In my opinion, Succubus Tamer 2 holds the position of Circle Tekua’s best, but Succubus TOWER 2 (the tower of wishes) has a few charms that are uniquely its own.
The opening sequence (or tutorial) has sharp writing and immediately lovable characters. And more than that, it communicates the gameplay and the story to the player while still giving you a good amount of player agency. You don’t NEED to talk to the people around the guild, but if you do then they’ll give you more insight into the game’s setting while smartly funneling you back towards the objective. The game then introduces you to some simple battle mechanics, and gives you just enough time to try them out on Torte (the game's main villain). Once you get past the tutorial, and arrive at the town at the base of the tower, the game opens up and truly shines. You decide what to do next. You can unyieldingly head straight into the tower, or you can explore the town a bit. You don’t need to talk to the townspeople, but the game will encourage it by giving you free items and stat boosts for each major NPC you do decide to talk to. This is so you can learn what purposes they serve, and what you later have to gain from leveling them up. But even here, you don’t need to commit to using their services during your first interactions. My point is, the game does a great job of simultaneously introducing you to the story and the gameplay, while still giving you some control over the experience.
Next, the tower itself makes for a brilliant roguelite. It is randomly generated and disables your ability to save until you get to a boss floor (if that sounds intimidating, it is… at first… but don't worry, because you will soon learn how to progress easily). The enemies are randomly selected from a pool assigned to each floor, and color coded so that you can guess approximately how hard each will be. There are some overpowered enemies who can appear as rare spawns, but you might defeat every enemy between a savepoint and the next boss without ever encountering one, so I feel like they aren't really a burden and only add to the fun. NPCs from town will also randomly show up in the tower, some with benefits or items, others as enemies or minibosses. Most of them also have unique stories that will progress as you go along, adding greatly to the game world's believability.
The writing all throughout is pretty clever too, with frequent subversions of rpg trends. Examples include the segment where Saria, the medal collector, asks if you would like to hear her explanation again, and if you say “yes” she responds, “Sorry, but no. I hate explaining the same thing twice.” I also liked that the catgirl merchant tries to convince you that she's merely wearing cosplay, and the way that leveling up any given character will cause them to become more like a succubus themselves.
Obviously, the appeal of the artwork is going to be a bit subjective, but personally I'm a huge fan of the art style, and I don't mind that it's mostly still images. The game overcomes its limitations in some ways by having dynamic facial expressions and effects, and those subtle details go a long way towards bringing the encounters to life. Rather than trying to incorporate a wide breadth of features, and then inevitably having some aspects of the game fall flat, the game designers stuck to their formula, and then made every included feature be as good as it could be.
If you're reading this without having yet beaten the game, then my gameplay tips are to make constant use of the "A" key on your keyboard to skip dialogue and to move quickly… and also to escape immediately if you encounter a "drain floor". If you're having trouble with the Tower, then just level up Sophie, since her food serves as the most substantial buff by far.
Truly, this game is better designed than most indie RPGs on the market, and you can easily get 15+ hours out of it, if it's working for you. It has multiple endings, tons of secrets, and a game world that is funny, believable, and charming. It is good as both a hentai, and just a well designed game, so it’s definitely worth checking out.
The opening sequence (or tutorial) has sharp writing and immediately lovable characters. And more than that, it communicates the gameplay and the story to the player while still giving you a good amount of player agency. You don’t NEED to talk to the people around the guild, but if you do then they’ll give you more insight into the game’s setting while smartly funneling you back towards the objective. The game then introduces you to some simple battle mechanics, and gives you just enough time to try them out on Torte (the game's main villain). Once you get past the tutorial, and arrive at the town at the base of the tower, the game opens up and truly shines. You decide what to do next. You can unyieldingly head straight into the tower, or you can explore the town a bit. You don’t need to talk to the townspeople, but the game will encourage it by giving you free items and stat boosts for each major NPC you do decide to talk to. This is so you can learn what purposes they serve, and what you later have to gain from leveling them up. But even here, you don’t need to commit to using their services during your first interactions. My point is, the game does a great job of simultaneously introducing you to the story and the gameplay, while still giving you some control over the experience.
Next, the tower itself makes for a brilliant roguelite. It is randomly generated and disables your ability to save until you get to a boss floor (if that sounds intimidating, it is… at first… but don't worry, because you will soon learn how to progress easily). The enemies are randomly selected from a pool assigned to each floor, and color coded so that you can guess approximately how hard each will be. There are some overpowered enemies who can appear as rare spawns, but you might defeat every enemy between a savepoint and the next boss without ever encountering one, so I feel like they aren't really a burden and only add to the fun. NPCs from town will also randomly show up in the tower, some with benefits or items, others as enemies or minibosses. Most of them also have unique stories that will progress as you go along, adding greatly to the game world's believability.
The writing all throughout is pretty clever too, with frequent subversions of rpg trends. Examples include the segment where Saria, the medal collector, asks if you would like to hear her explanation again, and if you say “yes” she responds, “Sorry, but no. I hate explaining the same thing twice.” I also liked that the catgirl merchant tries to convince you that she's merely wearing cosplay, and the way that leveling up any given character will cause them to become more like a succubus themselves.
Obviously, the appeal of the artwork is going to be a bit subjective, but personally I'm a huge fan of the art style, and I don't mind that it's mostly still images. The game overcomes its limitations in some ways by having dynamic facial expressions and effects, and those subtle details go a long way towards bringing the encounters to life. Rather than trying to incorporate a wide breadth of features, and then inevitably having some aspects of the game fall flat, the game designers stuck to their formula, and then made every included feature be as good as it could be.
If you're reading this without having yet beaten the game, then my gameplay tips are to make constant use of the "A" key on your keyboard to skip dialogue and to move quickly… and also to escape immediately if you encounter a "drain floor". If you're having trouble with the Tower, then just level up Sophie, since her food serves as the most substantial buff by far.
Truly, this game is better designed than most indie RPGs on the market, and you can easily get 15+ hours out of it, if it's working for you. It has multiple endings, tons of secrets, and a game world that is funny, believable, and charming. It is good as both a hentai, and just a well designed game, so it’s definitely worth checking out.