Elf Fliptease
Elf Fliptease
This is an armor strip game, still in development, but probably not going to turn into that long of a game.
Gameplay & Instructions
Gameplay mostly consists of playing a 3 tile variation of lights-out, and trying to match the symbols that counter the position your opponent is in. You'll need to pay attention to what your opponent is doing, to choose the right symbols to aim for.
Shields help you survive longer. Swords are what strip armor. Hearts are what win you the game, and the more her armor is reduced the more effective hearts are.
- If she is attacking, you want shields (up to the number displayed)
- If she is defending, you want swords, this strips her armor and increases the effectiveness of hearts.
- If she is off-balance, you want hearts, this raises her arousal and wins you the game.
This gets a little more complex in the second round, where you have to determine her intent based on her speech bubble, but most of this is placeholder text at the moment.
The dialogue also presents you with some options that may or may not impact the game as we build in more functionality.
Version/Feature Info
As of version 0.1.0
We have the intro dialogue and first combat with armor stripping mostly complete. The combat mechanics have undergone a lot of changes since the last version.
The dialogue leading to the second battle is mostly complete.
The second battle includes an animated sex scene and slightly modifies some of the mechanics, and is also mostly complete.
On the roadmap for additional updates:
- Adding multiple endings based on choices during the dialogue. Including dialogue and art.
- Adding some mid-combat dialogue options.
- Continuing to revise/update the UI and battle mechanics.
Creator Links
The game was made by DireShrub and LawfulHungry. If you like this content, check them out here:
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 4.4 out of 5 stars (11 total ratings) |
| Author | Dire Shrub |
| Genre | Puzzle, Action |
| Made with | Godot |
| Tags | 2D, Adult, Erotic, Fantasy, Hentai, No AI, NSFW, Short, Singleplayer |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse |
Development log
- Major mechanics updatesSep 01, 2025
- First UpdateAug 21, 2025
- Initial ReleaseJul 03, 2025


Comments
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Hell yeah, first try! cool game. hope you finish the second part reward scene
Im genuinely confused can someone help me I spam shield on atrack turns and attack on defense turns and I can only get mask off and arrousal to 1/3
Very confusing mechanics. Are you also "collecting" the adjacent tiles when you click the middle one? or are they just changing?
Since no numbers are shown outside of the incoming damage, it's unclear how effective the collected tiles were.
How much are we taking that is unavoidable?
Is it added on top of the incoming damage?
How much armor damage are we doing?
Also, consider reducing a lot, the time between new text lines. It gets annoying very quickly at how slow it is.
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It's a good game, it requires a little bit of brain. BUT it doesn't make sense that when YOU ARE attacking you TAKE damage, or even when she is off balance.
I am genuinely tweaking, I've been playing for 3 hours and the more I play the more I get pissed because of the damage I take while she doesn't attack. It's not about jack anymore, it's about winning.
I WON, I WON FINALLY. I CAN SLEEP NOW
how did you do I put all points into shield when she atracks and all points into attack when she defends but can only get her mask off and arrousal to 1/4
fun game, though i feel like second phase is very confusing, not sure what i need to do there to get her arousal up as much as mine goes up, nor do i understand attack:2 and then red 8 or something, and when i try to play, the image is veeeery small, tried using edge aswell, but idk still the same (might be an issue from me tho), also cant fullscreen, though might be intended? idk js thought asking about it
I can try to take a look at sizing options. Were you trying on mobile, or any particular display? The sizing has felt fine to me on my desktop but I haven't really tried other devices or display aspects. I think enabling full screen is just an option I can turn on somewhere, I can see about enabling it.
The second battle still has some placeholder text, and might deserve a bit more instruction due to the changes from the first battle. The intention is to have different text that you have to interpret what that means her stance is, but the placeholders are just "attack 1", "attack 2" and so on at the moment. So that text just means she is "attacking" and that there isn't a real blurb for it yet. The red 8 is still the attack value displaying like in the first combat (so you won't really have to interpret her attacking-stance dialogue, since that's present, but it could be relevant for distinguishing the other two).
Edit: Oh boy, full screen does not work well. I think I'd need to figure out how to make the game dynamically resize. As is, you just wind up with the same size game, but in the corner of the screen and a few UI elements misplaced.
i played on 1920x1080p on a 32.5 in display if that matters, on pc, yet it just felt so tiny
still good game keep up the good work and never give up no matter what you think of it
This game isn't bad, but it feels like a bit of an RNG fest. If you get bad luck in a run, there's not really much you can do.
RNG would be fine on its own, but it's made worse by the actual game mechanics.
I feel like having the enemy do damage on turns where she's off-balance or defending is a really unnecessary thing to have, and it makes the difficulty way higher than it would be otherwise.
When I see her off-balance or taking a defensive pose, that indicates, to me, that it's a good idea to go on the offensive, but the game actively punishes that.
The damage I take while actually trying to hit the enemy on her non-attacking turns ends of being more than the damage I take *on* the attacking turns.
I think I have some issues with the intuitiveness of the game mechanics or otherwise conveying how they actually work.
In the current version, you take a fixed amount of damage every round that cannot be blocked, and happens regardless of her stance. Shields only matter when she is attacking, and it's not possible to take more damage on an off-balance or defensive turn than an attack turn, but it's possible to take the same amount of damage.
The health bars also extend a bit farther than is visible, which can also make it a little confusing when near the edges.
With the difficulty where it's at, I'm able to reliably win, but I have an unreasonably deep understanding of the mechanics, and I want to strike a better balance here.
Armor reduces arousal gain, so stripping the armor is the top priority. With the current balance it's really less about "aim for hearts when off balance" and "aim for swords when defending", and it's a bit more about "aim for swords when she still has armor" and "aim for hearts when her armor is low or gone" (which is when her corset comes off), which is another balance aspect I'm trying to consider how to adjust, so the two non-attack poses are more strategically different.
I'm hoping this issue has now been addressed with the latest release. The combat mechanics have been largely reworked, and I also fixed a bug where the health loss wasn't always updating when it ought to, which could lead to the impression you're losing more health when she is not attacking.
It's a very fun game, although confusing at first. After a few rounds, you start to understand how to play. However, I would have liked a reminder of the order of the tiles in the battle scene. Maybe not always visible on the screen, maybe visible with a button (?), but in any case, I often tend to forget which tile comes after the other.
Thanks for the feedback! I'll definitely look at adding that in. I think it's one of those things I've been staring at for too long, and I forgot the effort that went into memorizing it.
This update has now been included (a '?' button that displays the tile rotation order)
Phew tough game, can't seem to get past half the arousal bar - maybe give players more options to commit early or lock in flips?
I took this suggestion, and added a way to end the round early before expending all the flips. I'm not sure that gets the difficulty quite where I want it yet, but hopefully that feels like an improvement.