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(1 edit)

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.