Barely even a game. The dungeon is a walking simulator with a few items that make the crawl of the game's """combat""" slightly faster or solve """puzzles""" (obstacles that can not be surpassed without a random item from a different corner of the maze called a map).
The """combat""" is just spamming attacks that are identical in execution besides damage output against the one enemy on screen until it dies after two minutes with the occasional few turns you take to restore your health back to full with a free, always net-positive healing skill. After several turns in combat the monster will inevitably grapple and penetrate you with no way to prevent it, but it functionally doesn't do anything except add additional combat dialogue inbetween your ad-infinitum spamming of "resistance" attacks and a still H background.
The only reason this game can't be defined as a visual novel is because there's a map you can walk around, otherwise it feels just like you were holding the skip button through boring dialogue when dragging through mindless combat.
Like, all the concepts are there! The dungeon crawl, the occasional stat-up item or skill you find in a chest, the dynamic h-combat, the fairly decent art and premise, but every functioning part of it feels like a placeholder. You have the attack option in combat but there's literally no reason not to use a skill that does double or more damage because they don't cost anything (and even then you would ideally only use the resistance/large resistance skill because it does the most damage) and the skills don't have any actual abilities even though one of them is called "stun." The slime goo you pick up from the monsters you slay don't do anything, and the grass is redundant because of the infinite healing skill. There's no way to resist any H it just kinda happens before you do enough damage to kill anything, but that easily could have been implemented.
If you were to look up the definition of "barebones" in the dictionary, you would find a link to this thread.
Art 3.5/5
Everything Else 0.5/5
And NO, NTR is NOT avoidable.
The """combat""" is just spamming attacks that are identical in execution besides damage output against the one enemy on screen until it dies after two minutes with the occasional few turns you take to restore your health back to full with a free, always net-positive healing skill. After several turns in combat the monster will inevitably grapple and penetrate you with no way to prevent it, but it functionally doesn't do anything except add additional combat dialogue inbetween your ad-infinitum spamming of "resistance" attacks and a still H background.
The only reason this game can't be defined as a visual novel is because there's a map you can walk around, otherwise it feels just like you were holding the skip button through boring dialogue when dragging through mindless combat.
Like, all the concepts are there! The dungeon crawl, the occasional stat-up item or skill you find in a chest, the dynamic h-combat, the fairly decent art and premise, but every functioning part of it feels like a placeholder. You have the attack option in combat but there's literally no reason not to use a skill that does double or more damage because they don't cost anything (and even then you would ideally only use the resistance/large resistance skill because it does the most damage) and the skills don't have any actual abilities even though one of them is called "stun." The slime goo you pick up from the monsters you slay don't do anything, and the grass is redundant because of the infinite healing skill. There's no way to resist any H it just kinda happens before you do enough damage to kill anything, but that easily could have been implemented.
If you were to look up the definition of "barebones" in the dictionary, you would find a link to this thread.
Art 3.5/5
Everything Else 0.5/5
And NO, NTR is NOT avoidable.