher actions that the attacker can choose at the end of a round.
The receiver will always have three answers to every test, and depending on their bars, they will have different effects.
- The receiver can just take it [Lose];
- Counter the test and make the attacker try to resist it [Counter];
- Or just try and resist it [Resist].
All three actions have different costs, with varying pros and cons. The only one that will always be available is the [Lose] option.
After all of this, I hope you will find this new mode entertaining, both from a strategic point of view and a role-play/casual fun point of view.
That’s all from your crazy Alya, and see you next time!