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A jam submission

Ero Dungeons [Old Version]View game page

Darkest Dungeon but Lewd
Submitted by madodev — 2 days, 23 hours before the deadline
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Ero Dungeons [Old Version]'s itch.io page

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Comments

Submitted

Another game from you, and another recording from me.

Here's my whole DD51 folder:

https://mega.nz/folder/PYMBCI6A#kb__dlWiUsmt-zPha-iBtA

It's going to be up until DD52. One thing I forgot to mention while recording is how the other DarkestDungeonLike adult game found on this website does its adult scenes, so maybe you could check that out.

What's the name of that game?

Submitted

I think listing games similar to Ero Dungeons in his Demo Day comments would be a rude, so I am not going to do that. At this point I played 4 different Darkest Dungeon like adult games, most of them being on itch, so it should not be hard for you to find them.

Submitted

"I recognize that hip shake..."


I played this as someone who has no contact with "Darkest X" games; saw this on the first day, played it, have no idea what I am doing, but it's fun!


My main feedback is that there is no intuitive way to get lewds; the game is difficult to win at, but equally difficult to purposely lose at.

Comments from First Run

- I have no idea what I am doing and got stuck trying to deploy adventurers because I didn't know you needed at least 4 people in a team. (because first stage only had 2)

-- I figured it out in the second try.Which shows the game is good because I came back for a second round.

- Being able to customize your adventurer is a big plus. Maybe something to change hairstyles/cosmetics in the future?


Second Run

- Building upgrades are quite non-intuitive because you need to pull it down to get it shown. Why not move Mami to the other side and let the pulldown be shown by default? This way you don't block the image and players intuitively know there are upgrades to buildings.

- Game became really hard after winning a run, I am not sure how to remove gags/ rest adventurers etc, am I suppossed to fire people and keep getting new ones in the guild?

- Unless you poke around, you would never know that you can add more skills to your adventurer. It took me a while to figure it out.


Third Run

- GAMEPLAY: I started trying out the consumables at the start of the dungeon, aside from the morale-boosting bread none of them seem very attractive; I am mostly afraid that I buy them but they never see use in the dungeon.

-- It doesn't help that the inventory is cleared at the end of each run so even if you invested coin into buying a key, you might not even see a chest/ fail at opening a chest. It deters from buying consumables.

- GAMEPLAY: I started looking at morale/ other stats, seems very overwhelming! Even looking at the lock and gags glossary I think it will be better served with some sort of flowchart visual of what overwrites what.


- I tried my hardest to do a MAXXlewd run by stripping Tomo and her friends. It turns out the MAXXlewd run is EASIER than a normal run because Ratkin have the brains of Skaven and start putting locks on you, effectively lowering their DPS and skipping their turn.

On some turns there are so many locks and gags on Tomo and gang that a "null" status pops up because they can't equip anymore.

I still won the MAXXlewd run, which I don't think is intentional. 

Main feedback: The most efficient way to get lewds is very non-intuitive (i.e strip yourself three fingers style) and does not mesh into the gameplay, I suggest having more non-combat/non-debhiliating debuffs so that lewd visibility is higher (i.e as-fan is higher as the card game players say).

This way even if (Minor Ballgag) doesn't affect your stats much, players still know this thing exists. I never got a single parasite because I never got that far to see it. The fun of the game should mesh with the natural way people play the game, which is that they try their best to clear the dungeon and not lose on purpose.

Overall, it's pretty fun!

Developer

Thanks for the in-depth review, normally I respond with how I'll tackle the different points in the review. This time, it's so in depth that I'll need some time to analyse it and the gameplay instead.

The hipshake is from Rotty Rottentops in Shantae btw.

Submitted

Game looks promising so far. I beat a couple of easy dungeons but had a hard time continuing after that as I had to bench my starting characters because of lust buildup and wasn't able to beat the dungeons with the new recruits. Those ratgirls are brutal.

I wish there was more info on curio's effects and which item works with which curio. I think there was one time I tried to cross a river and then noticed in the next battle my party's health was almost zero. Also for treasure chests, there's a "visual bug" where it says the chest won't budge but then the graphic shows it as open.

My mage kept moving forward randomly and I think it was because of her crest. Wasn't sure what the "rank" was referring to or how to control it.

Some parts of the UI took a while to figure out, like how to rearrange the party order in dungeons (you have to drag the stats instead of the portrait). Also I'm not sure what the different currencies are in the town, but I expect that to become more fleshed out later.

Also got the same bug that others seem to have gotten where a character suddenly becomes tiny. It didn't seem to be caused by any status effects or quirks.

Will there be h-scenes? If so how will it work with randomly generated characters?

Developer

Thanks for the feedback!

Game looks promising so far. I beat a couple of easy dungeons but had a hard time continuing after that as I had to bench my starting characters because of lust buildup and wasn't able to beat the dungeons with the new recruits. Those ratgirls are brutal.

Yep, some rebalancing is sorely needed. Those rats hit hard at lower levels, easy isn't all that easy for fresh recruits.

I wish there was more info on curio's effects and which item works with which curio. I think there was one time I tried to cross a river and then noticed in the next battle my party's health was almost zero. Also for treasure chests, there's a "visual bug" where it says the chest won't budge but then the graphic shows it as open.

You learn what curios do the moment you have encountered them at least once. Same with using items, where you see what an item does if you tried it at least once.

About the visual bug, that's because curios have an interacted and non-interacted state, the interacted one for the chest is always it being open. Doesn't make a lot of sense and will be fixed.

Also got the same bug that others seem to have gotten where a character suddenly becomes tiny. It didn't seem to be caused by any status effects or quirks.

It's cause by the halfling's ring. The moment you equip it the character shrinks. There's another ring that does the opposite. It's a feature.

Will there be h-scenes? If so how will it work with randomly generated characters?

I plan on creating grappling moves during combat, creating H-content with the adventurer puppets. H-scenes outside of combat will be difficult indeed with randomly generated characters.

Submitted

Pretty neat for a tech demo.

It's hard to know what feedback is even useful at this stage but the first thing I noticed is that when indicating hit/required positions the tooltips should show all the positions.
For example pocket sand says it hits two adjacent targets but it doesn't show that they're position 3 and 4, DD uses dim dots to also show the positions which aren't hit so there's no confusion.

I used riposte and instead of my rogue getting the riposte status it gave it to the enemy.

Other than that the combat itself was good, I'm looking forward to see how it deviates from DD

Developer

Both things are useful to know and fix. In general all feedback is useful, because even if something is planned it still helps in prioritization and focus.

The indicator in the tooltip actually shows all positions, only the positions that aren't hit are empty dots and you don't see their black lines on the black tooltip, oops. I'll indeed go with the DD style dim dots instead.

Submitted

I know you have a lot of work left, but I'm still having fun! Nice idea, and the game also has a nice bit of energy to it with the music choice and combat.

Submitted

Main thing there is no tutorial or anything. It's really hard to see if someone is blocking or not due to how small the aliment icons are. What does each thing do? I think it's good in parts but very unpolished where most things aren't explained.

Developer(+2)

In the guild you can open up a glossary of all icons (button in the bottom right corner). You can also hover over the icons for a tooltip.

But yeah, I'll want to add a tutorial eventually. It just wasn't a priority for the tech demo.

Submitted

Yeah that's understandable. Currently, things are intuitive enough that I was able to clear my first dungeon without issue. I got a little lost once the dungeon was cleared and the game opened up

Submitted

when, in the village, you drag one team member onto another, I'd expect the two to swap places. instead the second folk is sent back to the roster.

after interacting with things like the pit that overwhelms the senses, the interact prompt still exists until you walk away and return.

there's a lot of symbols and terminology that are lost on me. I think some sub-tooltips on the tooltips, like you often see in card games, would do wonders to clarify things.

it's a very well put together game you have here, seems like. I can certainly get on board with the theme of destroying all rodents without mercy.

Developer

Two good points, I'll add those. One thing I should fix. And one thing I'm glad we can agree on. Fuck rats.