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Been having a great time with the game so far, not sure if it's because I'm on my first run and mostly using up time to research or build the characters but it's a bit hard to know how to get scenes in the camp (player feedback is a little slow in general). An indicator that something will happen when you spend time with a character in a specific place would be nice. The only thing I feel is really missing is being able to save more freely : the camp and dungeon segments can get quite long.

I noticed a bug where the Sucker Punch skill sometimes crashes the game when activated, I think it might have something to do with killing an enemy outright with it but I'm not sure.

Very fun gameplay otherwise! I'm really impressed by the variety of skills and curses, the way everything interacts leads to a lot of replayability.

My only regret is playing this game early, I hate games that are in development, especially promising ones like this.

Game is real simple, though the first run will slap you around for not spamming rests.

Found this game through a certain story, and writing is thankfully alright, though some event activations aren't too intuitive; it shouldn't be too bad for the attentive eye.

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If it helps make the "in development" thing feel better, I've been at this consistently for over a year. I don't expect development to get any slower than it has been unless mental health issues start popping up but I've actually been going in the opposite direction (feeling better) the past week or so compared to the previous couple of months. Obviously nothing can be guaranteed though, and I don't blame you for being wary about it. Honestly I'm not crazy about the whole early access public development thing but it is the current best structure for independent development in this scene.

I'm curious what certain story that might be though, especially if the answer turns out to not be 303.

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The story is indeed 303, Ceres my beloved.

I made the earlier review in a bit of a rush, so here's a more thorough review.

Camp actions are awesome, despite seemingly low in depth, as you go through the game you slowly start to get spells that reward you for spending time on research, and spells that can be cast during camp time, and then comes the mind control/hypnosis aspect, which feels really well done, especially how the skill ties well into desires, drives, along with curses influencing those two heavily, which can make accepting or rejecting a curse have impact instead of a slider you change at a whim.


I would gush more about camp actions, all I'll say is that it is very easy to glance over it in your first few runs.


Skills, are minute, especially those commonly found in skill scrolls in chests, early on you want to use skill points to branch to the important ones, then slowly trim the fat with skill scrolls, the stat/skill choice in the dungeons are also impactful, as some skills have a lower limit set for stats.

It is neat how a lot of the things in this game are interwoven, taking skill points in the dungeon leads to curses, curses affect drive and desire, which might allow or disallow skills, stats early on are decidingly important, but until you get shrines, permanent corruption is not a good idea when you can avoid it.


On the topic of corruptions, the 4 negative stats, 3 main negative ones you find that raise and drop during the dungeon, and temporary/permanent corruption, stats deteriorate heavily when any of these 3 go past the 50 range, mild effects at 30-40, I recommend resting whenever you can, as the corruption waves increasing curse progression is not much in the long run.

The way how this game is designed makes me extremely hopeful for what's to come, but let's talk sound effects, visuals and music.

I am probably biased on the music department, despite the limited soundtracks I enjoy listening to it on loop, never feeling what I'm hearing is getting repetitive.

Visuals, focusing on the character tokens, are great, they jump around, jitter, their movements and actions, even during trap disarms are emotive, it makes them feel alive as they traverse through the dungeon, I played the game with music/effects off and it's pretty good.

This game is pretty charming with it's visuals despite the simplistic design, one of the better points of the game in my opinion.

The status effects also are well animated, and don't look out of place at all floating around the characters, especially effects that are for a lack of a better term 'Active' dizzy, scatterbrained, addled, charmed, drugged, it heavily adds to the game's charm.

Attacking and trap disarming are a bit basic but I think that's a good point instead of a bad one, especially when the characters spend doing both all the time, though I know some think otherwise.


Sound effects.. well, not much to say here, they're a bit bland and could've gone well with how active the characters are in their actions, really not much to write home about except how much sound effects are re-used, and little pet peeve of mine is the curse sound effect; the one used during decreasing/raising a curse, is prevalent later on in the dungeon, constantly triggered and played. 

Attacking sounds fine, defeating enemies sometimes have a impactful effect to them (Maybe it's them defeating a stronger enemy) It's something at least..

Otherwise, this game is crazy for how interwoven things are gameplay wise, I personally don't really care about the other parts of the game lacking good sound design or visual effects.


Uhh.. at this point of this unsolicited review I was going to avoid talking about combat as I thought it was talked much before here with past reviews (It's not, only some feedback.)

Combat is brutal, at first you think you're breezing through, but the dangerous part is that whole mentality in the first place, rest often, do NOT let any of the 4 (technically 5) bad stats go up if you can help it, focus on skills that actively treat or lower Exhaustion, Lust, Injury, Corruption, your stats will tank, leaving them fighting like a wet noodle.

Traps, Similarly are brutal- but in a more Insidious way, pay attention to what your characters are dealing with, the attractive painting, Tea set, Pyre, though the Pyre is hard to cascade unless you're unlucky, the painting is deranged and will make your character get stunlocked to doom.

The painting itself is highly dangerous, constantly putting your characters in long turn trances while inflicting lust, leaving them unattended is dire, the other two respectively target exhaustion and lust, pyre targeting injury.

Always rest, keep an eye on your stats, curses are benign at most, but all tie together when your bad stats raise up, cascading into chain corruption breaks.

And now, the reason why I wanted to avoid reviewing the spells part (Until I realized I'm the only reviewer)

Spells, are quite bullshit, ranging from, giving -30 to all negative stats excluding corruption on corruption breaks (There's a skill to force a corruption break while keeping the perma gained corruption to 1.) Allowing dodging on researched rearmed traps (Prevents trap loops, VERY good.) To consuming all charge stacks, which heals 5 of non corruptive bad stats per stack, which if ignoring the multiple charge skills, we still have: on scry ally, give 1 charge.

And along with another spell that makes waking up from sleep happen by ANY negative stat rise, AND gives 1 clarity on wakeup no matter what.

To quality of life effects/minute effects you have to go out of your way to activate, like an ally with thorns will automatically stop charm and berserk when hit by afflicted party member, spending a scry on an ally that makes their cooldown on their unique skill drop by -2 if they use it after the scry, or you automatically know where the exit is/where is the strongest enemy on the floor.

TLDR: A charming difficult(?)(Depends on the player really.) game with a highly interwoven gameplay, and nice music...

I am not reviewing the lewds.

There's probably a lot I could but don't necessarily NEED to comment on here. It's good stuff to see in any case. I will say that a lot of spells, especially the ones that were created earlier, had their cost set somewhat arbitrarily and within a context where getting specific spells/more maximum mana was considerably harder. Due to the mechanics around them changing over time, spells could probably use a look balance-wise.

Also for what it's worth, I DO still want to write more 303, I just keep struggling with time management and putting it off when this game is taking up my focus. I definitely have things that I set up and still want to get to in 303, even if I don't actually completely finish the story (which is kind of a tall order considering how much detail I've already put into only the first week).

Oh, don't worry about 303 it was a enjoyable read, and looks like it was written (Hopefully) while enjoying the story itself, definitely wouldn't sit right with me if you were pressured into it

As for the magic, I suppose that explains many of the minute spells and major spells in the context of harder resource management. I personally enjoy Wired, where you can spam out research and ignore lack of sleep at the cost of scry capability.


And if I starve for Ceres lewds, I can simply shape reality and write them myself.

Is the masturbation status bugged in v13? I seem to remember it being possible for another girl to interrupt it in a previous version, but currently the second girl just seems to stand there and watch instead, leaving no way to avert the corruption break.

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It was bugged in 13. Allies could interrupt each other, but only on Explore behavior rather than set destination/follow behavior. It SHOULD be fixed in 13.1

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I've been loving this game. When you get time I do think you should write up a CG for when they activate the masturbation status. its like everything else has words but when they stop in the middle of the dungeon overcome with lust there is just a little purple hand symbol ;)

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I like rogue like games and this together with researching that which you encounter is also something I like. 
However there are still some bugs even with that mod (assuming I am correctly using it).

So currently I have the suggestion of showing a list while in game which mods are currently loaded into the game and active/inactive.

The crashes I encountered(bugs) occur when I scry someone with the anonimity curse and another one seems to occur when senses are shared and stuff happens (A guess of mine is that the pre-emptive procs to a characters turn create a loop and thus crashes.(Only a guess got no proof, it's only an assumption.))

I like the game.
Another way you could change the player character's interaction with the girls is by giving him traits which can also be obtained and changed by your actions and events.

To other players, crashes aren't really that bad cause it's a roguelike a floor is randomly generated everytime, so when you continue after a crash you just start a new randomly generated floor.

I know that there is/was a bug with Anonymity that I have fixed in the next version, but I don't know anything about a Shared Senses bug. I'm currently putting together an update for (probably) tomorrow though, so even if you can possibly get back to me with any more details to look at, a fix for it probably won't get into the next version.

I can probably throw in a button on the options menu to popup a list of currently loaded mods though, I think that should be quick and easy enough.

Well the thing is the moment shared senses is active something is triggered that causes the crash and I don't really know what as at that point there are to many variables to track from what I remember going on, so I can only try and give more details.

It might also interact with the anonimity curse now that I think about it, I believe al 3 crashes I had with shared senses also involved the one with the anonimity curse but while the first bug could be triggered by scrying one with the anonimty curse perhaps this second variant triggered the same bug but with an event happening while under shared senses.

If so then my current run can't really be used as a test case.

not sure where to put a bug report. but resting in a dungeon with two girls and one exploring causes a game crash.  

I'm going to have to ask if this is with the bugfix mod running or not, as it sounds like it COULD be an issue where the Idle Hands curse was causing a crash and is fixed in the bugfix mod.

that was it.

Will things like Futa and Bondage be mandatory or optional?

Tough question. Having the ability to toggle off different areas of content isn't something that I really wanted to do myself, but enough people have asked that I also don't want to just be like "you'll get the girlpenis and you'll like it" when I know that adding those kinds of toggles is something that I totally could do.

If nothing else, it will be possible to mod out anything you don't like, even if there isn't an official in game toggle.

At the end of the day its your game so you can do what you want but I feel like you'll get more customers/players  if at least a few things were optional 

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A little feedback for you.

First of all, I absolutely love this game. Great work.

It seems like characters don't rest in the stairs room when the player has the appropriate spell enabled. Their pathing will show them going to the stairs, but instead they'll walk back to the safe room. Even if you manually walk them to the stairs, they still walk back.

Recluse is triggered by self support skills. First aid specifically, but I suspect it extends to other skills.

I felt like the Chastity skill might have been a little overpowered. Masturbation is a pretty brutal status effect. You can't see it coming, there's no way to naturally recover, and if you've spread the girls out it's pretty much a guaranteed 100 lust corruption break. So it seems like 1 point for complete immunity is a little much.

Maybe Chastity could level, with a turn duration on masturbate, a higher resistance to the compulsion, or a reduction in lust gain.

As another suggestion. To make curse research matter a little more, perhaps there could be a choice between two or three at shrines? Just a thought.

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Harboring has a bug that I've already figured out and fixed internally but was related to some touching of pathfinding that I did in this update. It'll be in the bugfix release that'll come out soonish probably.

I have iffy feelings on the masturbation status effect in general. Like you said it is quite brutal to get caught by it in the wrong situation. A part of me thinks it should be nerfed but:
A) I can't think of a good way to do so that matches the flavor (since if anything a character that has fallen into masturbation would only become more and more likely to continue doing so)
B) I think the game is currently too easy

I could see a change to Chastity being something like "Lust due to masturbation is capped at X" although maybe that's more denial than chastity at that point. Dunno.

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Yeah, I can see it being a little too easy right now. My first run didn't exactly feel like a roguelike, and it's still a fair bit forgiving even with the increased difficulty NG+ option.

Artistic nudes are pretty much the only thing that have ended a run for me, while a number of other traps are actually kind of hard to fall for because the status ends too early.

It's a hard balance to find for sure. I don't think every trap should require someone else to come save you, but one definitely stands out at the moment. Something to consider is variable durations depending on an appropriate stat, rather than just a binary all or nothing. That way, some characters can escape the second or third trigger of a trap where others would need help. (I guess this is kinda already implemented in a different way, so... oops. Ignore my ignorance.)

I don't know, I'm not here to rebalance the game or anything. It just feels like if masturbation was reduced to 2 or 3 lust per round and saving people became more reliable, then a skill to completely remove the risk wouldn't stand out as unusually powerful.

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That game seems to be an incremental clicker game in disguise.

I played maybe an hour or two. 80% of the time was reading stuff, the rest mindless clicking. Seriously, too much text early on.

I just stopped caring. For whom? The mc is an informed quality. The story would work out exactly the same without the Inquisitor. He or She is only cosmetics, as it is even stated in the game. It is a party based setting - with the mc not being part of the party.

Anyways, I was just clicking away at the turn button, till it was time for the run to end. I almost missed the lewd content. The tutorial did a bad job at showing were it is.

Incremental games can be fun. But those should not start with the micromanaging and a wall of text. Maybe this started out as a text based game, if so, it shows.

For me, a better tutorial might do the trick. And better does not mean better at explaining the micromanaging and inconsequential backstory up front, but slowly familiarizing the player with the concepts of the game. And quicker to start with the actual game. You need not know any backstory to start a roguelike. A minute of backstory to start, ok, but here I had to read pixelated font for half an hour to even start some action.

uhhh what's KP again? is it later into the game or am i dumb?

KP (Knowledge Points) are gained whenever you encounter an event you haven't seen before. It's admittedly not surfaced very well, partially because the numbers for KP gain are pretty arbitrary, and you can only see your total when opening the new game+ menu. Generally the events for more difficult threats will give more KP. As long as you carry over your seen events between runs, your KP total will only ever go up or stay the same, letting you get more and more stuff in new game+.

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The game is hard, kind of reminds me of "Fear & Hunger". Would recommend to anyone that likes a little more gameplay in their H-Games. Great job so far.

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Essentially its a NTR game where you watch your love intrests get raped repeatedly. I can see why its not popular, also good luck staying on Patreon.

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Interesting take.

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Sounds like somebody has been cheated on before.

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how is this game played? All I managed to do so far is chose an ability for each character. when I click on the one character I can select, two options are available(set destination and open stat page), and they do nothing.

The tutorial just tells me that I can move the camera, and ends with something like "you can do more than look" implying there's more tutorial somewhere?

What am I missing here?


EDIT: So I tried with the tutorial off, and I can now play. I'm not sure I'll follow very well what's going on, but at least it works!

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Looks like a change in the way things were loaded messed up the tutorial scripting. I'm putting out a fixed version here shortly.

Edit: It's up now.

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This was quite interesting. Less lewd and more involved than most adjacent games. Had a great time, certainly quite unique

This may be somewhat intentional given the design catering to multiple runs (only did the one) but a lot of the time I found myself struggling a bit to understand whether I was doing well or poorly. Did reach end of content for alpha 8.1 so must’ve been doing something less than terrible.

Curious to see how this progresses

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Hmmm.. the turns can be a bit tedious later on but if I have the patience, I could enjoy it more.

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Damn, this quiet the novel management kind of game, where you do your best to make sure each dungeon floor cleared ASAP before the corruption wave incoming. its difficult getting original gameplay game recently, so your game's breath of fresh air.

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I really like this concept.  I also really wish there was a lot more to it.  I will be following this game's development!

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The crashes during dialogue should be fixed in the new uploaded version (Alpha-6b)

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I have a problem with the application closing on me.

Sure, could you be more specific? I've already had a problem reported where one of the tutorial events occasionally crashes for someone else, but I've been unable to replicate it myself.

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It happens to me too, not exactly at random, it's when a new "page" is generated, but it doesn't seem to be on a specific event.
The game just tries to load a pic, or text, and crashes. Then one launches the app again and might get pass the point that caused probem the previous time, only to crash again a bit later.

Using the windows version by the way

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Edit: See newer comment above. A new version is uploaded to address the dialogue crashes.

Yes, from all the reports I've gotten it seems to be something regarding loading resources during dialogues. I can't reproduce it myself, but I have a few ideas for possible solutions that I'll hopefully be able to send to somebody who can reproduce it to see if those solutions actually fix it.

In the meantime, I can't guarantee that going through dialogues slowly will fix it, but it couldn't hurt to do so I suppose.