CREATE and FUCK your own AI GIRLFRIEND TRY FOR FREE
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Others RogueLove [v0.22.1] [Noxious Games]

2.90 star(s) 8 Votes

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EAT
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Overview:
Welcome to the Dark Lord's Keep. RogueLove is a Lewd Action RPG based around Roguelike/lite elements. You play the daughter of a Sex Slave, on the night of your 18th birthday you decide to escape before you meet a similar fate. Escape the dungeon alive, find out who your father was, or even take on The Dark Lord Himself if you think you can. Your fate will be sealed if you are defeated in combat, or if you submit to your baser urges. Find gear and books along the way to power yourself up, gain the Favor or Ire of the Gods, will you become superhuman or sub-common chaff?

Thread Updated: 2024-07-27
Release Date: 2024-02-19
Developer: Noxious Games - -
Censored: No
Version: 0.22.1
OS: Windows, Android
Language: English
Genre:
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Installation:
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Changelog:
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DOWNLOAD
Win (v0.22.1): - - - -
Android
(v0.23): - - - -

Thanks for the share Ecl1p5e

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Last edited by a moderator:
May 30, 2017
436
2,758
Feel like roguelike and porn don't mesh too well. You run into the issue of having most of the porn locked behind gameover states, and gameovers in roguelikes generally mean you start at the beginning.

If you adjust how saves work to make the porny bits more obtainable then it isn't a roguelike and it loses all of the excitement permadeath brings, but if you don't, then spending tens of minutes to intentionally die and unlock a scene seems like a really low reward to grind ratio.
 

firewhale

Newbie
Oct 25, 2017
44
112
Feel like roguelike and porn don't mesh too well. You run into the issue of having most of the porn locked behind gameover states, and gameovers in roguelikes generally mean you start at the beginning.

If you adjust how saves work to make the porny bits more obtainable then it isn't a roguelike and it loses all of the excitement permadeath brings, but if you don't, then spending tens of minutes to intentionally die and unlock a scene seems like a really low reward to grind ratio.
A while ago, on reddit, I post an idea about a porn roguelike where after you 'die', your character is breeded by the monster that beat you and the next character is the offspring. So the stronger the monster you lose to, the stronger the next run would be so the reward wouldn't just be a porn scene.

Would that idea help?
 

TomberryDude

Well-Known Member
May 22, 2017
1,459
5,698
A while ago, on reddit, I post an idea about a porn roguelike where after you 'die', your character is breeded by the monster that beat you and the next character is the offspring. So the stronger the monster you lose to, the stronger the next run would be so the reward wouldn't just be a porn scene.

Would that idea help?
I like the idea, sounds like an interesting evolution to Rogue Legacy, with some smut possibly, but even without that it could be a cool concept.
 
May 30, 2017
436
2,758
Somebody loves red a bit too much, enough to get the title wrong.
Hahaha amazing, but I feel like that's going to go over a lot of people's heads given how often those two words are confused (when I was a kid I went looking for info on "rouge squadron", never found any lol), so to explain rouge is a red makeup used on cheeks, and rogue is a scoundrel.
 

TomberryDude

Well-Known Member
May 22, 2017
1,459
5,698
Hahaha amazing, but I feel like that's going to go over a lot of people's heads given how often those two words are confused (when I was a kid I went looking for info on "rouge squadron", never found any lol), so to explain rouge is a red makeup used on cheeks, and rogue is a scoundrel.
'Rouge" is the french word for "Red", as in the color red. This is kind of useless knowledge, I guess but it makes those mix ups really weird.
 
May 30, 2017
436
2,758
A while ago, on reddit, I post an idea about a porn roguelike where after you 'die', your character is breeded by the monster that beat you and the next character is the offspring. So the stronger the monster you lose to, the stronger the next run would be so the reward wouldn't just be a porn scene.

Would that idea help?
It would definitely improve upon it, but youd run into a few issues still.
1. Would you start where you were bred, or back at the start?
2. Would you keep plot items (eg keys to unlock areas), and would you have to refight bosses you previously "killed"?
3. How do you deal with multiple generations of breeding in terms of both gameplay and visually?
4. Roguelikes generally use randomized rooms with the same bosses, how would that be explained in game?

1. The bosses are going to be the strongest enemies, so obviously youre going to want to breed with them. That means that you will still have to do runs where you intentionally lose to each enemy, then restart, then intentionally lose to the first boss, then restart, then intentionally lose to subsequent enemies, then restart, beat the boss again (with an inferior breeding bonus), then lose again, restart, etc. That is still going to be grindy unless you really move away from standard roguelike mechanics. If you start straight where you died it solves some of it, but again its less of a rogue like as the stakes dont really exist.

2. If you have to start from scratch you have grind, if you don't you have to explain what happens while youre growing up and why you still have all your stuff/why no one has replaced the bosses, also the stakes are lowered.

3. Multiple generations of monster features would be very hard to do, youd probs be stuck doing a text based game - and even then itd take some doing. Gameplay wise, do bonuses stack? Maybe you could have the bonuses get weaker each generation and limit it to three generations of bonuses. So like, you die and breed with a bull monster and it gives you +9 strength, you die again and you breed with a snake and you get +9 agility, but now you only have +6 strength, then you die again and breed with a psychic creature and get +9 wisdom, and keep +6 agi, and +3 strength and so on. That could limit it, but itd still be hard to implement.

4. If the rooms are the same then starting from the start makes little sense, but if they are different then having the same bosses makes little sense because youve been moved somewhere new while growing up.

I have DEFINITELY overthought this, but there you go lol.
 

Padshij

Newbie
Oct 23, 2017
92
37
A while ago, on reddit, I post an idea about a porn roguelike where after you 'die', your character is breeded by the monster that beat you and the next character is the offspring. So the stronger the monster you lose to, the stronger the next run would be so the reward wouldn't just be a porn scene.

Would that idea help?
fkn awesome idea dude!

inherited skills. melted skills.
do we have some common games like this?
 

firewhale

Newbie
Oct 25, 2017
44
112
It would definitely improve upon it, but youd run into a few issues still.
1. Would you start where you were bred, or back at the start?
2. Would you keep plot items (eg keys to unlock areas), and would you have to refight bosses you previously "killed"?
3. How do you deal with multiple generations of breeding in terms of both gameplay and visually?
4. Roguelikes generally use randomized rooms with the same bosses, how would that be explained in game?
1. Depends, a pure rogue would be at the start(In this case, the past character manage to get home and retire to look after their child or something) but a metriodvania rogue when you are going every which way would have the new character start in the same area(And the mother would become an new npc that replays the loss so you don't have to lose the current character to watch it)
2. Depends again, but I'm thinking heirlooms(not everything, but a few randoms and all key items).
3. Stats persist, building over the losses, but the character looks depend on the last father(Orc give big strong green amazon while the horse give an centaur this run). Her race would also effect what skills she could get.
4. Well the character grew up for years so some remodeling must of happened.
 
May 30, 2017
436
2,758
1. Depends, a pure rogue would be at the start(In this case, the past character manage to get home and retire to look after their child or something) but a metriodvania rogue when you are going every which way would have the new character start in the same area(And the mother would become an new npc that replays the loss so you don't have to lose the current character to watch it)
2. Depends again, but I'm thinking heirlooms(not everything, but a few randoms and all key items).
3. Stats persist, building over the losses, but the character looks depend on the last father(Orc give big strong green amazon while the horse give an centaur this run). Her race would also effect what skills she could get.
4. Well the character grew up for years so some remodeling must of happened.
That makes a lot of sense, I had in my head that the mother would be captured or killed rather than escape, but the captors not caring about the mother after theyre done solves a fair few issues.

I think that the stats persisting idea is an issue, because that would mean youd have to balance the game around grind. If people can just get a stat boost from losing, many will just lose to the first enemy they see over and over again just to stat pad and make the game easier for their "real" playthrough.

I also think that having one single map that changes slightly over time is problematic, obviously from a worldbuilding standpoint - ie, renovations dont change much, and keys and stuff change when renovations or break ins happen (but you might not care about that), but also from a gameplay/gamedesign standpoint. Having one big map is way harder to randomly generate than a smaller one, particularly if you need to fit multiple boss rooms etc. It also means that if players dont like the map, or something breaks, or something is impassable for their character that they have to restart the whole game.

Building on your idea, what I would do is have a series of levels, each with a single boss - and maybe a few specific objectives to unlock the boss. So when the player defeats one they move on to a new and interesting area. It makes building the game way easier, and it makes it more visually interesting, and varies gameplay and enemies more.

I would also make it so that the character, say the last female of her race or some such who wants to take revenge on the forces of evil, needs an heir to advance to the next level (its far away or something, and she'll be too old when they get there. So when she gets raped she is forced to retreat to the level start (which means you can view all the scenes without too much penalty - as well as learn the map), but then after defeating the boss she can choose a type of enemy to breed with.

That way, if you have 4 or 5 levels you can build a character based on a combination of your fathers' stats - without having the grind be an issue! Youd also allow for a huge variety of strats and multiclassing which would dramatically improve replay value.
 
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Avaron1974

Resident Lesbian
Aug 22, 2018
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This looks so good. Going to keep my eye on this in the hopes it keeps growing.
 

firewhale

Newbie
Oct 25, 2017
44
112
I think that the stats persisting idea is an issue, because that would mean youd have to balance the game around grind. If people can just get a stat boost from losing, many will just lose to the first enemy they see over and over again just to stat pad and make the game easier for their "real" playthrough.
This issue could be solve with a compounding effect from the character level(I.E. L1 give X stats, L2 give X*1.1 stats, L3 give X*1.1*1.1). A player could still toss themselves at an goblin on mass, but it more effort then fighting to level 20 and then offering your womb to the yeti you can now easily reach in the same amount of time and for even more exp.
I also think that having one single map that changes slightly over time is problematic, obviously from a worldbuilding standpoint - ie, renovations dont change much, and keys and stuff change when renovations or break ins happen (but you might not care about that)
You can always make it a place of chaos like the castle of castlevania. That the reason why D castle is always different from game to game.
 

RavenDG34

Newbie
Jan 21, 2017
85
156
I think the sparta shirt gives you knockback, and with that i was able to push a slime through the wall to where I can't reach it, getting myself stuck.
 
2.90 star(s) 8 Votes