Lewdest Labyrinth [Updated Feb 10]

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Lewdest Labyrinth [Updated Feb 10]

Postby mminit » Thu Sep 29, 2016 11:54 pm

Hey everyone,

I've been working a dungeon crawler since July and just released the first alpha demo during the lewd jam. The current version focuses on prototyping the gameplay and there are 4 different enemies and 1 boss, along with trap tiles. The game is now in version 3. Everything lewd happens during the gameplay, there are no game over h-scenes or anything like that (not a fan of them),

It's still in early development and I'm looking for feedback, help with potential bugs, etc. You can get it here:
https://mminit.itch.io/lewdest-labyrinth

There is a character in the starting area the explains the mechanics, but here is some quick info:

-Controls: WASD/Arrow keys and Q and E for movement, spacebar/enter for confirm, ESC/Backspace to open the menu or cancel, X to use wait. C to use Heal (as of version 3)
-Change stances in battle by pressing left or right to alter your stats and gain additional buffs. You start off with two (normal and lewd stance) but can learn more stances by using XP.
-LP is used to perform some of your skills but it's also a debuff, the higher it gets the more damage you take, and enemies will act differently. You can also raise enemy LP with your own skills to make them weaker.
-Learn taunt for more control over your LP. (LP skills changed as of version 3).

You can see the development process on my devblog:
http://mminit.tumblr.com/

Screenshots:
Spoiler (click to show/hide):

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Last edited by mminit on Fri Feb 10, 2017 3:19 pm, edited 4 times in total.
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Re: Lewdest Labyrinth (working title)

Postby Auron » Fri Sep 30, 2016 1:11 am

All right i played the demo and, man, it is really, REALLY good, i really much enjoy this concept :)
I hope you will continue working on this game
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Re: Lewdest Labyrinth (working title)

Postby Frurose » Fri Sep 30, 2016 2:29 am

I love the art and first person dungeon view, I'm going to be watching this one!

ps. I would love if turning left and right was moved to Q & E and A & D were used for strafing. That would make it feel much smoother to navigate the dungeon.
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Re: Lewdest Labyrinth (working title)

Postby musical74 » Fri Sep 30, 2016 2:51 am

It gets a little confusing on how to get out of the dungeon (either that, or the tentacles make it to where you have one shot to get out) but other than that it's fun! Kind of wish the spider-lady did something that would cause LP to increase though...

Biggest problems are NO MAP, and once you get regeneration you pretty much CAN'T lose. Monsters I've seen so far are eye-goo, wurm, something that has a sword sticking out of it (all have something that causes LP to increase) spider-babe, and I THINK the golem is the guard to get out. Traps are spikes sticking out (guess what that does) tentacles grabbing you for some fun (mostly a huge LP increase) and something like hot air that increases LP by 10 or so. Given that you get no penalty for LP being at 100 (wurm with tongues when I'm already at 100 doesn't do anything really)... think there should be some penalty when your LP goes to 100, like you have to stop and do something about lust being so high...

I do like this, hope we see a lot more of this!

EDIT: Walking over the spikes will NOT knock you out. You'll go down to 1, but it seems that a monster has to be the thing that will knock you out
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Re: Lewdest Labyrinth (working title)

Postby mminit » Fri Sep 30, 2016 3:55 am

Auron Wrote:All right i played the demo and, man, it is really, REALLY good, i really much enjoy this concept :)
I hope you will continue working on this game

Thanks!

Frurose Wrote:I love the art and first person dungeon view, I'm going to be watching this one!

ps. I would love if turning left and right was moved to Q & E and A & D were used for strafing. That would make it feel much smoother to navigate the dungeon.


Good point on the control scheme, I was planning on having holding a key to set A and D to strafe but I'm not sure how intuitive that would be, your suggestion seems good. I just need to keep players who would press left/right and think it would turn in mind. Perhaps making it a config option is best.

musical74 Wrote:It gets a little confusing on how to get out of the dungeon (either that, or the tentacles make it to where you have one shot to get out) but other than that it's fun! Kind of wish the spider-lady did something that would cause LP to increase though...

Biggest problems are NO MAP, and once you get regeneration you pretty much CAN'T lose. Monsters I've seen so far are eye-goo, wurm, something that has a sword sticking out of it (all have something that causes LP to increase) spider-babe, and I THINK the golem is the guard to get out. Traps are spikes sticking out (guess what that does) tentacles grabbing you for some fun (mostly a huge LP increase) and something like hot air that increases LP by 10 or so. Given that you get no penalty for LP being at 100 (wurm with tongues when I'm already at 100 doesn't do anything really)... think there should be some penalty when your LP goes to 100, like you have to stop and do something about lust being so high...

I do like this, hope we see a lot more of this!

EDIT: Walking over the spikes will NOT knock you out. You'll go down to 1, but it seems that a monster has to be the thing that will knock you out


Oh wow lots of feedback! Thanks!

About not having a map, it’s something I’m going back and forth about and in fact have started to implement. The thing is though when I play these kinds of games I find that when they have maps (especially auto generated ones) I’m looking at it 99% of the time instead of the environment, it was something I wanted to avoid from the get go. It just ends up being a game of stepping on every tile to fill out the map instead of exploring. Never the less, if it’s something that most players see as a must have I’ll likely put it in. There was another suggestion for the last door of every area to be locked and needing a key, so the player would know that’s where they need to go.

About no penalty for LP being 100, the only actual penalty for high LP right now is increased damage from enemies and their movesets changing, but right now the only example of that is really the Golem. The other enemies have smaller movesets so it’s harder to notice. You do take much more damage the higher it is. I like the idea of there being an added penalty once it gets to 100 though. Regen is pretty strong early on, I plan on having it scale poorly as you get stronger in the future.

Unfortunately I ran out of time to do an LP attack for the spider, I actually want to do more LP attacks for each enemy but this build needed to meet the lewd jam deadline.

The spikes and other traps are not supposed to kill you, the most they do is bring you down to 1 HP. You are right that only enemies can kill you.

I’m not sure what you mean by “tentacles make it to where you have one shot to get out”, could you clarify?

Thanks again!
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Re: Lewdest Labyrinth (working title)

Postby Darthjake » Fri Sep 30, 2016 4:10 am

mminit Wrote:
Good point on the control scheme, I was planning on having holding a key to set A and D to strafe but I'm not sure how intuitive that would be, your suggestion seems good. I just need to keep players who would press left/right and think it would turn in mind. Perhaps making it a config option is best.


Alot, (I would think, of gamers should be used to Q / E and A / D, but yes putting it in the config would be a good thing.

musical74 Wrote:It gets a little confusing on how to get out of the dungeon (either that, or the tentacles make it to where you have one shot to get out) but other than that it's fun! Kind of wish the spider-lady did something that would cause LP to increase though...

Biggest problems are NO MAP, and once you get regeneration you pretty much CAN'T lose. Monsters I've seen so far are eye-goo, wurm, something that has a sword sticking out of it (all have something that causes LP to increase) spider-babe, and I THINK the golem is the guard to get out. Traps are spikes sticking out (guess what that does) tentacles grabbing you for some fun (mostly a huge LP increase) and something like hot air that increases LP by 10 or so. Given that you get no penalty for LP being at 100 (wurm with tongues when I'm already at 100 doesn't do anything really)... think there should be some penalty when your LP goes to 100, like you have to stop and do something about lust being so high...

I do like this, hope we see a lot more of this!

EDIT: Walking over the spikes will NOT knock you out. You'll go down to 1, but it seems that a monster has to be the thing that will knock you out


mminit Wrote:Oh wow lots of feedback! Thanks!

About not having a map, it’s something I’m going back and forth about and in fact have started to implement. The thing is though when I play these kinds of games I find that when they have maps (especially auto generated ones) I’m looking at it 99% of the time instead of the environment, it was something I wanted to avoid from the get go. It just ends up being a game of stepping on every tile to fill out the map instead of exploring. Never the less, if it’s something that most players see as a must have I’ll likely put it in. There was another suggestion for the last door of every area to be locked and needing a key, so the player would know that’s where they need to go.

About no penalty for LP being 100, the only actual penalty for high LP right now is increased damage from enemies and their movesets changing, but right now the only example of that is really the Golem. The other enemies have smaller movesets so it’s harder to notice. You do take much more damage the higher it is. I like the idea of there being an added penalty once it gets to 100 though. Regen is pretty strong early on, I plan on having it scale poorly as you get stronger in the future.

Unfortunately I ran out of time to do an LP attack for the spider, I actually want to do more LP attacks for each enemy but this build needed to meet the lewd jam deadline.

The spikes and other traps are not supposed to kill you, the most they do is bring you down to 1 HP. You are right that only enemies can kill you.

I’m not sure what you mean by “tentacles make it to where you have one shot to get out”, could you clarify?

Thanks again!


musical is so right about a map, you should have heard me in the old Bard's Tale, or maybe not, I sounded like a sailor with Tourrets.

Also regen + defensive stance is waaay OP, I did uppercut 3 times on the golem, then spammed heavy kick and used my healing herbs right after he raged and had no issues. I do feel that you could have done first aid as well, and still won the fight, it would have just taken longer. So I guess since the golem is enraged by our lewdness, no H scene from him, well maybe another boss down the road.

Personally I'd like it if the attacks stripped you too, but you repaired your clothing at the end of the fight, but that's my preference, and I already like the game, so I'll be watching as well.
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Re: Lewdest Labyrinth (working title)

Postby musical74 » Fri Sep 30, 2016 5:08 am

Maybe the exit is another area, but there's a spot where you can't get past the tentacles trap unless you have a certain item - that disappears after one use. IF the exit is past that trap, and you have used the item already, you are rather screwed, because I've only seen that item in one chest.

Honestly, the lack of a map is my biggest gripe - spending 30 minutes going *where the hell is the exit???* and ragequitting because I couldn't find it.
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Re: Lewdest Labyrinth (working title)

Postby Darthjake » Fri Sep 30, 2016 5:27 am

musical74 Wrote:Maybe the exit is another area, but there's a spot where you can't get past the tentacles trap unless you have a certain item - that disappears after one use. IF the exit is past that trap, and you have used the item already, you are rather screwed, because I've only seen that item in one chest.

Honestly, the lack of a map is my biggest gripe - spending 30 minutes going *where the hell is the exit???* and ragequitting because I couldn't find it.


I know what spot you are talking about, the tentacles that are in the corner and you need to go straight towards the tentacles but turn right, I think I hit fwd, right at nearly the same time so I came out facing right and was able to move forward, but yeah, I was stuck there for awhile too.

That or I wandered around until I found another defense vs tentacles, tbh with no map I probably hit 3 times the mobs I would have if I knew where I was going.
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Re: Lewdest Labyrinth (working title)

Postby mminit » Fri Sep 30, 2016 5:36 am

The item that protects you from the tentacles is dropped by the spider if you need more, there is also a spot in a corner where you can pick one up in that area (check every tile since items can be found on the ground, dead ends aren’t just dead ends sometimes). The exit is past the golem (the stairs) but that’s the end of the demo so you can’t proceed. The path you guys are talking about leads to a good item.

You guys have convinced me a map is a must lol, I will move it up on the list of things on my todo list.

The golem was actually MUCH harder in early test builds I sent out to the point where people couldn’t beat him, guess I nerfed him too hard. Balance will be worked on.

Thanks for the responses guys, this is all helpful.
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Re: Lewdest Labyrinth (working title)

Postby Borkenone » Fri Sep 30, 2016 12:50 pm

Nice demo, with a working game play mechanic. And the graphic is decent enough.
though the pron aspect would probably need some more work.

And yea, it need a map.
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Re: Lewdest Labyrinth (working title)

Postby Aestral » Sat Oct 01, 2016 3:54 pm

Damn, the game's really good so far! A H-dungeon crawler is a great idea, there certainly weren't many games of that type. The art is looking really fine, and I love the way H-scenes are incorporated into the game rather than game overs.
It's far too easy though, I rolled through it using only offensive stance and strike, while regeneration and first aid were keeping me up.

On the topic of LP, I wouldn't say that we need 100LP penalties. In my opinion playing with high LP should be rewarded, not penalised. If we're going with high LP, it means we're not using half of our abilities (Taunt, First Aid etc.) and we're taking more damage - it's like a hard mode. There's currently absolutely no reason to keep your LP, and it's not really hard to get rid of it (You get H-attacked? You can just First Aid, and you're basically getting a free heal with the enemy doing nothing on this turn.) You said you wanted to make more than 1 scene per enemy, so here's your chance. You could make it so that H-scenes with 0-49 LP are teases, like the eyeball-thingy scene - no penetration, just looking at dem titties. 50-99 scenes are actual sex, with the heroine being angry/suprised/whatever that she got caught. On 100LP we could be getting either a 3rd scene or a 2nd scene variations, this time with the heroine enjoying it - she's completely lewd now after all. You want to see more than teases? Sure, but you need to put some work into it.

Whatever you decide, the game's looking mighty fine, and I'll be keeping an eye on it for sure!
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Re: Lewdest Labyrinth (working title)

Postby mminit » Sun Oct 02, 2016 3:59 am

Aestral Wrote:Damn, the game's really good so far! A H-dungeon crawler is a great idea, there certainly weren't many games of that type. The art is looking really fine, and I love the way H-scenes are incorporated into the game rather than game overs.
It's far too easy though, I rolled through it using only offensive stance and strike, while regeneration and first aid were keeping me up.

On the topic of LP, I wouldn't say that we need 100LP penalties. In my opinion playing with high LP should be rewarded, not penalised. If we're going with high LP, it means we're not using half of our abilities (Taunt, First Aid etc.) and we're taking more damage - it's like a hard mode. There's currently absolutely no reason to keep your LP, and it's not really hard to get rid of it (You get H-attacked? You can just First Aid, and you're basically getting a free heal with the enemy doing nothing on this turn.) You said you wanted to make more than 1 scene per enemy, so here's your chance. You could make it so that H-scenes with 0-49 LP are teases, like the eyeball-thingy scene - no penetration, just looking at dem titties. 50-99 scenes are actual sex, with the heroine being angry/suprised/whatever that she got caught. On 100LP we could be getting either a 3rd scene or a 2nd scene variations, this time with the heroine enjoying it - she's completely lewd now after all. You want to see more than teases? Sure, but you need to put some work into it.

Whatever you decide, the game's looking mighty fine, and I'll be keeping an eye on it for sure!


Yeah you're right about difficulty, many people have told me that it's too easy the way I released it (there are those that told me it was too hard too, strangely enough, but mostly easy).

The LP stuff needs some work, perhaps I should've included better skills that would incentivize keeping your LP high in order to use them. But your suggestion about having them determine which h-scene you get is great, it gives the player a reason to be risky with it or hold back on using it.

Thanks for your feedback!
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Re: Lewdest Labyrinth (working title)

Postby noox » Sun Oct 02, 2016 7:09 am

Pretty much you got a solid game on the works here. Yes, a map is needed, though you call the shots on how it will be implemented (overview map or a map menu). Also another good feature to add is the option to run from battle. Battles can get very tedious and it's likely that most/some would like the option to skip through the skirmishes and complete the game objective. So far I like how it plays, and hopefully you can implement the features a couple of us mentioned here.

Also I bookmarked your devlog btw. Also (my personal opinion) keep the game name. It pretty much sums up the overall gameplay. :)
Working on Lucid Erotic Wet Dream (L.E.W.D) with a group called Henero Games
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Re: Lewdest Labyrinth (working title)

Postby mminit » Wed Oct 05, 2016 5:25 am

noox Wrote:Pretty much you got a solid game on the works here. Yes, a map is needed, though you call the shots on how it will be implemented (overview map or a map menu). Also another good feature to add is the option to run from battle. Battles can get very tedious and it's likely that most/some would like the option to skip through the skirmishes and complete the game objective. So far I like how it plays, and hopefully you can implement the features a couple of us mentioned here.

Also I bookmarked your devlog btw. Also (my personal opinion) keep the game name. It pretty much sums up the overall gameplay. :)


Thanks! For running from battles, I think an item or a skill may work for that, I'll test it out and see.

I implemented the map, it becomes revealed as you step on tiles like you'd typically expect in this kind of game.
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Re: Lewdest Labyrinth (working title)

Postby Darthjake » Wed Oct 05, 2016 3:14 pm

Awesome, the map will be a big help!
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Re: Lewdest Labyrinth (working title)

Postby musical74 » Wed Oct 05, 2016 4:32 pm

Awesome, the map will be a big help!


VERY MUCH so!

One question while I think about it, how many different monsters are you planning on eventually adding? I'm hoping it's more than the four you have already. Another thought was having monsters that focus on her tits, some on her pussy/ass, and have tentacle monsters do *pussy/tits/mouth all at the same time* (or maybe that's just a personal wish?)
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Re: Lewdest Labyrinth (working title)

Postby mminit » Thu Oct 06, 2016 1:03 am

musical74 Wrote:
Awesome, the map will be a big help!


VERY MUCH so!

One question while I think about it, how many different monsters are you planning on eventually adding? I'm hoping it's more than the four you have already. Another thought was having monsters that focus on her tits, some on her pussy/ass, and have tentacle monsters do *pussy/tits/mouth all at the same time* (or maybe that's just a personal wish?)


I plan on having multiple dungeons each with their own set of enemies, there will definitely be more than the four. As for the lewd stuff they do, it would depend on the monster.
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Re: Lewdest Labyrinth (working title)

Postby Gidshri » Thu Oct 06, 2016 2:32 am

Really... really cool demo. I definitely will watch for updates! Waiting more sexual and non-sexual skills for heroine! But of course sexual skills i want to see much more :D

PS What about plot?
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Re: Lewdest Labyrinth (working title)

Postby musical74 » Thu Oct 06, 2016 5:12 am

Maybe a dumb question but if there's an item at a dead end but not in a treasure chest...how do we check?
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Re: Lewdest Labyrinth (working title)

Postby Darthjake » Thu Oct 06, 2016 6:54 am

Gidshri Wrote:Really... really cool demo. I definitely will watch for updates! Waiting more sexual and non-sexual skills for heroine! But of course sexual skills i want to see much more :D

PS What about plot?



Plot? There are boobs man! And tentacles violating the heroine, we don't need no stinking plot!

Although he does have a point, why is she there except to get violated?
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