So, at first glance it looks like it's gonna be something like MBM. Which it is, if MBM wasn't 2.0.16 and was more like v0.0.16.
So, let's start off with the good:
Honestly a few things that would have made this game much more and stand out far better would have been taking what was a good idea (the progression and overall game system), and taking it to the drawing board, and growing it from a tree sprout into a massive fuckin' oak. Have the game build off of a tunnel through the mountain. Small "abduct" minigame for the first segment of the game that becomes automated later. Change the "rest rooms" to at first standard chain rooms and then later "flesh" style rooms, change awareness to "resistance/willpower", make the game actually hold water to draw people in, and of course, more than 2 major trap rooms for 90% of the playtime. But, too late for that now I suppose.
Regardless of it all, it feels like this was supposed to be influenced by MBM and other management games, combo'd with a love letter to Fan no Hitori, but the creator either gave up, wanted to sell a half baked game, or did not realize just how much actually goes into things. Play it if you want to burn an hour for 3 cgs total and looking at cute eldritch horror girl, but otherwise, just pick another well-storied management game; it'll last you longer.
So, let's start off with the good:
- Progression system is decently thought out
- Game actually does not overstay its welcome, took about an hour to complete, with MBM I could lose 7 hours instantly.
- The purple skin demon girl is qt.
- The system, while decent, is just too small. Even the basic rooms and building, cap out at about ten. You only really ever have two "trap" rooms and it never really changes from there. Compare to MBM which there's a grand total of 8 monsters, and the slaves which I believe are 7 races and 7 specialty? You don't really see much variety in the adventurers you trap, either.
- Very few CGs, no gallery. I've seen idle clickers on this site with more rewards, and that's not the kind of thing you want to be compared to as a management game.
- Transition between manual management, which is an utter slog, and automated management, is practically instant and a quarter of the way through money is no longer an issue. For the first... 30 or so minutes it's actual work, then the latter 20 are pretty much watching the numbers go up. And it's a clear divide because you get upgrades that instantly manage things at the speed of light for you.
- And now for my main gripe; the dark content. No, not your usual bitching that it exists, but it feels like it doesn't. Yeah you've got some of the ones people shy away from, like Personality Excretion, but because there is no actual completion animation you can just leave the adventurer there and she'll keep screaming she doesn't want to become a vegetable for all eternity. I don't even like Fan no Hitori's lovechild but he at least carried it to term and even dressed it up to hell and back. This feels like you're given two pages out of that book then told the rest wasn't made. The entire game is like this. The "swallowing" trap room is a joke. The Slime Room could have been so much more if you unlock "how many holes does a human have?" in your creativity circuit. I think the wall of asses (why just asses as well...?) is completely silent.
- And now that's out of the way, I can complain about the animation. It's very basic, even for pixel standards. There's no completion/downtime animation for ANYTHING. Adventurers get the low hp/"death" symbol but don't actually flop or die. These little things go a very long way, but the game has none of them.
Honestly a few things that would have made this game much more and stand out far better would have been taking what was a good idea (the progression and overall game system), and taking it to the drawing board, and growing it from a tree sprout into a massive fuckin' oak. Have the game build off of a tunnel through the mountain. Small "abduct" minigame for the first segment of the game that becomes automated later. Change the "rest rooms" to at first standard chain rooms and then later "flesh" style rooms, change awareness to "resistance/willpower", make the game actually hold water to draw people in, and of course, more than 2 major trap rooms for 90% of the playtime. But, too late for that now I suppose.
Regardless of it all, it feels like this was supposed to be influenced by MBM and other management games, combo'd with a love letter to Fan no Hitori, but the creator either gave up, wanted to sell a half baked game, or did not realize just how much actually goes into things. Play it if you want to burn an hour for 3 cgs total and looking at cute eldritch horror girl, but otherwise, just pick another well-storied management game; it'll last you longer.