TheShockfield
New Member
- Mar 27, 2021
- 1
- 6
- 13
So, I've played this game for a solid 30 hours now, and I've come to the conclusion that it is good, but flawed. Here is a rambling review with comments on what I think the developer should change about this game (or how they should make different their next game, since they seem to basically keep making the same game but with small improvements each time), and also a guide to people trying to figure out the game.
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REVIEW, the good side:
I think in general I like the idea of an H-game that focuses less on plot and reading and more on game mechanics, and that's what this game is really about. The premise is simple: you're notionally a succubus who has created a dungeon to lure adventurers into, in the game you play as those adventurers delving into the dungeon and getting fucked. There isn't really any story to speak of, the ending is barely an ending, but the game does offer a puzzle-like-nethacky-roguelike experience, with hentai frequently being tossed up on your screen as you're trying to navigate things, and I like that. The gameplay engages me, the hentai part of it gets me off, it's a win-win.
The gameplay is mostly good. It's very puzzle-like-- you go around collecting resources and trying to figure out paths through obstacles with the goal of completing little 'challenge' sort of maps at the bottom of the dungeon. Every run does at least *something* to give you meta-progress, helping the next run go a little further.
I really like the artwork. It's all kinda samey to be fair-- big titty anime girl getting fucked silly-- but that does it for me just fine so I don't have objections.
The sound design is pretty good too. The voice acting is mostly just erotic noises-- again it's not like this game has some deep story or something-- but it matches the images very well. The background music and menu sounds are all great too.
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REVIEW, the bad side:
First off, the game's tutorialization is absolutely terrible. There's some short tutorial levels in the left-hand side of the base that you might not realize are there, and more importantly there's a faerie tucked away in the bottom right that explains most of how the meta progression works. Both of these are things the player should be directed to BEFORE they start doing runs, because otherwiselike me you just go through your first few runs not knowing how anything works and wondering, "Uh, I have no idea how to get more of *insert type of meta progression point*. And even after knowing about those, there's still a ton of gaps in the knowledge of how the game works that you just kinda have to trial and error your way through. And it would be one thing if the error was, "Oh, I didn't know about a thing and my adventurer is getting stuffed full of monster cock now," but it's never that, it almost always, "I collected a resource, but I have no idea what it's used for, and now I've completed the run and still have no idea what that resource is used for." A basic introduction to the menu you bring up with the esc key, and a small quick rundown of the resources the player *should* know about (like experience marbles, elixirs, regular stuff, not the special stuff you get from the level 4 dungeons), should be in the game.
Second, the game has too much clicking. Some of it's unavoidable-- you click on a merchant, they give you options, you have to choose one. No problems with that. But some of the clicking could very much be avoided-- if I click on a chest that I can open without using a key (because I have high enough strength to break open the lock or the intelligence to pick the lock), I don't want to have to click, "Open the chest" from a menu. Just open the chest if I can do it for free, the same way it will auto-break something if I'm strong enough to break it. Similarly, you spend a lot of time rescuing adventurers-- I'd love to just select an option like, "Give all Soldiers teleportation crystals if available, give all Nuns elixirs if available, etc" from an options menu. Anything to reduce the amount of clicking-- when you build up a really good run, you'll save hundreds of adventurers easily, and it's a lot of annoying clicking to save each one.
Similarly, one of the core mechanics of the game is whenever you try to defeat a trap or battle a monster, unless you have enough stats to just auto-win, the game makes you play a sort of 'time the bar' style minigame, where the higher your stats are, the more lenient your timing has to be. It's kinda fun, but in practice it's a LOT faster to just ignore the minigame and pretty much only engage things that you auto-win against.
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SUGGESTIONS TO THE DEVELOPER:
So my first suggestion is: remove the 'time the bar' minigame entirely. If the player is trying to avoid playing the minigame because it slows down the run so much, then cut it out and replace it with something different. Right now I just avoid clicking on anything where I have to play the minigame, not because I even dislike the minigame, but because it just breaks the flow and slows down a run. And that's not good-- firstly because it means I'm avoiding one of your game's core mechanics, but also because it means there's never really a chance of me failing and seeing my adventurer get fucked either. And seeing them get fucked is kinda the point of the game, yeah?
So here's specifically what I suggest: make it entirely probabilistic. When I battle a monster or try to defuse a trap, just straight up have a probability of success based on what my stats are, and always have at least *some* chance that things go bad and my adventurer gets railed. This solves two problems: one, it solves the issue with the slowness of the minigame, but also it solves the second problem where once you've leveled up a bunch on a run, the run more or less becomes deterministic. You reach a point where you're so powerful you just auto-win vs everything, and then the game becomes about manipulating your energy to chain clocks together, so that you can just repeatedly travel back in time, so you can get more clocks, so you can gather more resources, and on and on and on. At some point, once you know how the clocks work, you just go infinite, and going infinite is by far the fastest way to grind gold and adventurer xp (though not dungeon loss xp)-- you'll enter some rooms and just make 200k because nothing can stop you and you can generate plenty of whatever resource you need.
Other suggestions: firstly, more artwork would be great, though I doubt you need to be told that.
More importantly: Lovense integration would be perfect for this game. Like, this game seems tailor-made for that sort of functionality. Adventurer getting railed by monster or trap: sex toy on.
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TIPS FOR THE PLAYER:
Talk to the blue faerie in the bottom right of your guild at the start. It explains a lot of the meta progression. The 'challenge' mode it talks about is in the top right, the guild exchange is on the mid-right.
When you save an adventurer, one of the options besides giving a teleportation crystal or holy water is to give them an elixir. Using an elixir on them usually gives you gold, but sometimes it gives you something else-- in the case of the nun, very importantly it can give you a clock.
Clocks are one of the most important consumables on a run, they let you rewind the step count by either 1 or 3. Every 10th step is a rest zone, and at the rest zone you can hit up a vending machine which lets you get a 3-step clock. This means, if you play things right, you can chain rest zones together, but doing the rest zone (one step, pick up a clock), a loot dungeon on the bottom left of the rest zone (one step, get a bunch of resources), turn the step count back by 3 with the clock, and repeat.
Also important: 3-step clocks are one of the prizes you can get from completing a Bingo. If you find the Bingo room on the fourth floor, it practically guarantees you 3-4 completed bingos. So you can also do this chain by chaining bingo rooms together.
The end goal of these loops is to save a ton of adventurers, complete a ton of the tier 4 dungeons, and build up a massive amount of gold by selling cakes, sandwiches, and substitution stones to other adventurers you come across.
The wizard is the best character to take on these god-runs, her energy farming is way better than the other characters, and on long runs that matters a lot, with all that energy you can use the workstations you come across to craft anything and everything you need. With enough energy and high enough energy capacity she can basically become the best at everything, though if you're looking specifically for gold, it might be better (though a bit harder) to use the princess. You'd have to level up the princess a lot through experience marbles on a run though, since her natural stat progression is the worst of the six.
-----
REVIEW, the good side:
I think in general I like the idea of an H-game that focuses less on plot and reading and more on game mechanics, and that's what this game is really about. The premise is simple: you're notionally a succubus who has created a dungeon to lure adventurers into, in the game you play as those adventurers delving into the dungeon and getting fucked. There isn't really any story to speak of, the ending is barely an ending, but the game does offer a puzzle-like-nethacky-roguelike experience, with hentai frequently being tossed up on your screen as you're trying to navigate things, and I like that. The gameplay engages me, the hentai part of it gets me off, it's a win-win.
The gameplay is mostly good. It's very puzzle-like-- you go around collecting resources and trying to figure out paths through obstacles with the goal of completing little 'challenge' sort of maps at the bottom of the dungeon. Every run does at least *something* to give you meta-progress, helping the next run go a little further.
I really like the artwork. It's all kinda samey to be fair-- big titty anime girl getting fucked silly-- but that does it for me just fine so I don't have objections.
The sound design is pretty good too. The voice acting is mostly just erotic noises-- again it's not like this game has some deep story or something-- but it matches the images very well. The background music and menu sounds are all great too.
-----
REVIEW, the bad side:
First off, the game's tutorialization is absolutely terrible. There's some short tutorial levels in the left-hand side of the base that you might not realize are there, and more importantly there's a faerie tucked away in the bottom right that explains most of how the meta progression works. Both of these are things the player should be directed to BEFORE they start doing runs, because otherwiselike me you just go through your first few runs not knowing how anything works and wondering, "Uh, I have no idea how to get more of *insert type of meta progression point*. And even after knowing about those, there's still a ton of gaps in the knowledge of how the game works that you just kinda have to trial and error your way through. And it would be one thing if the error was, "Oh, I didn't know about a thing and my adventurer is getting stuffed full of monster cock now," but it's never that, it almost always, "I collected a resource, but I have no idea what it's used for, and now I've completed the run and still have no idea what that resource is used for." A basic introduction to the menu you bring up with the esc key, and a small quick rundown of the resources the player *should* know about (like experience marbles, elixirs, regular stuff, not the special stuff you get from the level 4 dungeons), should be in the game.
Second, the game has too much clicking. Some of it's unavoidable-- you click on a merchant, they give you options, you have to choose one. No problems with that. But some of the clicking could very much be avoided-- if I click on a chest that I can open without using a key (because I have high enough strength to break open the lock or the intelligence to pick the lock), I don't want to have to click, "Open the chest" from a menu. Just open the chest if I can do it for free, the same way it will auto-break something if I'm strong enough to break it. Similarly, you spend a lot of time rescuing adventurers-- I'd love to just select an option like, "Give all Soldiers teleportation crystals if available, give all Nuns elixirs if available, etc" from an options menu. Anything to reduce the amount of clicking-- when you build up a really good run, you'll save hundreds of adventurers easily, and it's a lot of annoying clicking to save each one.
Similarly, one of the core mechanics of the game is whenever you try to defeat a trap or battle a monster, unless you have enough stats to just auto-win, the game makes you play a sort of 'time the bar' style minigame, where the higher your stats are, the more lenient your timing has to be. It's kinda fun, but in practice it's a LOT faster to just ignore the minigame and pretty much only engage things that you auto-win against.
-----
SUGGESTIONS TO THE DEVELOPER:
So my first suggestion is: remove the 'time the bar' minigame entirely. If the player is trying to avoid playing the minigame because it slows down the run so much, then cut it out and replace it with something different. Right now I just avoid clicking on anything where I have to play the minigame, not because I even dislike the minigame, but because it just breaks the flow and slows down a run. And that's not good-- firstly because it means I'm avoiding one of your game's core mechanics, but also because it means there's never really a chance of me failing and seeing my adventurer get fucked either. And seeing them get fucked is kinda the point of the game, yeah?
So here's specifically what I suggest: make it entirely probabilistic. When I battle a monster or try to defuse a trap, just straight up have a probability of success based on what my stats are, and always have at least *some* chance that things go bad and my adventurer gets railed. This solves two problems: one, it solves the issue with the slowness of the minigame, but also it solves the second problem where once you've leveled up a bunch on a run, the run more or less becomes deterministic. You reach a point where you're so powerful you just auto-win vs everything, and then the game becomes about manipulating your energy to chain clocks together, so that you can just repeatedly travel back in time, so you can get more clocks, so you can gather more resources, and on and on and on. At some point, once you know how the clocks work, you just go infinite, and going infinite is by far the fastest way to grind gold and adventurer xp (though not dungeon loss xp)-- you'll enter some rooms and just make 200k because nothing can stop you and you can generate plenty of whatever resource you need.
Other suggestions: firstly, more artwork would be great, though I doubt you need to be told that.
More importantly: Lovense integration would be perfect for this game. Like, this game seems tailor-made for that sort of functionality. Adventurer getting railed by monster or trap: sex toy on.
-----
TIPS FOR THE PLAYER:
Talk to the blue faerie in the bottom right of your guild at the start. It explains a lot of the meta progression. The 'challenge' mode it talks about is in the top right, the guild exchange is on the mid-right.
When you save an adventurer, one of the options besides giving a teleportation crystal or holy water is to give them an elixir. Using an elixir on them usually gives you gold, but sometimes it gives you something else-- in the case of the nun, very importantly it can give you a clock.
Clocks are one of the most important consumables on a run, they let you rewind the step count by either 1 or 3. Every 10th step is a rest zone, and at the rest zone you can hit up a vending machine which lets you get a 3-step clock. This means, if you play things right, you can chain rest zones together, but doing the rest zone (one step, pick up a clock), a loot dungeon on the bottom left of the rest zone (one step, get a bunch of resources), turn the step count back by 3 with the clock, and repeat.
Also important: 3-step clocks are one of the prizes you can get from completing a Bingo. If you find the Bingo room on the fourth floor, it practically guarantees you 3-4 completed bingos. So you can also do this chain by chaining bingo rooms together.
The end goal of these loops is to save a ton of adventurers, complete a ton of the tier 4 dungeons, and build up a massive amount of gold by selling cakes, sandwiches, and substitution stones to other adventurers you come across.
The wizard is the best character to take on these god-runs, her energy farming is way better than the other characters, and on long runs that matters a lot, with all that energy you can use the workstations you come across to craft anything and everything you need. With enough energy and high enough energy capacity she can basically become the best at everything, though if you're looking specifically for gold, it might be better (though a bit harder) to use the princess. You'd have to level up the princess a lot through experience marbles on a run though, since her natural stat progression is the worst of the six.