Others - Divine Caprice [Demo v6] [Toffi]

  1. 2.00 star(s)

    xRoguex

    So this game became Fallen Angel Marielle...but worse.
    A classic lose and get raped futa only game. Honestly I expected something worse.
    The game is somewhat mid and I don't see any potential on this one. Obviously I hope to be wrong, but the combat and these sprites the dev is using aren't appealing... and after 5 minutes is monotonous.
    As an old fan of Toffi's games I'm a bit disappointed, but I understand the need to change and try something new after 15 years of CG3D.
    I hope he will rise again somehow.
  2. 5.00 star(s)

    DenabuNeko

    Reviewed: Demo v3
    If you're into futanari, you'll probably enjoy the scenes in this.

    I found the keyboard controls confusing like other people have mentioned so I used a gamepad instead and that worked prefectly.

    Having really enjoyed Fallen Angel from Toffi, I hope this turns into something as good as the framework seems good for something this early.
  3. 2.00 star(s)

    souldead341

    Review of demo version 3:

    OK, this could be an ok rougelite beat um up, but right now its not worth playing.

    It's got ok models and animations, but the gameplay is just annoying.

    All characters are futanari, so if that's a factor then it might be a major thing for you.

    The gameplay is pretty standard semi-3d sideview, which is fine but there's issues with this basic gameplay design. Being slightly off the vertical line can mean that attacks that seem like they should hit just miss.

    The map are tiles with random enemies and chests with a random set of exits to explore.

    The default control scheme makes me wonder if the developer is using a (slightly) non-qwerty keyboard, since it's awkward at best and more likely impossible to use the controls without rebinding them. A lot of them make sense for qwerty, except one of the most common buttons to push is weirdly placed. Arrow keys to move, A is block, S interact, D dash, C charge magic, X confirm in menus, and attack is Y. I have no idea why they thought Y makes any sense with the rest of the key locations on the keyboard. (To be fair, it's possibly it was the uploader who did this and not the developer).

    The amount of stamina you lose when grabbed is pretty high, since the relative difficulty of the escape minigame is somewhat high. it's a bouncing marker that you need to hit when in the right area. unfortunately the area changes after each keypress, making it harder to consistently hit the zone.

    The enemy fat mage characters seem to be immune to damage while casting.
  4. 2.00 star(s)

    Mercedes

    Sorry, but it's currently not going to get more than two stars.
    The controls are far too complex and unintuitive. The fact that there's no mouse support in the menu, forcing you to resort to various keys, isn't exactly comfortable. Yes, you're familiar with the selected keys for corresponding commands from other games, but even there, they don't meet the standard.

    The selected tags are misleading.
    FMC is possible, but as soon as you're naked, a tail pops up. This could be explained by the tag "Transformation," but it would be more effectively explained by cursed items, magic spells, or something similar later in the game. Currently, it just seems forced and out of place.

    Fighting even two enemies is almost hopeless, as you can't block fast enough to dodge both attacks. And even if you do manage to dodge, there's no regeneration option to enter the next fight with enough HP. This needs to be improved if this is to be considered more than just a tech demo.

    The model itself is quite attractive, but enemies could be designed with more variety. So, primarily, there are visual differences within the same class. Armor, hair color, different weapons, etc., even if the hidden stats like attack, defense, and hit points remain the same.

    More ambience. Music, ambient sounds, battle cries, and situation-specific mundane vocalizations. Screams of pain, moans of pleasure, insults, etc.

    So there's still a lot of work to be done.
  5. 2.00 star(s)

    Pink_Dragon

    There are certainly bones of a game in here. To be clear I'm giving this game a 2 NOT because its bad but because as of right now there is not a lot here for YOU as a consumer. If anything here looks interesting still keep an eye on this game and/or follow the dev blog. As of Demo 2 the game is set up as an action dungeon crawler not unlike Cult of the Lamb Dungeons, randomly generated maps with a number of rooms and anywhere between 1-6 enemies in each room. What you have AVAILABLE are 4 direction buttons a run button and a Light attack button. The control scheme says you have other things like an interact and a skill button but those are not actually in the game yet.

    The Dev explains the game in their blog post here go read that if you want to see the systems in place : https://toffisama.wordpress.com/2025/07/01/divine-caprice-development-update-7/

    For people who don't like clicking links here's a summary below.

    The gameplay loop is set up that you travel to each room to fight the 1 spear girl enemy and clear out the map. You have an armor bar that depletes every time you get hit and when it runs out you fall unconscious. The game then randomly selects one of the enemies to walk up and have their way with you. All characters have a futanari penis. During which you have a timing minigame to hit the green area to break out, standard Action H-game affair. If the Lust bar gets full you cum and the enemy lets go gaining a stack of "permanent lust" when full you lose and can't control your character anymore as the enemies take turns playing their rape animations

    MY THOUGHTS- its okay
    Its a tech demo so there isnt an expectation to be a lot its just making sure the game works with whats there.I'm personally not a fan using 3d models in the fashion of spritework as it just seems awkward but not breaking. I only have a few big complaints.
    • One being I don't think you should have other actions in your control scheme if they aren't implamented yet, like me not everyone is gonna read your blog post about future plans. It makes players think something is broke rather than still being made.

    • The hit sound is WAY too loud and doesnt seem to be effected by volume control.

    • Moving Through paths by holding into them is awkward as hell. There is already control for an interact button I would rather that. Trying to run into the next room gets very fininky.

    • The game shouldn't select ONE random enemy to initate the rape scene, if that one enemy it picks gets stuck it soft locks the game since the only way to proceed is breaking out. Either there need to be a recovery mechanic or all enemies need to race to initiate to prevent this.

    • Lastly, I hope they implament a "must clear" rule for the game cause its much to easy to think you cleared a room only to realize you left one or two enemies in a corner before moving on. Pro tip make sure you do a quick left-right lap in each room while zoomed out just to make sure.
    All in all its an alright game, I just hope the dev has a proper road map, seems the focus was a little more on the presentation of characters than a more solid foundation like implementing all the necessary controls for gameplay.