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katori15

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A member registered Apr 01, 2023 · View creator page →

Recent community posts

Was looking to make a game where I would remove characters that fell in combat.  Every one in the dungeon would be one race.  Breeding would be a large part of keeping the dungeon going.  It is hard playing not having masculine personalities.

I could have the women run the dungeon.  Any innocent male they get will be kept in jail.  All others will be gotten rid of.  If an invader reaches the jail cell, they will kill all the males in it.

Alpha v 0.17

Is there a perma death mode?

Is there a way to cure a zombie?

[bugs]

Some times, after a battle I will go to that character's screen.  Some times I only get a blank screen and have to force the game to close.

Leveling up leader with crystals does not gain them skills.

0.17 Alpha

I found the potion section in the Dungeon Codex.

I am thinking that the double die bug is due to the bleed from barbwire traps.

I bought the game again.  Seems the amounts are not added together.

Will lore characters come back?

[suggestions]

A 'get dressed' button.

Add some thing in the Dungeon Codex about play modes.  I did not know that picking a different character in the start gives to a different start.

Change the character rotation slider.  One have the slider be a 360 turn.  Two change it to rotate left and right buttons.

Make the color codes standard.  0 is always red 1 is always blue…


Thank you,

(1 edit)

version Alpha 0.17

[bug]

Character born in the dungeon can get 'Barren' and 'Fertile'.  When I leveled this character with a crystal, 'Barren' kept being one of the options.

[issue]

Do not play the cash sound when player can not buy item.

[Alchemy]

I finally got around to see how fast I could use alchemy to get a character to new version.  Is there a recipe list?  U am fine going in to it blind.  Not having away to see what you have found makes me lose interest.  If you put a flower in the system, they stay, even if you leave the inventory.  Coming back to the alchemy screen, no flowers show.  Is there a way to get rid of the 'Narrow Waist' tag?  Is 'Tiny Nose' smaller than normal or, is it the default?

[Save file]

.inventory.[].scrap

.inventory.[].onUsed

.marketData.marketItems.[].scrap

.marketData.marketItems.[].onUsed

These should be removed.  They fill the save file with data that does not need to be here.  It also makes static information changeable.  The only thing that seems important is "name" and "stack".  Even better would be to give every item an "id" like you do if characters.  When I emptied these, it broke the game by not doing what

.inventory.[].recipe*

.marketData.marketItems.[].recipe*

.marketData.slaveMarketItems.[].bag

.characters.[].bag

These should be removed.  The way inventory items are handled, these get very big.  If all items had an "id" this would be smaller.  Does not seem to change the fact these (in current game) are never going to be use.  *I moved the recipe variables down from the inventory because, they do not break the game.

.marketData.slaveMarketItems.[].appearance.faceItemBase

.marketData.slaveMarketItems.[].appearance.faceItemBrow

.marketData.slaveMarketItems.[].appearance.faceItemEye

.marketData.slaveMarketItems.[].appearance.faceItemMouth

.marketData.slaveMarketItems.[].appearance.faceItemPupils

.characters.[].appearance.faceItemBase

.characters.[].appearance.faceItemBrow

.characters.[].appearance.faceItemEye

.characters.[].appearance.faceItemMouth

.characters.[].appearance.faceItemPupils

From what I can tell, these get check with the character tag.  If a value is wrong, it is fixed.  Removing any of these will break the game.  So, The program looks at the tag 'Pretty Brows'.  Then reads from program data what should go to .characters.[].appearance.faceItemBrow in save file.  Compares the data and makes changes if needed.  Then looks at .characters.[].appearance.faceItemBrow to do some thing.  You are getting the information you want with out these variables in the save file.

Alpha 0.17

Is there a way to turn stamina on?  I want to play the game with it.

[bugs]

Having a prisoner in the throne room when the Overworld party comes back.  Even through I have a cell, any prisoners over, that can not fit in the throne room, are lost.

While my opponent was having an orgasm, I attacked and took the last of their hit points.  Once I ended my turn they died.  The game stated that I had failed to stop the invasion.

During the opponent's turn they bleed out.  They died and for some reason died again.  This put the game in to a loop, locking the game in the reward screen.

[suggestions]

An eating chamber.

Over world should be only Prisoners, Food and Treasure.  Treasure would get you gems, gold or research as well as normal loot.

Move the 'lore' characters out of the 'characters' variable.  These characters get picked up when using the help function on skills.

Only one autosave.  I see no reason for each game having their own.

The fingering characters should be switched like how it is in combat.

Did you edit your save file?  If so, you may have made a mistake in what you dud.

Nice work in Alpha 0.17

The roster is better.  I do like being able to buy and sell multiples at a time.  It is fun working through the new races.  Character leveling screen.  I like the 'How to' button (I have not been through it).

I have not had the problem where having a prisoner join takes them back to old relationship score.

[bugs]
Capturing the first invader breaks the tutorial.

Characters can not path once they get hungry or dirty.  They can be helped by setting them to guard a location that they can reach.  This does not help if they are to the point of talking about it.  when this happens they will not move.

[suggestions]

Slime should be a personality.  They do not talk in words like zombies do just not like zombies sound.  They get all of the moves of "Adventure", "Frigid", "Innocent" and, "Pervy".  They should default to "No Brows".

Buttons on bottom right order should be: Roster Inventory Altar Research and How to.

Move all of the controls and windows of the character screen to one side.

Like with being able to give a character a bath.  Add an option to feed the character.  Using the inventory is fine until the amount of stuff pushes the food down.  Same for bandages.

 [issues]

In the character screen; middle mouse button move up and down one way and right mouse click move the other.

In the map; Between display setting low medium and high, moving with the mouse becomes more sensitive.

In the character screen; Mousing over windows does not stop the reactions on the screen behind.  When I mouse over the character window and scroll wheel, the camera zooms in and out.

Thank you for the game. (^_^)

No worries.  I tired to make the message as absurd as possible.  That is the cost of telling jokes.   Some times the joke crashes and burns.  At least I can clear things up with you.  Not a good feeling knowing my joke got you so upset.

Can you not tell this is sarcasm?  If I was serious I would not type  [Insert ten  paragraphs of complaining].  I would have typed ten  paragraphs of me complaining.

It is one thing if you did not find my joke funny, it is another to think I was serious.

Or, may be I am not getting your joke.  I do not hang out on reddit.

I think I know why my characters are getting stuck.  From the entrance, I build one in each direction (like a +).  One path has the infirmary, bath and, stockpile.  The others I build 3x3 off of the first room.  If a character has to go to one of these rooms, the path finding does not calculate going through the entrance to get to the other path.

Try switching the game to high.  That might go away.

Alpha_0.16.1

[bugs]

Had my first birth.  Human male with Imp female (with Fiend horns).  She had both Imp and Fiend horns which both showed on character.  She had both penis and vagina, only the vagina on the character.

I have a workshop surrounded by 6 farms, reading at level 4.  When I collect from the farms, I see the green blur at the farm and see the notification on the left.  Now all of them make it to my inventory.

[other]

The 'Innocent' animations makes the character look more timid to the point of scared.  My character walking around the dungeon like there are going to have a break down at any moment.

When leveling a character, I had the chance to add the trait where the character does not eat.  Not sure how I feel about this.  I have also had the chance to remove a trait, which makes me wonder, can zombies be cured?

Are the shirtless sleeves gone?

Alpha_0.16.1

[bugs]

Capturing the character in the tutorial, breaks the tutorial.

Prisoners that join you may have their relationship drop on release.

Characters get stuck in an area and will not go to eat.

[other]

You have added much to this version.  Color clothes is nice.  The character roster pop-up is good.  Imp horns.  Characters leveling notice.  I have not had to use the "fix clothes" button.

I have not had any of the characters get in to fights.  The '++' and '--' do not show as much as Alpha 15.  Not sure how I feel about that.

Some of the interactions (like Pin Down Fingering (rough)) feel to be on the wrong character.  The character with the skill should be the one doing the action.

Too much research too soon.  It did not take me long to unlock every thing.

I have not had any problems with combat.  I was able to take the camera out of the room.  Will there be a first person tour of the dungeon?

I do not use discord.

As long as I can get the game here, steam is not an issue.

Thank you for the information.

Can you link me where the steam release was canceled?

'Buy now' was wrong wording.  When the game is released, we can buy the game through itch as before we could not.

All these pages I get confused.  (^_^)

Any news about steam page?

Am I correct in thinking I can now buy the game on itch?

Does this mean you will be shutting down the other page?

How childish.  Bah humbug.  <motor boat noises with mouth>  If I had a 10 cents for every time I saw this 'first' post, I would buy a hamster and teach it to sing opera.  Once he becomes an intergalactic star I would break the news that he was adopted.  Being a hamster this would leave him unfazed so, I would buy another hamster… [Insert ten  paragraphs of complaining]

So, I hope i have made my self clear.

I wish you good luck for the steam store.

Did you give these characters the doll?  I think that even if their social meter does not drop, there is s variable that is not getting toggled.

How do I summon a hammer head shark waitress with a bikini tan?.

(^_^)

Alpha 0.15.2

[bug]  After making a potion, going to character screen, the new potion will not be there.  Then go to inventory and there are two potions.

Invader path finding idea:

This is just for when they decide to leave.  While they are invading, let them get lost.

Make a check at each step.  If the spot is in the list, do nothing.  If it is not record the location and the location they came from.

Character moves from x3 y3 to x2 y3.  It not being in the list it gets added.  Later on they move to x2 y3 from x1 y3.  x2 y3 already being in the list so, nothing added.  At this point they decide to leave.  Instead of returning to x1 y3, The list tells them to go to x3 y3.

Alpha 0.15.2

The release characters relationship dropping after entering your service could be due to the prisoner version of character does not transferring to the 'character' version.

Moving the 'clothing' and 'storedClothing' variables directly under 'characters' could let you remove 'appearance' from the save file.

Could 'personality' be redundant with it in  'statusEffects'?

'relationships' fills with characters which are no longer in the game.  If there is a roster you could cross check them and delete those out of date.  This would still have the problem of selling a character and buying them back.  With this; you are not able to ask a character about another character if they are in the overworld.

Selling vegetables one at a time is slow.

[bug] When sending character to the overworld, it cuts off their talking, if too long.

Could having too large of a groups of characters return from the overworld at once cause problems?

Alpha 0.15.2

(^_^) I have put so many hours in to this game.

Asocial: Do not like the skill the way it is.  If only it just slowed the social meter depletion.  Two character that have this suddenly has their 'Mind' drop to 0 and start crying and being scared.  One is a zombie which should not lose 'Mind'.  I am not a fan of having no relationship.  Zombies could just not gain or lose points in any relationship.  This would not stop others coming to like or dislike them.

Character and zombie get in fight.  Answer: 'Zombie, leave character alone.'  Character happy, zombie does not care.

In the dungeon; the character have the green plus and red minus for the state of relationships.  This could be use the character screen instead of the purple number.  If characters gain or lose relationships when in erotic encounters with others, the pluses and minuses would be there.

Feeding is a problem.  The more stuff I get the lower the vegetables drop in inventory.  I would like a dining hall.  Characters can go to the storage to eat.  I do not want a second storage because, if an invader enters, could steal something good.  A dining hall could be placed like a bath.

Would like the research screen to get upgraded to the way the inventory screen interface looks.

New to the dungeon and the lost lambs:  Switch one set of answers.  This means the top would be accept/reject while the bottom is the other.


Thank you for all your work.

Alpha 0.15.2

Working through all this new stuff.  I ran in to a character with strange eyes.  They said some strange things.

[bug] If you capture the first invader, the locks in the tutorial.  Loading the automatic save fixes this.

[bug] Sending your assistant to the over world creates a chance for the player avatar to become the new assistant avatar.

[bug] When prisoner decides to join their relationship meter may drop to low level.

I feel the rate for finding treasure in the dungeon is to high.

I like the new inventory interface.

I like the new stuff in the combat system.

Nice work on this update.

Thank you for the reply.  Playing this version more, there are many things which I now feel are switched off (The characters not liking each other) and not bugs.

With the body parts you have, you could add undead with vampires and ghouls.  Slick back. pointy ears, pale skin, fangs, face paint 4.  Buzz cut dopey eyes, human ears, green skin, under bite, face paint 4.

Path finding: Build a list of rooms the invader enters and which direction.  Each time the invader enter a room, check the list to see if they have entered the room before.  If they have not entered, add the room to list.  If the have do not add the room.  When  the invader wishes to leave, they check the room to the list and follow that direction.

Based on what I am seeing in Alpha 0.14

[variable characters,bag]

The 'bag' variable is only for invaders during an invasion.  If this is the case, at the start of invasion create a 'bag' file and once the invasion is finished delete it.

[helperCharacter]

The helper should only need two variables:

  • characters.appearance.clothing
  • characters,statusEffects

Both are lists, you could join them in to one variable.  

(2 edits)

In the save file you have 'faceItemBrow',  'faceItemEye', 'faceItemMouth'.  Once you have them set (example Eye_Sharp) all the expressions seem to be static.  Storing these (the expressions) in the save file increases the size with each new character.  All this writing increases the chance of file corruption.  You should move any static information to a program file.

The same goes for the 'bag' variable.  Your are writing static information about each item.  Things like icons and descriptions should not be stored in the save file.  Does the 'bag' variable need to be stored on each character?

[bugs] Alpha 0.14

It combat; after picking a card you can not target the character.  Some times after clicking and clicking it may trigger.  If not, you have to exit game losing unsaved progress.

In the character screen; the hand and sponge disappear.  Leaving the character screen and coming back does not always fix this.

Characters getting stuck:  For some reason character will stay in an area.  They will not eat or clean.  They will not walk to the area they are set to guard.  If an invader enters that tile the character will enter combat.

[issues]

In the tutorial; the invader will make it to the throne room before she is finished talking.  You could lock the invader at start until player presses the button. {retraction} This is not true.  The helper does finish talking before the invader reached throne room

First tutorial combat invader should be a static character.

Not being able to surrender in combat.

[thoughts]

Wants: 'Very Very Short' 'Small Medium Breast'.

I can no longer edit the calves.

Character screen:  move the hand. sponge, and ext button to the right side.

Invert the right click camera up and down.

Head pats.  Face caressing.

'Buzzcut' little hairs makes them look like zombies.

The new room pricing does not work with how I built in the past version.

An auto save file.

edit 20240512

[bugs]

Having more than one prisoner, only one will lose Nutrition and Hygiene.

Characters in the throne room will talk with prisoners in the jail.  {retraction} I did not know that prisoners from raids are placed in the throne room and not the jail cell.

Moving prisoners between throne room and jail cell breaks being able to pick up resources. Opening and closing character screen will fix this.

edit 20240517

Two retractions.  One issue and one bug.

(^_^)b Thank you for the reply.

Is there a place to follow you on Steam?

(1 edit)

You could do this on Steam

Erotic version

https://store.steampowered.com/app/1964360/?snr=1_5_9__205

Safe version

https://store.steampowered.com/app/1930600/?snr=1_5_9__205

This may make some things easier.

edit

With it this way, you can create the steam pages to properly show the game.  The above game they made two different companies.  I have seen games where they did it as the same company.

(1 edit)

Just started V2.80  Linux

[bug] When you replace a character in the squad by placing another on top of them, characters in the roster double up.  Placing a character in to an empty slot in the squad or removing a character from the squad fixes this.

2.80 game found my 2.70 sage data, even though it is in another folder.  I have not opened the 2.70 save, does 2.80 game automatically updated the 2.70 save data?

Does running 2.70 game, with out opening my 2.80 save corrupt the 2.80 save data?

There is much to take in.  Chests takes a bit of getting used to.  I have open some chest which throws cursed gear on to a character.  The gear they replace are just the basic ∞ gear.  That gear disappears, not going in to pack inventory.  Will this happen to any gear which gets switched out by chests?

Not a fan of the goal bar being under the skill tree.  My reason is when I am setting up squad, I could look at the goals and see the x/y finished and know which dungeons level they would have to explore.

Thank you for you hard work.

[edit]

bug report at top

Is there a way to get to start-up from a game.

Bot a fan of the dungeon bar at the top, seems to make the map pointless.  Which make me wonder, is there a way to have the captured characters on the map instead of the list on the side.

Now that you do not need a character in the squad to go to map, why not keep the roster on the side?

2.80 is running on Manjaro.

(0_0) You want me to lie to my boss!?  What if they find out and?  They come after me for back pay.  They might even remove 'work' from the note.

(0_o)? Why would I press 'no'?

I could not get past the "Does this even matter?" part.  The button just keeps shocking me.  (^_^)

[Bugs] (Alpha 0.13.1) more

The Lust card will enter in to a looping shuffle.  You can end your turn to stop it.

Characters get stuck in an area.  You assign them to guard a location and they will stop moving.  If a fight happens they will fight.  Once the fight is over they will move through the wall to the place they are stuck.  Sending them to the over world may fix this.

[Issues]

Crafting: Having to click the object each time you want to make one.  Same for scraping.

Prisoners brought in from over world do not get shackles.

No roster for characters sent to over world.

Path finding: a 3x3 seems to confuse them.  When leaving; you could build a map from their visited tiles and make a shortest route.

Does paying the characters a crazy large amount of gold, fix their relationship with each other?

Having the verify window after I click to buy the research.

Using the cheat window to fix the battle breaking may be causing bugs which corrupts the save file.

No way to see a character's battle deck.

Will characters walking past an invader ever trigger a battle?

[Praise]

I still like the game.

This brings up a big problem.  How am I going to able to buy your game?