Not gonna lie, got a bit addicted to this game even though I've never played DD.
So after a bunch of hours a couple recommendations would be:
- More, or at least more understandable, synergies among equipment: I found a mask that gave me 60% more damage but a 1% chance to be kidnapped per turn, so I put on the underwear that reduces the chances of being kidnapped by 30% and... The girl didn't make it through a single dungeon... Unlucky? Obviously, but it still felt like I was being punished for using my brain.
- Make some lewdness not be exclusively negative. Considering the standard name is "The Lewdest Guild" you sure get hoofed in the nuts if you don't play like a massive prude. Stuff like the exhibitionist crest giving you a boost if you go commando is definitely the right direction imo.
- Maybe having to get Cursed Classes up to Level 3 to uncurse their equipment is a bit excessive, but since this is still an early build it's kinda hard to say if it'll still feel that way in the future.
- Also, a warning popup for when you're going to force a girl into a new class would be nice, I accidently changed someone's class today by equipping too many (all fully unlocked) maid items on her when I was trying to boost her maid-job morale gains. I had a good chuckle about it, but I could see someone getting pretty annoyed.
Same dude, never played DD but i probably will after how much fun im having here!
-Definitely got taken by surprise quite a few times and had to reset my first couple, i actually was about to drop the game before i noticed theres a setting for random starters and i cycled some RNG to get past the tough start
-Some of the lewd stuffs not exclusively negative, medium breasts are just a win and a tank with huge breasts is aight, Some of the crests are good, The hypnosis *can* be better than not having it, some of the negative traits like attractive can be decent on tanks, i'd say its a like a 20/80 to 30/70 split between good and bad.
-So this ones a whole issue of game balance, a LOT centers on it being this way. Level 3 to take off(except half of maid) and level 4 to not be forced into it and waste 50 mana changing is a little rough for sure, especially with how easy it is to get class changed, but i feel like its more of an issue of the ability to force items onto units being undodgeable/blockable and only needing you to have broken equipment, which can happen in 2 battles if you get unlucky or have unfortunate level up requirements. HOWEVER, the chance to be class changed or kidnapped are the negatives you eat for bad routing and fighting too many battles per dungeon, so making these points easier to ignore could rob a lot of the tension and game balance. Its a whole question of whether losing the morale looking for paths around fights is worth it when you could fight them at higher bonuses, but if you do you may be partially or fully equipped into class change items which could leave you unable to win fights and end up kidnapped, or worse, forced to retreat and lose your victory bonus. I think there are some areas to be improved here, namely items you receive rather than looking useful and being trapped i would prefer if they were *unidentified with rarity* so i know it may be worth keeping, but it could be cursed, leaving me with the same conundrum, but it don't need to try every item onto an expendable in case i never did and accidentally curse one of my mainliners into being useless until i class change them, level up 3-4 times, then swap back. I actually throw different cursed gear on units just so i can keep them in one class long enough to level them up since somewhat worse gear is better than spending hundreds of mana getting to level 4 classes if i need to have them parasitized which basically leaves me open to class changed if i fuck up. Additionally i would like *some* chance to dodge forcible equipment and maybe an expensive way to remove the cursed gear later into the home progression. I believe that would leave the difficulty where it should be while making it less frustrating.
-Fair, an alert could be handy, i think its 3 or 4 items, i know if you throw 2 of each on someone it locks them down enough to ignore that mechanic until i need to go back and fix it later lol.
Some stuff i'd like to see as well
-Some benefits kept from levels in other classes, sucks to level units up 4 times multiple times and get nothing but losses.
-More ways to influence the crests and general direction of unit corruption, though im sure that will come naturally as the game expands.
-More stuff to do at base, and just generally more characterization would be appreciated, mage 3 can rot in prison, its harder units i interact with and it makes their corruption more interesting. This might be out of the scope of developement though, so no worries.
-buff base heavier armours or nerf light. +5% less physical damage for -5% evasion is *maybe* worth it, you take 1 less damage on a 11 damage attacks rounding to closest integer, which seems to be how the math works in game.
medium and heavy get like 2-3% less physical for another -5% evasion, thats garbage, it makes them do -1 damage at 8 and -2 at 22., then on heavy its -1 at 6 and -2 and 16. The evasions worth much more considering you can get DOT's and AoE'd a lot.
-Cow clothes do not take damage? I'm assuming its a bug.
Overall though i love the game, good job madodev, can't wait to see more of your work!