You are the proud owner of a pixel brothel. Run it well and idle away! Your employees work so you can sit back relax and watch their shenanigans.

This game was made in 24 hours as a personal challenge. 

Most art that was used for this game was from the GandalfHardcore bundle https://gandalfhardcore.itch.io/.

Amy and adjustments were handdrawn by me

The SFX are:

https://lecheryamoreva.itch.io/nsfw-free-voice-pack-85-mins

https://tallbeard.itch.io/music-loop-bundle

https://cyrex-studios.itch.io/universal-ui-soundpack

https://dillonbecker.itch.io/sdap

Next update is out! This includes:

- Citizens walking through the brothel and interacting with employees.

- New global upgrades in store, this broke the early game a bit so 10x multipliers are now 5x but get later on compensated with the global upgrades.

- a redesign of the brothel, now bigger to support the citizens.

for a more details check the changelog!


Please do tell in the comments if something breaks. Would be very appreciated

Have fun!


StatusReleased
PlatformsHTML5, Windows
Rating
Rated 4.0 out of 5 stars
(27 total ratings)
AuthorProbane
Made withUnity
Tags2D, Adult, Erotic, Idle, Indie, No AI, NSFW, Pixel Art
Average sessionA few hours

Download

Download NowName your own price

Click download now to get access to the following files:

IdleBrothelV0.2.1.zip 37 MB
IdleBrothelV0.3.zip 37 MB

Development log

Comments

Log in with itch.io to leave a comment.

When you updated the look and placement of things i lost all of my progress

(+1)

hi man awesome game would really like to have an option to on/off the clothes though some girl outfit are super sexy!

Thanks, I'll see if I can somewhere at an option for that sounds like a great idea!

What do you do at the start because I can't figure it out

What do you mean exactly? Are you not generating income at the start? The core of the game is just idle no clicking involved at the start other than buying stuff from the store.

(+1)

Hey man! Awesome update! This comment is not only going to be about the issues I found, but also about some of the things I need to appreciate about this new update 0.3.

So first of all, the new house is really amazing. Everything makes more sense now, from the latina nurse having her own hospital room, to the lowered ceiling of the basement. It feels a lot better now, and the new staircase is a clever way to hide walking animations between floors.

The new customer interactions are really nice as well, however I feel like there should be upgrades to increase the speed of those appearing as well, as well as the income of how much they make you. Currently, it's just a nice little detail and don't really make profit. I'm getting trillions in tips, when I have octillions in my bank.

Secondly, the UI changes are really appreciated. The settings menu has been moved away, and the new house's front door is on the right so that the HUD doesn't overlap with it. Really clever. You've also changed the upgrade names which is a lot better. However, I feel like the upgrade system needs a little bit more clarity;

When you have multiple upgrades available, it's a little difficult to separate them. The only thing really separating them is the red text, so I would recommend adding thin outlines to the upgrade boxes themselves to make it more clear. The same for the upgrade names as well, because the name of the upgrade and green text share the same background, so it can feel like part of the same text, just discolored. Try to play around with this.

I also do like the new option to buy more employees at once, but it's not immediately clear what the choices mean. 50% could either mean 50% more employees to what you have, or using 50% of your total wealth to buy as many as you can. It becomes clear that it's the latter, however there is no clarification on how many you're actually buying, just how much you're spending. This feels like an oversight, especially when there's no option to sell employees to a lower round number.

As for the rest of the UI, I'm overall enjoying the changes. Zooming is now a lot easier, and the settings include a windowed mode, but there is a small issue with that. The UI elements adapt to the window size, so on larger scales like fullscreen, for example, the shop window either partially or completely obstructs both the currency/s counter, as well as the bank total. Furthermore, it wouldn't be a bad idea to clarify what this currency is, so I can stop calling it "currency".

Next up, I really like the changes to Amy. She's been called out in the game by name, and it now makes sense what it is. Also per my request I can no longer accidentally stop the minigame, and there's upgrades to make it more worthwhile. But maybe you were expecting this, there's issue here too:

Firstly, you can keep masturbating her even after the timer is over, with the orgasm meter filling up. I assume this to be a bug, because I sure don't profit from it. Also, I do know that I wanted her to appear more through upgrades, but this feels a little too frequent. I think better upgrades would've been ones that extend the timer of the minigame itself or one that clicks it for you, for instance. I'm not complaining though, it just feels a little unbalanced.

Secondly, her minigame can be started as she's walking away, just as long as her question mark is up and you're able to click on her. To add to this, the question mark lingers for a while after she's left, presumably because she's killed off further off-screen. But no, it doesn't seem intentional. Either make the minigame unobtainable right as she starts walking away, or make the question mark hover over her as she  leaves as a way to say "Wait, come back!". This was an exploit in the previous version too, but I used it to my advantage.

Thirdly, her dialog box pops up when you click on her again after restarting the game, making the text in it incorrect. Also the layer her minigame's on shouldn't take precedent over the settings menu, because it means you can't quit the game through it while it's up. Also the contrast on the timer could be better as the countdown is light pink with no borders, and the background is a light beige. Small things.

Now for some more general stuff, maybe even nitpicks. So firstly, I'm unsure of the 2x global multiplier upgrades as they feel a little too powerful, especially since you get so many of them. I got them while I had already got everything so I don't know how it affects gameplay, but I must imagine it speeds it up quite a lot. That's why I would've gone for a 50% increase, instead. 

Secondly, I'm really liking the house as I said, but there's some minor nitpicks I have with it. The shower still doesn't have a purpose, for instance. I assume you had planned to have a showering employee there at some point, or still do, but now it's just decor. Which is fine, decor is fine, but a shower like that sets expectations especially earlier on in the game. As for the basement, I love how low it is now, you can even fit a second floor under it. It looks so much better, in all the right ways. The only issue I have with it is the chandeliers which are not centered. It does add character, but it can feel a little off to some. The chandeliers are not centered on the top floor either, but you can't notice them as easily. 

More on the customers, I like that they walk in and masturbate, despite how little it nets me. It feels like a natural progression, but I think you could tweak some of the animation durations to better match how long it would take to reach climax. I don't think a few strokes is all it needs, and the cowgirl especially does it really fast considering how slow she's going. Also there seems to be a hard limitation of one customer in the house at a time, which could be the reason behind the short sessions. If you could have more people at the same time, you could have them stay in for longer, though there's probably a good reason this isn't already the case.

Aaaand lastly, the gear icon, as well as the X in the settings menu are off-center, just by a pixel or so.

Alright, I think that was it. Amazing update. You added a lot, tweaked a lot of things, and certainly improved the game by a lot. I don't have anything else to add now, just keep doing what you do best. Sorry for the longer text!

Hey, thanks so much for your reply again and sorry for the late response. I've been busy with a new job this past week and needed a bit of time to settle in. I've been checking in from time to time but haven’t been able to keep up with comments. That said, I really appreciate the extended testing. While I was building, I knew I was probably missing a few things. Developer tunnel vision, you could say :P

All the points you brought up are, once again, absolute gold.

UI

I didn’t even notice the Amy minigame overlapping the settings menu, and I see now that even the dialog where Amy is mentioned is in front of it too. Thanks for catching that. I’ll look into separating the upgrades with outlines or maybe a line separator. I’ll test what looks best.

I also tested windowed mode quite a bit because it kept messing up the UI. I thought I fixed it, but I guess not. Strange how it stopped working again.

I agree that the currency feels a bit oddly branded right now. I might just add a dollar or euro sign. Since it’s a brothel, it’s probably just plain cash. Funny enough, I hadn’t really thought about it before this.

Amy

I made her clickable indefinitely so players could choose when they were done with her, kind of like a gallery function in other games. I wanted players to have full control instead of forcing an ending. It might feel a bit out of place in the main game loop, but I’m not sure yet if I want to change it. That said, extending the profit timer with upgrades sounds like a really good idea.

The current spawn rate for Amy wasn’t intended. I think I underestimated how much the cooldown decreases. I’ll rework that.

I also wanted Amy to stay clickable even while walking away, kind of like how it feels when you just miss your bus. I know that sucks, so I wanted to avoid that frustration. But if the question mark disappears, it might not be intuitive that she’s still clickable. It also sounds like the question mark isn’t being cleaned up properly. I’ll check that too.

Upgrades

The 2x upgrades came from a lot of feedback saying the game felt too slow, especially late-game. I thought this was a good way to balance things better. I really want to focus on making more content for longer playtime, instead of just slowing things down or adding resets. That would feel like lazy game design and unfair to you all. I’ll definitely test to make sure the new upgrades don’t make the next employee sequences too fast.

House

I actually do have a shower girl in the works. I just haven’t figured out the shower particle effects yet, and it’s a bit tricky to rebalance the game after inserting a new girl into the current lineup. It’ll take a bit of time because of how everything is set up right now.

I also dislike the chandelier placement and some other decorations. Good news though, I’ve got a solution for that coming in the next update.

Customers

I was really hoping someone would give me feedback on the customers, so thank you. I actually forgot to add the global customer upgrades. They’re finished, just not connected to the UI yet. I’ll make it so customers give money based on your current income per second, and maybe even add a multiplier depending on the tier of the employee they visit. I’ll also look into the duration of their visits.

Next update

I’ll be focusing on house customization next and trying to implement as much of your feedback as I can. So definitely look forward to it :)

Thanks again for your amazing feedback. It really means a lot to see your commitment to the game.

(+1)

Hey, no worries. I was starting to think I had given you too much feedback as a solo developer, but I was glad to hear it was just something else. I'm just happy that I'm able to provide feedback for any game, and have it be noted. Playing games and taking notice of things in them is one of the things I know I can do, so I'm happy to do it when it makes a difference.

Also, feel free to hit me up on discord if you want to have my opinion on features before they get published, so you don't need to shift through such walls of text. Either way, thanks for reading all of that!  

(+2)

Any plans to release this on Steam? :3

(+1)

Hey, thank you for commenting! I'd love to release the game on Steam eventually, it’s definitely something I’m thinking about. Right now the $100 Steam fee is a bit tough to justify since the game’s mostly just a passion project and I've only made a few bucks in donations but it’s definitely something I’d like to do in the future if support picks up!

(+1)

would be nice to have somewhat of instructions, i'm assuming we can't do anything with the chicks yet, but if there is i would like someone to tell me, no rush

No there is nothing yet there is this minigame with one of the civilians on the left sometimes this colorful girl pops up with a exclamation mark above her. you can click her and it starts a minigame. other than that it's just buying waiting upgrading.

(+1)

I actually really quite like this game. It's simple, but does what it says it does. However, I do have a lot of critique, so read what I have to say with that in mind, instead of thinking that I'm complaining, because I'd really like to see where this goes. I'm trying to list these in the order of importance.

So firstly, some UI changes. The settings button is way too big, and way too close to the shop for what it does. I found myself accidentally clicking it, so I would really recommend moving it to the corner, and making it an universal "gear symbol" instead to also make it smaller.

The settings themselves also lack a lot of things that a game like this needs. First of all, a windowed mode. This is the sort of game you want to move to the background, or another monitor, but currently that is impossible. Secondly, there's no clear way to exit the settings menu, so consider adding an X to the corner. Also, the "reset save" button is way too big too. Make it smaller and hide it to make it harder to accidentally press. Lastly, one optional thing is to have the currency be in scientific notation as a toggle, but currently it's not needed since you only go up to octillion or so.

As for some QOL changes, the zooming thing is a little weird, as someone else pointed out as well. I'd much rather have a dynamic experience with the scroll wheel, or if you stick with this way of zooming, make it easier to zoom out. The current method of pressing the arrow button on the corner is way too inconvenient. I would bind this to a button like the right mouse button, since it's currently unused. The same button could be used for selling employees too, for example. Just try to have the player have more control over the game.

Speaking of control, I'd like to see more cosmetic changes. I'm only asking for something like the option to change the wallpaper, some rugs, and overall making the "brothel" seem like yours. The location for this cosmetic shop could be where the current settings location is, for instance. Something else you could find in this shop could be a sign on the house you can rename, time of day changes, or any other miscellanious thing like a font colour change. Basically a platform for personalising your game, one that you can easily expand in the future.

As for the upgrade system, it's intuitive and easy to understand, but it's a little repetitive since all new employees follow the same algorithm and overall pattern. What I suggest, and this is right out of cookie clicker, is custom names for these upgrades, with descriptions to match. That way you're also looking forward to the upgrades, and not just the "employees". Additionally, try to incentivise buying more employees of the same type by locking the upgrades behind them. There's no real incentive to get 20+ of the employees, since you get all the upgrades as soon as you unlock it. As for what I mean by the custom names, here's a few examples:

Mirror model's 2x upgrade could be called "shinier mirror", where the 10x upgrade could be "perfect reflection"

Dildo lover's 2x upgrade could be "dildo upgrade" (to reflect the change) and the 10x upgrade "more durable lube", rspectively.

I understand why this is not something you've done, but I would really like attention paid here, as well. It really does add a lot, and a certain level of personality. I also would like to see some more general upgrades, some that don't just affect the employees. Maybe something like a +5% increase on all profits, Amy appearing more and giving more, or something dynamic like getting +1% more profit on employee X for every 10 instances of employee Y. Which again, incentivises getting more employees and not just sticking to the 20 or so. Really do think about this, since this again would add a lot, and you have unlimited possibilities.

Now some smaller stuff, bugs maybe. Firstly, some of the white employees' faces are brown. I understand it could be a shading issue, or something else. Either way, it doesn't look as good as it could. This mostly affects the twerqueen and the mirror model (and strap-on by extension), but it is noticeable. Secondly, I would really like it if you couldn't prematurely stop the Amy minigame by misclicking on the collect button before the timer runs out. In fact, it shouldn't even pop up before that. Unless of course this is intentional to make it harder. Also, I would like some clarification in-game on what that minigame does. I have questions like "does clicking certain body parts matter for profit" and "Who even is this". It's only by Necrilem's comment that am I able to call her that. And just one more thing; The roof of the brothel is too wide, it should stop at the tip of the triangle. Instead, it protrudes unnecessarily. Simple fix.

But other than that, you've got a really solid game going on. There's probably something else I could've mentioned too since I do have experience with idle games, but I couldn't fit it all here. Contact me on Discord (wibiz9000) if you want more help, but I think that you'll have your hands full with these considerations. That said, most of these are suggestions, but there are some things in there that the game could really do with. However, that's for you to decide. And just like I said, try to take what I said as critique, because I still do want to see this game advance. 

First off, sorry for the delayed response. I honestly needed a day to work through your comment. Thank you so much for the clear and extensive feedback! You've given me a ton to work with, and I genuinely appreciate how much thought and care went into it. It really means a lot to see someone care this much about the game and where it can go.

I’ve already made a few of the UI changes you suggested in my internal version. The settings button is now moved to the bottom-left corner and changed to a gear icon, which immediately felt better. I also completely agree with your point about closing the settings menu. I’m not sure why an X didn’t cross my mind when I first built it, but that’ll be added in as well. More settings like a windowed mode are also on the list, being forced into Fullscreen has bugged me too.

You’re not alone in wanting better camera controls and aesthetic customization. A dynamic camera is something I’m actively working on, and it’ll likely be included in the next update. As for customizing the brothel itself, that’s definitely on my mind, but I need to think through the interaction design first. I’d like to avoid cluttering the UI with more buttons, so I want to come up with a smooth way to integrate it. It’s on the roadmap, just might take a little longer to land.

Funny enough, upgrade names did used to be unique! But when I was implementing the save system, I made things more generalized and ended up stripping that away. You're absolutely right that playful naming adds personality, and I’m planning to bring that back. I really like your examples, they strike the exact tone I want for the game.

About the bugs section. I should be able to easily fix all of them. making the faces a bit more lighter might take the longest though. Also the roof tile I didn't have time for it in my original version but now I feel like I've indeed been ignoring it for too long :P. I do have to think about the Amy minigame a bit though I haven't thought up a way to incorporate some more story into it. Might need to build a dialog system or something. 

Again, huge thanks for this feedback. You covered a lot, and your suggestions hit the mark. I’ve already incorporated a few changes and have the rest on my list. Feel free to keep sending ideas and I’ll definitely be in touch if I hit a wall on any of them.

(+1)

No problem man! I saw how you were interacting with the other comments here so I thought I could give some solid feedback since I really do like the game, and I felt that my comment could be seen. That's not often the case, so I really wanted to take the opportunity.

Suffice to say, reading your reply really put a smile on my face, and you're amazing for reading through it so thoroughly. I don't immediately have anything else to add, but I wish you the best of luck, and thank you so much for taking my suggestions to heart. And yes, do feel free to contact me directly if you ever feel the need. 

Thanks so much, seriously that means a lot!
I'm really glad the reply resonated with you. I'll definitely reach out if I need more input!

(+3)

Been playing for quite a while now until it became basically a waiting game.

Few suggestions here.

- Free camera panning and zooming instead of this click on zones (with really weird hitboxes), I sometimes accidentally click out of the Amy mini-game because of how zooming works right now

- Overall income/sec displayed

- % of income contribution to overall on individual listings

- move Amy, she is often covered by having "shop" open, so she is easy to miss

- So far I don't really see how this is a brothel? No customers are going in, no rooms, no one doing the deed (could upgrade/change/unlock positions starting by caressing into service into penetration with allowing you to switch depictions freely after unlocking


I cannot recommend enough to play Magic Archery and Tower Wizard (On steam). They are short and concise incremental idle/clickers that can be completed without much "leaving it on in the background" with a lot of good QoL and features that can inspire smooth gameplay experiences. They improve on things that other idlers make players lose interest in them a lot.

(+2)

Thank you so much for the feedback! I really appreciate it. I've played tower wizard before, great game. I will try out magic archery some time.

I was thinking of going more into the Realm Grinder way of doing things with a couple of different zones. Then feed these zones back into the main brothel for increased production.

You're right in saying that it feels less like a brothel because of having no customers and rooms. So I will go back to the drawing board to see what I can do to help that. Maybe even turn away from the direction I wanted to go into will have to see if I can think up something. 

Also the % is so right. I once experienced it in this nutaku game it's just very good visual feedback. 

Once again thank you so much for the feedback!

(1 edit) (+1)

Thanks for the response! If you keep working on updates, I definitely look forward to them, as we definitely don't have enough NSFW in this genre.

Rather than different zones, given the 2D-Nature, maybe building additional buildings for different purposes (and themes?) and allowing for free-panning camera to quickly move around and look at them would make more sense than actually loading different zones (If I understood correctly)? Maybe more akin to "(the) Gnorp Apolopue" or some management games were you expand the building so you can pan around with the camera. 

If you were to have multiple different buildings, you could put their "tickrate" next to the building (Like right now the green "pop-ups" next to the overall money as well.

A part of it all is looking at all that is happening etc (especially here with the animations) after all, which could be interrupted by having to load different zones.


Just spit balling some more ideas out there just in case for down the line:

- How about an additional category of things to spend money on aside from the regular listings? Like levelling up Amy, not only increasing her effect but also unlocking new "positions" for her during the click-minigame with letting us freely switch around the ones we have unlocked.

- Expansion of Amy mini-game (maybe via upgrades as mentioned in the previous point). Enabling orgasm, by clicking you fill up a bar than when you reach it, Amy comes, popping like a golden loot goblin dropping a lot of dosh with vfx and sfx to reward to effort of clicking. (The orgasm doesn't need to end the mini-game, but could be an incentive to work especially hard on it to reach as many orgasms as possible).

- Some sort of visual (vfx) or auditory feedback on money gain could very much tickle that dopamine production. Some games that are idle/incremental/management will have little coins with sfx pop out of whatever is earning money (maybe not well suited when everything earns at the exact same time rate), others like Tower Wizard or Vampire Survivors will play with "pling" sounds

- Maybe flip either the UI or the map? As it is right now, you have the building in the middle and the "customers" (well, onlookers seems more apt) to the left, but the left is covered by the menus. Nothing is really happening to the right of the building, so maybe have the onlookers come from the right instead?


Well, sorry for the long response, I'm trying not to be too nit-picky but sometimes I just write a lot. :D 

(+1)

Thanks for the long reply! I think what you laid out is awesome. Lot of good points. I will make a bullet point list in a bit with player feedback and see what I can use and how I can make it feel as good as possible. I don't have much time right now so sorry I can't reply with a longer reply but I think what you said about the Amy minigame is great, I wonder how the left side customers will look with a free camera. Was thinking about making like a garden section on the right but still have to design it.

Anyways thanks for being nit-picky it helps out a ton :D

(+1)

Don't worry about not having time to reply! 

I usually just worry that my feedback is misconstrued to have bad intentions or something, since I often write a lot :D

For what you said about the customers and what to do with them, I recently played a brothel management game where you build rooms and hire women for them, then receive guests that have to be appointed to those rooms. It had an upgradeable male reception area, where you could also place staff as "distraction" if the q gets too long. Not fully sure right now what the best way to translate it into a profit/sec idler format would be, but a reception area with customers coming in, a receptionist greeting/delegating them and spicing the waiting line up with some buyable attractions could be nice. 

Could even integrate a customer system into upgrades next to getting the girls (so you have one tree for buying things to make profit and one tree to improve customer base, like frequency/staying time/max waiting time etc), this way you could turn the gameplay into an input/output balancing act like "Finn Dorset's Institute For Livestock Replication". Although this would obviously be a massive undertaking and just something that came to mind.

Something else that could be nice would be something to click on or to do, even if it is only fun gimmicks and not directly connected into the gameplay loop. Most straight up example that comes to mind would be the closed window on the roof. If you could click on it, it opens and you see 2 people going at it for a couple seconds, then noticing it, being shocked and closing the window again would be a nice little gimmick that players could engage with. Also just kinda funny.

Aside from that the typography and formatting in the UI could use some work, but this is something that can evolve and improve over working on the game (like having text be centred optically within an element or better use of inner margins).

(+1)

Haha I read the piece about the clicker gimmick and instantly started working on it. It's pretty much done but I think it will take a bit of time before I will release it. I'm right now looking into making the game more brothel like. with customers walking in and out and having interaction with the employees. 

Do you remember what that brothel managing game was called? I'm interested to see how they handle interactions. 

(1 edit)

Can you please explain where the saves are stored? I can't reset progress and it's concerning that I can't find where the save is.

EDIT: It saves in the registry. Avoid for now.

(2 edits)

I'm just using unity's playerprefs. I can add a button that will reset progress if you want to.

EDIT: I do understand your concern and will fix it in the next update

EDIT 2: I just uploaded V0.2.1 from this version onwards it shouldn't store data anymore in the registry and will automatically remove any data stored there previously

(+1)

found that the game crashes at 635 units on any girl (then again I doubt anybody could make it that far. I cheated and I still couldn't upgrade that far on the bouncer)

overall, a pretty good game, but damn is the grind heavy. I maxed out each unit instantly using cheat engine and it still took me like an hour just to get the strap on.

(also, if anyone else wants to use cheat emulator for this,  you can only really increase unit count. I would give a table, but the addresses change every time I open the game so your gonna have to find them yourself. don't increase the value to beyond 633, as going beyond will crash. I cant for the life of me find the adress for money, so tough break.)

Art is really nice too :)

(+2)

yhea balancing was difficult with little time :P. Atleast now I still have progression I can use to make a prestige system or something like that

(+2)

found the reason it crashes at 635. the cost becomes so large it corrupts the float that holds the cost :P

(+3)

The income text blocks usage of the Employees button.

Downstairs preview wont go back upstairs without exiting preview mode entirely.

The girl on the top right table is the Flexer, right? Where is the Choker? I didn't look for a while but worked out all the others to that point. I got up to secretary before I stopped.

The other commenter was spot on about save/art.

(+2)

hmmm good point it is difficult to discover which character is which. Maybe on first buy I can add a zoom in to the room the character is in. Choker was center middle behind the changing screen

(+3)

Pretty decent, though, that lack of ability to save makes it only worth playing once and for a few minutes. Good pixel work, though.

(+4)

thanks! lack of saving is indeed a let down. If I continue working on the game it's the first thing I will add.

(+3)

I'm an old fart, so maybe that is why, but I almost always prefer well-done sprites to hand-drawn or CG animations. If you drew all of those in 24 hours yourself, you've got mad skills.

(+3)

Yhea that would be insane. Wish I was that talented :P. As I wrote in the description though is that all the art was from the GandalfHardcore bundle. They are a very talented artist. Just had to do minor adjustments and it worked out great. 

All I did was design, code, balance and adjust art.