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.