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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.