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in the settings menu, the Casual/Hard toggle is visible on top of all the settings, overlapping everything. It blocks the view of everything else and doesn't seem to be removable, which makes it very hard to change settings.
EDIT: this only applies after starting a new game. When loading an existing file, the toggle screen is no longer present in settings.

I think I know what causes this. It'll be fixed by the next release.

In Dungeon 2, the enemy AI is unusually good at focusing fire on your girls, taking them out rather quickly and forcing a retreat.

Ah yes, the AI will focus down party members if they fail their posture checks. Glitterdust can help with this, but it's quite punishing so early on.

Balance-wise, in Dungeon 1, the shame effects seemed to randomly stop partway through? 

Shamelessness caps shame, so if you fight too many combats on medium shame you can no longer maximize shame. It's not the best designed mechanic if you want all titles.

Keep me updated on your progress.

(-1)

Assuming you caught my edit regarding Dungeon 3...

Dungeon 4 felt about right, honestly. The extra bondage moves from normal enemies helped sell the theme in a way that wasn't there when I first played. It'd have been slightly nicer if there was an item that increased Mummification at the end, to help earn the title (four pairs of scissors was honestly overkill, given how what all you still need by that point is titles), but it wasn't that much of a grind. The cursed slave collar was a cute addition, but would've been nicer with an associated dialogue line.

Dungeon 5 was mechanically the most interesting dungeon so far, with the chastity and plug effects forcing a different strategy. Special attacks were often rendered pretty worthless, but regular attacks could be boosted significantly by not being in chastity and not being aroused. Also, all the enemies used regular attacks, which made a tank strategy viable. Focus fire was really bad in earlier dungeons... but by now, Mami has Taunt and Ribbon Guard, and the rest of the party could spend the first round dropping physical defence buffs on her or physical damage debuffs on enemies. Of course, the boss defied this meta by exclusively using special attacks, but I could've easily retooled for that if I wasn't able to win on the first attempt. Getting there was a bit of a grind as I wanted to be sure to check all the doors for loot, but no big deal.

Dungeon 6, which I skipped in my earlier testing, was not my thing fetish-wise, though the gag was admittedly a nice touch. Aside from that, I noticed that Fat seems to be able to go above 100, despite the display capping at 100. Excessively fat girls might claim to be losing Fat every turn, but not actually going below 100, even if protected by a Taunt tank for a longish fight. The problem here is that the Insult attack scales on Fat... and though I don't have access to the raw data, it seems to keep scaling based on Fat beyond 100. So when I tried using a Collar of Confidence to make Mami the designated tank again throughout the dungeon, it worked quite well for a while... but eventually the broccoli enemies became able to one-shot her from nigh-full HP straight to zero through six stacks of Special Defence Up. Fortunately, the Fat Dissolver reduces Fat to an absolute value, which offered a solution; I didn't have further troubles after dissolving away the excess fat. I do note that the game structure led me to expect a chest or two between the boss and the exit, which was not here this time. With only a single, easily-granted title, which everyone had by the time I found and defeated the boss, there wasn't really much else to do... but the absence felt notable anyways, and got me to waste time on a longer search to make sure I wasn't missing something obvious.

(I'd ask about save storage and deletion of saves, since I'm running out at this point, but I understand that's already on the to-do list for next week)

Dungeon 7 remains a pretty neat dungeon. Much like Dungeon 2, it's the sort of dungeon where once you're fully trained in the fetish, the fights are a breeze, but it's a fair bit of work to get there. Fortunately, the infinite grinding area makes that straightforward... though I explored first to make sure I didn't miss any chests while blindfolded, since it'd be a pain to look for them otherwise. The quick access paths made navigation delightfully straightforwards, once I got the hang of switching between a trained horse for transport and an unblinded girl for vision. The thing where you can freely swap cursed gear for higher level cursed gear came in handy when I found the loot chest! Once fully equipped, it was quite straightforward to max out the titles, though even then, the boss required a bit of thought and loadout reworking to deal with. Thematically, my favorite dungeon so far, and definitely improved from my first testing.

Dungeon 8 gets me into completely new territory, and was another mechanically interesting dungeon. Given the targeting of enemy moves, tanking was unreliable, and often counterproductive; there are a number of dangerous enemy moves that you don't want focused on a vulnerable target! At the same time, the severe and progressive nerfs to offensive power from the dungeon's effects forced another change in strategy. I found special attacks to be rather unreliable, and fell back on an all normal attack party. With my stats so debuffed, I found it quite workable to stack defence debuffs on the enemies and offence buffs on the girls, which gave enough of a swing to do some real damage. This included use of Madoka's Careful Aim - Quickshot combo; quite viable if she protects herself with Glitterdust first, but that's pretty slow to set up and unreliable in targeting. Fortunately, the final boss only did one type of damage, and I managed to get the necessary debuffs stacked on my second attempt... though my own team was also pretty helpless by that point, rendering the fight quite the slapfight. Fetish-wise, the humiliation aspect of this one landed better than I'd expected going in; a few more lines of dialogue for relevant events would make this even better. I also noticed the abundance of liquids rewarded by the dungeon. This felt very generous (even though I had to jump through some hoops to collect them all), but also like a bit of a missed opportunity; in a dungeon focused on the bladder mechanic, I'd expected to find drinkable liquids that interacted with that value. Instead, the obvious cursed bait was a chest full of more baby gear... which was funny, but nothing I didn't wind up accumulating from the dungeon anyways, and didn't even help with the title acquisition. The post-boss loot was also disappointing; four stacks of dungeon fetish removal is usually overkill after beating the boss, especially since it's usually more desirable to get a fetish-increasing item at this point, to help fill in title requirements for the luckier girls.

Dungeon 9 was definitely too easy. Having had a number of special attacks unlock late into Dungeon 8, but be useless due to that dungeon's meta, I tried them out here, and following up Mami's Ribbon Tie with Firewind and Lovely Barrage (and later Gun Volley and Heartfelt Barrage) made short work of most opposition. I managed to defeat the boss at party level 35 (Kyouko had just made 36), having only lost one girl at any point, and after encountering exactly zero fetish events... not counting failed bikini thefts or the boss's tentacle grab attack. Nothing even managed to land a parasite on a girl until well after defeating the boss, so the rate on that probably needs a boost; it would've been a lot harder dungeon if I was getting stat and XP debuffs prior to defeating the boss and hitting the level cap, instead of the other way around. Of course, as a beach episode... it's kind of on-theme for it to be easy? This tickles a vague thought I've had for a while; one of the major factors in how hard a dungeon is seems to be how easy it is to avoid the fights. Forced encounters with large groups of enemies to pass chokepoints makes for difficult dungeons, but more open terrain and enemy patterns that make it easier to sneak past makes dungeons quite a bit easier. That's not the only factor that matters, but it's a big one.

It'd be a QoL improvement if the mermaids were visually removed from the fight after running away, like the bombs and the tentacles are after doing their attacks. Speaking of the bombs, they didn't really seem to add much to the dungeon? They weren't dangerous enough to need to defuse (although having Mami start the encounter with String Up on a bomb mostly negated its threat), and they didn't add any fetish aspect to the dungeon. In grinding out the titles, I eventually became unhappy to see the mermaids, since they became straight up physical attackers with nothing to steal (it didn't help that they often disguised themselves as tentacles on the map)... but the bombs were never fun to encounter, especially since they often came in roadblock singletons. Considering the previous dungeon's more interesting mechanics... maybe the bombs could blow up on *one* girl, covering her with pheromones and giving her a lingering debuff that makes the other enemies more likely to target her with their more dangerous techniques?

As a final note; I decided to give the boss a second try with a fully stripped and parasitized party, just before leaving the dungeon, and it put up a real beast of a fight! Even going in with the usual full debuff stack against its attacks, the stuns from the parasites and the boss's own tentacles made it very close. If the many tentacles I fought in the process of exploring the island, flipping the switches, and opening all the chests had used their parasitic attacks more frequently than never pre-boss, I'd have had a much harder time of things.

Dungeon 10 is probably my new favourite, thematically speaking. The relentless focus of all the enemies in lowering Resistance made them comparatively gentle, and there was plenty of extra medicine drops to ensure that I could easily recover from any lost HP. Instead, it was just quickly making my way through enemies to switches and chests, while on a slippery downward slope that made their techniques more and more effective. Special Attack aoe spam remained the obvious way to go here, given the many, many forced four-enemy fights; it worked out just as well as it did in the previous Dungeon, but this one was just a lot longer. The repetitive nature of the rooms was thematically on-point, giving me real "have I been here already this time?" thoughts when checking everything. For some reason, Mami consistently picked up a lot of Suggestibility despite not being the taunt-tank; I wound up using nearly every Brain Rewirer on her to fend off the debuffs. The re-use of the grovel animation felt a little off, here; seeing the girls suddenly without all that hypno gear when they knelt was incongruous. I didn't actually lose anyone before confronting the boss, and felt that my party was still in good shape when I did face it, level-capped and ready to go. The group straightjacketing was unexpected, but I'd weakened it enough while I still had moves available to pull off a win anyway.

Interestingly, the straightjackets stayed on after the boss fight, though I couldn't find an item or trait to explain why. Though hot, this rather interfered with my ability to do anything else in the dungeon after the boss fight. Fortunately, I had plenty of Brain Melters on hand to get the title stats, and the enemies' Strip commands still had mechanical effect while straightjacketed, even if they didn't have visual effect, so I was able to get all the titles without having to reload a save. Still, if anywhere at all in the entire game needed a post-boss item to remove a fetish effect, it's this one, given the way the jackets prevent most of the other enemy commands from working correctly; it'd have been nice to have had a chance to play around with the enemies and their hypnotic commands while grinding the titles instead of just getting the right numbers down and leaving. Unusually, this boss didn't unlock an easy path to the exit after being defeated, so I needed to defeat it again in order to leave, with the whole party bound in straightjackets and unable to fight properly. Madoka's Inner Strength came in handy, allowing a narrow win anyway... but it was a very strange fight.

As a sidenote, in this dungeon, Mami learned Breaking Shot, which I'd hoped would be a good status effect. It was not. Using it on a single enemy and seeing the word stun flash by them twice in quick succession before they attacked felt particularly unfun; like they hadn't been stunned at all and the game had lied to me. Yes, I get that it'd be too effective against bosses and such (I tried it on the boss out of curiosity, and it did the same thing); but it's very genre-standard for bosses to be immune to the cheesy spells, and it'd help in making singleton fights less annoying. Since there weren't any normal enemies dangerous enough to be worth locking down, it felt like a worthless addition.

Still reading and making notes on the entire thing, but just wanted to respond to the following:

Interestingly, the straightjackets stayed on after the boss fight, though I couldn't find an item or trait to explain why. Though hot, this rather interfered with my ability to do anything else in the dungeon after the boss fight.

You can just remove the straitjackets in the equipment menu. They aren't cursed.

Hmm, so it is; reloading my post-boss save, no one is wearing straitjackets, and my inventory is full of a complete set of non-cursed straightjackets of varying strictness (everyone also has two copies of the sleep-related suggestibility traits, for some reason?). I don't remember seeing that in-play, so there may be some funkiness with save/load going on... but I'll remember to try and take the straightjackets off for my Hard Mode playthrough.

By the way, you may want to wait until Friday for your hard mode playthrough. There are still some upcoming content additions in dungeons 3 (minor), 6 (major) and 13 (very minor). I'll also do some balancing on dungeons 8, 9,  10 and 15 .

Quick clarification, since the version number didn't change; I've been on bonus 1.0 this whole time, but didn't manage to get to the last two dungeons before the public release, since it took about 19 hours to get through everything from start to finish. You said last week that there'd be new content additions on Friday, did you just mean the public release of 1.0? Or is there a new version of the bonus file that I should grab for bugfixes and rebalancing?

(1 edit)

Yeah, the new bonus 1.0 differs from the bonus 1.0 of last week.

It contains the fixes/balances as shown in the changelog on the main page.

Dungeon 11 was more comical than sexy, but that's alright; it was short and sweet, a series of not-too-confusing passages going right by a large number of guarded treasure rooms. The positioning of things meant that you could easily see where you'd gotten the treasure and where you hadn't, and there weren't too many enemies that you had to fight to continue down the path (as opposed to having to fight in order to get loot, but it was possible to stealthily grab loot in many cases as well). Slowly replacing all of the party's moves with Haigure would've been more annoying if it weren't for getting Inner Strength last dungeon, and the late addition of Inner Focus was also welcome. The boss was vulnerable to magical debuffs and single-target special damage the first time... and after a second trip around to clear out a passageway I'd missed and Haigure the girls, I found that the boss was also quite manageable with the all-Haigure party, focusing Haigure buffs on Madoka to up her offensive and defensive stats while she soloed the boss with single-target Haigure. Not my favourite in either mechanics or theme, but with the excellent level design, I had nothing to complain about here.

Ugh, Dungeon 12. It was like the evil opposite of Dungeon 11; everything I liked about 11 was wrong in 12. The ero-theme was there, but wasn't presented in a very exciting way; it was like the enemies were shooting pregnancy darts instead of doing anything more erotic. This was one part "the characters automatically get pregnant in one hit" and one part "the impregnation graphic was only on screen for about a frame". If the process was more of a multi-step thing, like web-then-impreg, that'd also help. Actually birthing new enemies at the end was a neat touch, though there didn't seem to be a reaction from having done that?

As for the level design, it was an horrid twisted maze with little room to avoid enemies, lots of unavoidable fights to simply progress down the paths, and the fights were fairly brutal slugfests with real danger of casualties at all points... and of course, that same nasty path back to reset if I did take any losses. All the enemies seemed to be the same (barring the newborns), so there was no interesting variety here; just a grim slog through a cramped maze. That's very thematic for an insect nest, but it wasn't enjoyable to struggle through.

The boss, strangely, was totally anticlimactic. I'd actually lost Madoka earlier, and (unusually) decided to stumble on anyway because I'd rather die than find my way back through the mess... but somehow, I managed to get to the boss without taking another loss, so I figured I'd try it out and see what it did to prepare for a more serious return. Except Kyouko had just learned Bloodletting in the fight before the boss... and she basically soloed the boss with repeated uses of it, while Sayaka and Mami contributed a debuff each before dying / spending the rest of the fight webbed.

There may still be treasures hidden in the dungeon, and I still have to go back to get the titles on three of my girls. This is the first dungeon where I find that I don't want to, though; I'm just not having fun with this one at all. Fortunately, there's only a title for max belly size here, not max addiction, so it probably won't take too much more time to clear it... assuming that I haven't missed any items, which is a lot harder to check for here. I feel like I want a checklist for per-dungeon items, or a magical detector that tells me how much loot is still present. Probably won't go back to this one today, though; I'm going to take a break.

Having gone back for the Dungeon 12 title grind, and now being reasonably confident that I've found all the items (though I did check against the map posted on the devblog), final thoughts. The dungeon layout isn't that awful, it's just a bunch of cramped tunnels, made more confusing to navigate by blockages and staircase transitions. Unfortunately, it's less-detailed than some of the other dungeons; the terrain is unusually featureless, lacking the decoration and variations that give life to other layouts, which makes the cramped confines a little harder to navigate because every detail is a landmark that makes the passage more memorable. Surely there's spiderwebs, or eggsacks, or piles of dirt, or anything else at all that can be used to 'beautify' the dungeon, selling the theme better and breaking up the monotony with more detail? The cramped confines made for a lot of bad places to have enemies, and they often were in those bad places, becoming impossible to sneak by, which (combined with the combat stuff), made this a more frustrating experience than it needed to be.

Also, it took me a while to wrap my head around what was going on with the combat. Early in the dungeon, the girls really hate being impregnated with spider eggs (understandably!), and this gives them huge debuffs to both offensive stats, which compound as their bellies swell with eggs. Meanwhile, the strength of the enemies jumped up significantly from the previous two dungeons, both of which were less dangerous environments. This meant that previously-effective strategies of mass-debuffing enemy defences and hammering area attacks was generally ineffective, and I found myself struggling through brutal combats with dangerous enemies who easily had enough time to take out an unlucky girl over the course of a typical fight. I didn't have much luck attempting tanking strategies (in hindsight, they would've worked much better if I'd started off tanking, instead of waiting until everyone was pregnant!), and single-target debuffs often felt ineffective, given the larger enemy groups, made larger by newborn spawn. Even so, it felt that debuffs really were the way to go here; delay and disarm the less-concerning enemies while striking down single targets with powerful attacks from buffed attackers, instead of spreading ineffective AoEs. It also would've helped if I'd noticed the difference between eggers and webbers prior to defeating the boss, and in particular noticed how dangerous the ranged attacks from the webbers were, and how disinclined they were to do anything but use that ranged attack once any one girl was webbed. Meanwhile, while struggling with the combat and hesitant to add even more enemies to already-fraught battles, I missed the obvious intended solution. At max addiction, the girls get a ridiculously-huge damage buff from being pregnant, and become incredibly powerful. A more optimal way of playing this would've been to grind the fetish content first... a more defensive setup, prolonging fights as much as possible, resetting as needed, and Laying Eggs as soon as possible, even if it means losing fights.

Still... easily my least favourite Dungeon as it stands. I could see that changing if the dungeon was beautified a little, and the enemy move range expanded with more interesting and thematic possibilities. If the correct way to play this is supposed to be taking your time and dealing with it, it'd be nicer if the enemies wanted to take their time as well, fighting the girls with poison and debuffs and prepared defences and a sexier multi-step immobilize-and-impregnate routine instead of mostly just using scary direct attacks. As-is, repeated forced battles at a high initial threat level, chaining into compounding hits to my ability to respond to that, put me on the backfoot immediately and spoiled my enjoyment of a dungeon that wasn't actually as bad as it initially felt.

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Dungeon 13 missed my fetishes, but was thankfully straightforward; much like Dungeon 11, this one was short and sweet. Treasures weren't hidden, and the enemies weren't that dangerous... in fact, they spent most of their time handing out neat stat buffs! Of course, there's a drawback in all this; the boss wipes out all those drug-related buffs, leaving scary debuffs in their place. But I had the foresight to gag Sayaka the moment I found a gag, so she was fine... and Parry Stance into Conturbatio, with the rest of the party throwing debuffs from their withdrawal, made for a handy win without much trouble. I actually cleared this one in one shot, opening all the chests and defeating the boss without needing to heal up with Kyuubi... which was critical, because as I found out after seeing him, full healing also resets your current drug value! If I'd somehow lost anyone at any point, this would've been a much trickier dungeon. Also, if I hadn't guessed correctly on keeping Sayaka gagged for much of the dungeon, and ungagging her for the boss, I'd also have had a much rougher time.

Grinding the titles was initially a pain; it requires wandering around at max alcohol/nicotine values for 200 steps, which seemed tricky, when every combat action decreases both values! Then it became clear that, with four bottles and four cigarettes scattered across the dungeon, the correct way to get those titles was to have one girl take all the drugs, then stumble back and forth in Kyuubi's room for 200 steps, then reset and repeat. This worked, but it was exactly no fun; it would've been nicer for the titles to be related to hitting max drug values and/or walking around with max addiction values. The majority of my time in the dungeon was spent grinding to XP cap after having done everything else.

Dungeon 14 was way too easy. In fact, I'd say it was my easiest dungeon experience yet. After previous dungeons, and having heard the warnings, I was prepared for it to be substantially more brutal and punishing... but it seemed obvious, going into it, that the obviously correct decision was the tanking strategy (so that I didn't take permanent debuffs on anyone I needed to be able to fight). The dungeon didn't live up to the level of precautions I took; there were plenty of cures available for amputation and piercings, and Mami was the only one who ever took any damage (poor Mami, though).

Still, the place was seriously a breeze. I'd rearranged my party to ensure that Sayaka would come in right after Mami's Taunt with Guardian Stance, and I'd further have them layer on extra Defence buffs after that, and it mostly didn't even seem important to be that careful, since Kyouko and Madoka could quickly slaughter every enemy group in a move or two anyway, so long as they hadn't been injured. By using all the recovery items on the only one who needed them, by the time I got to the boss, Mami hadn't even lost an arm (which I only realized the importance of after the boss fight, since she'd have lost all her moves if she'd lost all her limbs before that). I noticed a few branching paths at different points, and wasn't super-diligent about totally exploring all those paths on my 'first run', so it's possible I picked a lucky route and got to the boss in good time. It certainly helped that many fights were avoidable, and the simple layout reduced confusion.

Unfortunately, this dungeon hardlocks players out of proceeding further to title grind; the backside of the boss door leads back to the boss room, and no other exit from the boss room exists, so after beating the boss, you must immediately end the dungeon. Having overwritten my save without thinking about it after beating the boss, that was it. Given how unusually generous this dungeon was with pre-boss fetish removal items, I'm certain I could repeat the performance in an all-titles run, but I would've had to have known that before entering the boss room. Had that been my only save, that would be that; as-is, I can't proceed without loading a pre-Dungeon 14 save. This feels like a game-breaking design flaw; every other dungeon in the game lets you keep grinding after the boss. It's a nice trick for the boss door to be cursed and force a confrontation, but if so, there really needs to be an extra path from the boss room to the starting room unlocked after beating the boss. The thematics of the dungeon were definitely a hit with me, but the unexpected hardlock limited my ability to engage with them (hopefully that gets patched soon!).

Given the ease at which I beat the dungeon, I want to say that this dungeon would be much better if most/all of the recovery items were after the boss. That might mean putting cursed items in some of the chests instead of useful ones. Instead of super-abundant healing, the thought that comes to mind are prosthetics that can be applied to girls at various levels of Amputation/Piercing, offering a variety of potential tradeoffs in exchange for their 'help'... or maybe just straightforwardly making a bad situation worse for fun, curses be like that. Alternatively, staples from previous dungeons like gags and blindfolds might show up to add additional helplessness for no good reason.

EDIT: Also, before I forget, it seemed strange that there was a max-amputation title but not a max-piercing title; this continues a trend where the later dungeons seem much stingier with titles than the earlier dungeons.

Unfortunately, this dungeon hardlocks players out of proceeding further to title grind; the backside of the boss door leads back to the boss room, and no other exit from the boss room exists, so after beating the boss, you must immediately end the dungeon. 

You can just reenter the dungeon afterwards though by interacting with the soul gem, in case you want those titles.

I'll also make dungeon 14 a little harder, and the boss of 13 somewhat easier.

Quick follow up, having gone back into Dungeon 14 as suggested...

The fact that all Amputation/Piercing progress is removed on reset made it a little more difficult to get the title; I was able to clear every mob in the dungeon from start to finish without using any limb-restoring item, or any girl losing all her limbs. In the process of clearing the dungeon, I found out that this is the place where the Revives were hidden! I've wanted these for a long time... but unless I missed something earlier, this is the first place where they've appeared. Certainly better late than never! I'd have been quite happy with an item that merely brought girls up from 0 to 1 HP, and these include full HP restoration for free, which is quite good. On the subject of healing items, I will note that the distribution of healing power is kind of weird, given health values; I've got 4 Red Liquids that heal 500 HP, 7 Orange Liquids that heal 200 HP... and Mami, my highest-HP girl, only has 151 HP. I don't really need potions quite this powerful... but the plentiful full heals do come in handy when I'm doing higher-attrition things.

Having made it to the boss with a completely pierced and limbless party, I decided to see if it was possible to beat the boss with the maximum handicap. The answer was yes... but it relied on quite a bit of luck, since if Madoka got chained up or knocked out, that's the fight. It took five tries for team nugget to beat the boss, but it was just barely possible. In hindsight, that's a challenge that would've been slightly easier if I'd ground to the level cap before trying it, but I was out of healing items, and didn't want to have to restart and regrind amputation to try for it. With the boss cleared a second time, I returned to the dungeon a third time to grind to cap... which took much less time than any of the rest of that, since the mobs here aren't especially dangerous to an able-bodied team.

Had some time free to finish up, so last post for the Casual Mode playthrough!

Dungeon 15 was shockingly easy. Sure, Dungeon 14 felt too easy for how seriously I took it, but Dungeon 15 honestly felt like I could've beaten it with my team from two dungeons ago. I had revives and tons of healing items, and I hardly needed them; I didn't so much as break out the Orange/Red liquids for full heals before defeating the boss. Of course, part of this might be stat accumulation from this being an all-titles run? Gradual move replacement wasn't much of a downgrade in many cases, and the ability to swap movesets made it feasible to replace moves without it being a big deal. The level design was reasonably straightforward with chests in predictable locations, and many of the enemies came in singletons... which could often be defeated two at a time, using the overlapping glitch I reported earlier (the barn is a case where this feels intentional; just walk straight up the center line and you only need to fight half as many battles. Between the pills and easy fights, I capped out quickly here, well before everyone was trained, partway through my first run (and found more pills after that to save for later!). 

When I found the boss, I defeated it in exactly one move cycle; open by debuffing special defence (with Ribbon Tie) and murder with existing single-target specials. With its low HP and meager defences, there are individual monsters from previous dungeons who felt scarier than this boss; I didn't even need to bother debuffing its offensive abilities like with most bosses. Its actual attack was unimpressive, and even the scary debuff wasn't all that scary. Getting everyone fully-trained took more effort, of course, but the all-pet team beat the boss just as easily; debuff regular defence (with Moo and Tail Whip), and quickly kill with Backwards Kick and Crunch. Given the availability of multiple attack debuffs and stacking attack buffs in the pet moves, this boss could've been MUCH more difficult.

Thematically, this was definitely a hit with me. The transformation dialogue really helped sell the theme here; it definitely added a lot to this dungeon! I also really appreciated the infinite section for helping train the titles, since 1000 steps would be a lot if I needed to make them in more confined space. The semi-repeated level layout reminded me of Dungeon 10, in a good way; much like with hypnosis, repetition felt exactly on-theme for a dungeon based on training. The only downside was the enemies, which didn't feel different enough despite their cute costumes.

A couple minor bugs... Kitten's "Purr" move wasn't usable for some reason; whenever I ordered a girl to activate it, it instead selected the most-recently-successfully-used move by that girl and did nothing. Also, it's a minor graphical issue, but when fully-transformed, Pig has a skin-toned bald head from behind, instead of the pink pig hood.

Dungeon 16 was, of course, just a boss rush. The first two forms actually felt like serious bosses (unlike the 15 boss), but serious boss tactics worked just fine, and I beat the first two forms with no losses. I nearly ran into trouble with the final form of the boss, but just being able to have Madoka Inner Focus repeatedly and use Holy Shot when she could was plenty, especially since Mami and Kyouko got their debuffs in before going down. The post-boss dialogue felt a little anticlimactic, especially with the absence of a final cutscene. I was expecting something like Homura apologizing to the group and explaining what the whole game was about (sort of a less-private post-14 scene; Homura obviously has some explaining to do about why she's repeatedly been sending the girls into fetish dungeons), but instead there was just nothing, which was a little disappointing.

Another quick sidenote; Invoke Hypnosis II has an image glitch, in that bare arms are visible outside the straitjacket. Not a huge deal, but it bothered me a bit.

And... that's it, I guess? You'd mentioned previously that there'd be an update out around now for bugfixes and adding new content to Hard Mode, is that still planned with the Itch demonetization thing?

I'll do bugfixes and will probably implement any neat ideas in hardmode for a future release. But it will take a month or so, probably to coincide with me having a playable prototype of the new project.