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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

The art is pretty cute but I think that the attack animations need some work, they are too stiff right now. Darkest Dungeon makes great use of poses and sound effects for their attack "animations".

The AI voice was a bit jarring at first but I got used to it, also a couple subtitles did not exactly match what it was saying.

I'm not much of a Darkest Dungeon player but I still really enjoyed it, I can't wait for future content during the next updates. Good luck.

Developer(+2)

Thanks for playing, I'm glad you liked it!

Many of the early animations are still me getting used to actually animating. I hope to improve them as I get more experience.

Submitted

I recorded it, the video with other DD52 games can be found at https://mega.nz/folder/WQ91HBxL#X4-j8Mj7H30Ai3aevWFEmA

I hope you gt something out of it.

Developer

I just rememberd that I didn't respond to your comment on last DD. But rest assured that I watched it with a notepad next to me to understand which parts needed tutorialization (and of course, what needed bugfixing). I'll do the same with this video.

Thanks already in advance!

Submitted

Thanks for replying. It lets me know people actually care for the videos and find them useful.

So, playing in browser. I know it's not optimal but the problem I'm seeing is that the lag isn't "the first time shaders are loaded", there's lag every time the mist effect is used. I assume what you're doing is loading it in every time, rather than preloading the scene and then instancing it in every time the mist needs to be used. I'm not used to using Godot for browser games so I'm just making assumptions here, I could be wrong. This goes for many other effects too, if you're loading into a dungeon that has ratkin you should be preloading any assets they use.

Buffs/debuffs in games are always going to be an uphill battle of making them clear and readable. I noticed more than one buff that has the same(?) effect of 0.25x damage. Saying "x25% damage" is a bit weird, the icons are rather small, there's no effects to go with the buff. It's good the buffs have significant effects and I can understand and read the buffs but if a dev has time they can always add more effects and visibility to stuff like that.

I didn't play a lot since I'm pretty busy but I might do some more, sometime. I think the use of voices is good, using darkest dungeon traits/vices after missions has potential, lots of potential for lewd content.

I just remembered I played with "censorship" on, I wonder if I missed anything.

Developer(+1)

Thanks for playing!

I play all particle effects once at startup, which in the desktop version is enough to cache them, so there aren't any delays. But it clearly doesn't work on web, so I'll try your method and just keep all effects available.

I'll also change the xYY% damage to 0.YYx damage.

Submitted

For some reason the 2.4 and 2.4.1 versions refuse to launch for me.  "Godot Engine Stopped Working" before even showing the title screen.

The 2.3 version seems to work fine though, so I played a week of that (only in the novice dungeon).
I'll give my general impression rather than anything too specific.

-There sure are a lot of systems, and figuring out how they affect each other is fun. Good job there.

-Level up system is pretty inspired for getting the player to engage with the systems. Again, excellent job.

-The attack animations are definitely the weakest point of the graphics. I'd consider making them more like static poses so you can focus on a single key frame that reads well.

-Some of the enemy compositions are way, way harder than others. Like, my very first fight out of the tutorial was a team of human weirdoes that came complete with a dedicated healer, dps and tank with taunt. It was quite the baptism by fire and 3 of my characters were at death's door when I finally got through. I was about ready to give up after that and leave a review of just "please make it less difficult", but every other fight I've been in was a cakewalk in comparison. I was just unlucky as far as I can tell, but maybe it'd be worth it to take steps so the enemy encounters are a little more limited for the first few days.

-A little more of a specific thing, but the prisoner gear seems really hard to remove, considering how easy it is to get stuck with. I finally managed to save up 50 mana for the class change on day 8, but I had three characters stuck with the damn things at that point. I'd make it way cheaper to change class (since it doesn't give you any actual increase in power) and have the cost increase with the character's level.

Developer

2.4 uses the Forward+ Godot renderer, so it doesn't work if Vulkan doesn't work on your system. I'll move back to a compatibility renderer going forward, I had no idea it was a problem for so many people.

All good points, especially the human encounter might be a tad difficult, as is the prisoner gear. Thanks for playing!

Submitted

Send these vermin a message. Humanity has returned. 

Gameplay: I like Darkest Dungeon, I like this. This is going to sound like an insult, I don't mean it as one, but this is a perfect time waster. Really enjoyable to keep playing as relaxation and keep on grinding. 

Voice work: The voice work is quite nice, I feel like it's 90% there though, could use that little bit of improvement with editing. The lines they say are perfect. 

Typos: Levelling up should be Leveling up in the intro sequence, bonusses should be bonuses, there are a bunch of other typos too, if you want me to you can send me your text and I will go through it. These things are often hard to spot on your own, that is certainly the case for me. 

Art: One of the most important questions I asked myself while playing was: will people fap to this? Yes, they will.

I will keep playing this during the next week, if I think of anything else to mention I will! 

dunno why but the voice acting seems a bit rough to start with. I kind of got used to it over time.

quirks tutorial:
"Over time, at most three of positive respectively negative quirks can get locked in"
normally typos and bad grammar don't bother me, but I can't tell what this is exactly meant to mean

I love that one of the enemy groups is just called 'Some rats'

With armbinder, the arms are not shown on the in-battle puppets, which makes sense. but the gauntlets are still shown.

when the armbinder triggers at start of turn, it just says false.

status effects being applied at the start of the fight can take rather too long. perhaps make the animations faster or more frequent if there's a lot of them.

there seem to be no chests and brambles and stuff in the middle of missions any more. shame, those added a nice bit of texture to it.

arrow keys on the mission select screen has odd results.

in some situations, stun does not expire.

do not seem to be able to switch weapons on anyone.

oop, you fixed those, good stuff

Submitted(+1)

I got through the short combat section and realized that this is a big and complex project. I am going to download it instead of running it in the browser and give it the attention it deserves later tonight. 

(1 edit)

Pretty solid demo all around, can see lots of thought has gone into all the systems. Some feedback from my time trying it.

* There was significant game stutter on battle effects as the game loaded them in. I got the stutter on both the web and the downloadable version, though the web version seemed to get it worse.
* When you move in and out of rooms, the game screen darkens as you from to/from the transition point, but this can make it a little confusing. Coming into a room, it's easy to think the game's still loading the room and/or is frozen because the screen stays dark. And going out of rooms it's sometimes not entirely obvious whether you've moved far enough and the next room's loading, or you still need to move a little more forward.
* Minor thing but the marker underneath the active player character in combat was a little too understated for me, would be nice if it were a little clearer.
* At mission end had a screen with quirks gained and it said "Locked:" next to a quirk. Tooltip didn't explain what that meant.
* Being able to right-click out of menus would be nice instead of having to close the window manually.
* Sometimes the tooltips have the name of what's being affected, sometimes it's just an icon. Though I suppose a player would eventually come to know what all of the icons mean, it would be nice if they were all labeled in the tooltip to make it easier for newer players.
* When I went to embark to the "Novice Forest Exploration", I changed my mind and clicked to close the embark screen. That made the whole game have a tinge of red for some reason.
* Got a cursed item and my character's arms stopped displaying.

Developer

Thanks for playing!

I'll make the whole entering and exiting rooms somewhat more clear. The same with the Locked symbol. Same with the rightclick out of menus. Same with the other points.

The stutters have to do with Godot's shader caching. They're still working on the Godot 4 renderer, so it should improve as time goes on. Godot 5 will fix it, as they say.

I can't seem to replicate the embark screen red tint, but I'll keep an eye out for it.

The cursed item was probably an armbinder, there's a red one that you can equip on your Warrior. It binds her arms behind her back so the arms are hidden. However it doesn't hide the gloves on the arms.