While I agree that it's nice to have a hentai game that's an actual game, I don't want it to end up as "Darkest Dungeon, but with lewds". At the end of the day, I don't want to be fighting the game for that experience, and is one of the reasons why I haven't played Darkest Dungeon.Wow! The rare game that is actually a game and not just a series of pictures accompanied by bad writing. I wish the developer luck in their endeavor.
The only real conceptual flaw I see is that the game is too easy, it takes the idea of Darkest Dungeon but lacks all the thrill and all the tension of DD, that feeling of slowly drowning in affliction and stress. So I want to offer some ideas to fix this:
1) The game should push players to challenge themselves, but now you can just grind the easiest dungeons endlessly for free loot while all afflictions passively heal over time. To fix this, I suggest that adventurers refuse to go into dungeons below their level, thus encouraging players to take risks.
2) The whole point of having the ability to choose where to go on the dungeon map is to find one barely-winnable route among several unwinable ones, but now in most cases you can easily visit every room and sweep the dungeon clean, which makes the dungeon more of a cleaning chore than an adventure. To fix this, I offer to remake the morale system so that it works like a soft turn limit, lowering all stats due to fatigue as you explore. For that:
- Morale shouldn't be replenishable, but only wasted when you enter a new room.
- Maps should be bigger, but players should have a hint where the goal is.
- The party should have enough morale to finish the dungeon with minimal exploration, but greedy players can explore more for extra loot at their own risk.
This gives the dungeon navigation part of the game gains an element of strategy and a reason to exist.
1) It already does that. Unless you enter higher level dungeons, your characters can't level up. Refusing entry into lower level dungeons would make many of the complaints people have with the curse system even worse. If people want a challenge of this kind, there's nothing stopping them from doing so themselves, but by forcing players to do so, it would alienate people who are looking for a more casual experience.
And no, just because the game is inspired by Darkest Dungeon, it does not need to be the same difficulty as it.
2) Again, this is a challenge that people can do on their own when they see their Morale has dropped to 0 to immediately exit the dungeon, either by entering the exit portal or retreating. This is also just a general gaming idea I am opposed to, to give the players an area to explore, but prohibit them from being able to explore all of it. It leads to FOMO, frustration and ultimately will discourage people from even playing.
I agree that the current way the dungeons are implemented is a bit lackluster, though it's definitely better than the linear system that came before. I believe dungeon layout is one of the things that has been stated to still be looked at in the future though.
Making the game more challenging for yourself is fine, but not everyone wants that kind of difficulty in their games. If Nintendo made all future Pokemon games have forced Nuzlocke rules, the series would die overnight. Implementing optional challenge objectives from quests or the like could be a source of challenge for those who wish it, but the game shouldn't punish people who just want a fun, somewhat challenging, lewd game with actual gameplay to it.