RogueLove
by Noxious Games
Welcome to the Dark Lord's Keep. RogueLove is a Lewd Action RPG based around Roguelike/lite elements. You play the daughter of a Sex Slave, on the night of your 18th birthday you decide to escape before you meet a similar fate. Escape the dungeon alive, find out who your father was, or even take on The Dark Lord Himself if you think you can. Your fate will be sealed if you are defeated in combat, or if you submit to your baser urges. Find gear and books along the way to power yourself up, gain the Favor or Ire of the Gods, will you become superhuman or sub-common chaff?
Screenshots
Android
v0.31.1
-Updated face animations for Slime King x Drow, Faun, and Angel
-Fixed a bug where Bookshelves could spawn in places that would block progression
-Fixed a bug where the Aqueducts contained invisible walls (which were previously hidden decor items, which had collision turned on) that would block progression
-Fixed a bug where Player x Prisoner was always playing the same animation regardless of player character and target appearance
-Fixed a bug where Slime King x Player was not displaying the correct animations for Demi-Angel
-Fixed a bug where Demi-Angel using the bath was missing animations
New Content
-New NPC; Theatre Usher
-New Graphics; Usher Normal, Usher Captured (3 poses)
-New Area; Theatre added to Starting area
-All animations in game are viewable here, including all combinations of Characters and Monsters, but only once they've been seen during a run
-Added a cheat for unlocking all animations (patrons only, like all cheats)
-'Fulla Mode' cheat now unlocks the new NPC as well as all characters
-Added an Achievement for rescuing the Usher
-Added Autoplay option to Theatre, animations will advance through the stages automatically when this is selected
-A new room in the Great Halls can contain the captured Usher if she is not already freed
-When in the starting area you can talk to the Usher for a little surprise
-Tips referring to the Usher added to Map transition screen
Bug Fixes
-Fixed a bug where decision descriptive text (Merchant bargain, new Usher decision) was appearing off center
-Fixed a bug where Achievements were not displaying on new games (no save data)
-Fixed a bug where some Achievement based trophies were visible in the starting area during new games
v0.30
New Content
-New Character; Demi-Angel
-New Graphics; all sprites from previous animations for Demi-Angel
-All Sex sprites for Demi-Angel
-HUD Graphics for Demi-Angel
-HUD Animations for Demi-Angel
-Added unlock method for Demi-Angel
-Demi-Angel gameplay quirks
-Added an Achievement for beating the game as a Demi-Angel
-New Gear; Angel's Tunic, Angel's Robes, Angelic Aspergillum, Demon's Breastplate, Demon's Greaves, Demonic Blade
Changes
-Angel armor adds 1 more Armor for each Purity stage, Demon armor adds 1 more Armor for each Depravity stage
-Angelic Weapon deals more damage and attacks faster for each Purity stage, Demonic Weapon deals more damage and attacks faster for each Depravity stage
-Add a chance to see hidden rooms when entering attached rooms if Wisdom is high enough
-Angelic Items added to Holy Chest item pool, which used to contain only Accessories
-Angelic Items and Demonic Items added to higher Quality Chest item pool
-Enemies added to minimap
Bug Fixes
-Fixed a bug where selected characters still had collision enabled in the character select level, creating an invisible barrier
v0.29
New Content
-New Graphics; New Merchant appearance
-New Animations; Human x Merchant, Drow x Merchant, Faun x Merchant
-New Non-combat room, harder version of the rope crossing for later floors. The floor will be covered in tentacles instead of spikes, instead of failure simply requiring you to restart you will take Lust damage before being able to try again (it also counts for losing your virginity)
-This harder version of the rope crossing will spawn in the Great Halls
-New Animations; Human bathing, Drow bathing, Faun bathing (Getting in, + 3 idles each)
-Filled in missing graphics for Challenge mode achievements
Changes
-Instead of being unlocked by completing one run, the Drow will now be unlocked by finding her in the Prisons and setting her free. If she spawns, the door to her cell will be locked so a key is required
-Once per floor you can exchange a "favour" for the Merchant for either a free item or a discount off an expensive item, at the cost of Purity
-Finish implementing boon spawn control system for chests
-Continue expanding this system to include other boons (Shrines, Bookshelves, etc)
-When chests drop their contents they will search for empty spaces around the chest instead of dropping in fixed spots which may or may not be blocked
-In rooms where something spawning could block the path forward, added blocking volumes which will prevent those spawns
-Add shrines and smiths to reward spawning system at a very low chance. Chance will grow higher when rooms are finished without taking damage
-Constitution now increases Max Stamina and very slightly increases Stamina regeneration past 10 points
-Player x Prisoner scenes now last until the Player presses Interact again to finish
-Player x Prisoner scenes now increase the O meter by 1/3, meaning using all 3 of them can reduce the Player's Lust bar at the cost of Purity
-Taking a bath will no longer apply the effects instantly, but instead play an animation of the character jumping in, then cycle between a few washing animations. You can press interact again to jump out at any point, and the effects will be applied then
-The bath in the starting area (unlocked when a specific boss is defeated) can now be used by the Player. Purely cosmetic, but kind of fun, and an easy way to see the new bathing animations
-Reduced the chance for certain room variants to appear
Bug Fixes
-Fixed a bug that might have prevented the Drow from being unlockable
-Fixed a bug where Critical Failure rolls counted as Critical Successes
-Fixed a bug which prevented Stat bonuses from being considered in grapple escape rolls (I'll be checking for more instances of this in this update)
-Fixed a bug where all Critical Success rolls printed a combat message
v0.28
New Content
-Expanded Starting area, when selecting a character you will control them around the prison room they are being held in before entering into the dungeon. This area will change over time as things are unlocked in the game. Many of the changes are references to unlocked items and other achievements
-Unlocking certain things and obtaining certain Achievements will change certain aspects of the Starting area
-New Idle animations for all 3 races on Character Select screen
-By interacting with a statue before entering the dungeon you can activate 'challenge modes,' this is also how cheats are enabled now (Patreon only)
-New Achievements; 3 new achievements for completing the new Challenge modes
-New Animations; Goblin Sister x Goblin Sister
-New Boss Move; Goblin Sisters will now break away from the fight occasionally and use a move which heals eachother. The player has to break it up by damaging them to stop the healing
-New Boss Move; General Cumbo will jump into the air and smash the ground near the player after a moment, he will do this a few times in a row, more times the lower his health gets (2d6 damage)
-3 New Challenge modes are accessible and give the proper achievement
Changes
-Tweaked Goblin Sister 2's (blue hair) appearance slightly to match her ero animations
-Goblin Sister's damage numbers are now dice rolls instead of flat numbers
-Attacks shielded by god Mode will no longer play the choir 'ah' sound effect
-Return to Cell can no longer be accessed from the Pause menu while in the new Starting area, this was causing errors and is an unnecessary option
Bug Fixes
-Fixed a glitch which was preventing Drow and Faun x Prisoner animations from playing
-Fixed a glitch which may have been unlocking the Drow on new games
-Fixed a bug when starting a new run from the 'Return to Cell' option, data from the last run was not being entirely cleared, leading to some oddities, including the player spawning in their old position from the last run on the new run
-Fixed a bug where the Challenges and Cheats status wasn't opening its menu
-Fixed a bug where the player was able to move around when the Challenges and Cheats menu was open
-Fixed a bug where after dropping a Weapon the player was unable to swing their fists
-Fixed a bug where the Njord and Odin cheats were not working on the Drow or the Faun
-Fixed a bug which may not have been clearing Cheats when a new run was started without closing the game first
-Fixed instances of chests spawning in locations which would block the player, or which were inaccessible in certain versions of Maps
v0.27
New Content
-New Animations; Green Tentaclex Human/Drow/Faun, Purple Tentacle x Human/Drow/Faun (face alts, speed changes), Purple Tentacle x Human/Drow/Faun (c*m inside), Slime King x Human/Drow/Faun
-Improved character's face animations during Purple Tentacle scenes
-Tentacles summoned by Dryad are now green and play a different animation than the purple ones
-Green version of tentacle grapple HUD animation
-Redo the Dark Lord's battle intro
-New Non-Combat room; Bath house (Somber Cloister)
-Touch up Slime King fight, add Ero attack
-Slime King now has a Tear attack and an Ero attack
Changes
-Keep Ramparts and Somber Cloister now have an overhead clouds effect
-Improved the Lighting in the Castle Keep, no longer as dark
-Slime King now stays in vulnerable state for almost twice as long, but reforms immediately if more than 50% of his max life is dealt
-Slime King will always switch back to Green state after becoming Red or Purple, Ero attack is only functional in Green state
-Slime King will always receive 50% additional damage while in vulnerable state
-Increased the speed Push Crates move, decreased the delay before they can be moved again
Bug Fixes
-Fixed a glitch with Purple Tentacles where their ero attack had no end unless the player escaped
-Fixed a glitch with Purple Tentacles where the struggle command was not displaying on screen during grapple
-Fixed a glitch where if two attacks were launched at the
-Fixed a glitch where many non-damaging attacks (ero, tear, grope, etc) would print a reference to slime ooze burning the Player when no slimes were present
-Fixed an error with the Tool Tips for Half-faun Hair-tie and Drow Make-up which were listing the wrong stat additions
-Fixed a texture display error in the Somber Cloister (small room roofs had the wrong material applied)
v0.26
I really want to like this game but i can't. The game loop itself is alright-ish, you explore a dungeon and fight enemies, tho the difficulty is on the "you have to want to lose" side of the spectrum. My main issue is that the game is really rough around the edges in many ways, the most important of which is the implementation of the 3d environment. Enemies get stuck on furniture, slight elevation differences make hitting each other impossible, spider climbed up a wall once and i was unable to hit him. coins take time to drop and become pickup-able. Just a rough experience all around tbh.
cant event get into the game since there are so many softlocks. kill one of the goblin sisters while they are fucking, softlock. walking animation canceled because you HAVE to walk across a beam into a chest that spawned after you cleared the room, softlocked AND you need to ALT+F4.
If you've read my reviews in the past, you know I rank my H-games purely based on if the MC can optimize combat in one frame and get filled in the other. This game can do that, all be it, at a very buggy, and in a punishing way. I was excited, pixel art was on point, music wasn't half bad, the setting was great for a H-game, crawling out the dungeons and fighting bad guys! And, man, THREE DIFFRENT PLAYABLE CHARACTERS? Too good to be true I'm afraid. This game's attempts at punishing the player are too ambitious and usually ends up making the entire purpose of playing a H-game not fun, by dragging out combat and making a lose condition based on the lust resource. No H-game that has been successful has kept that as a functionality, at least not without a gallery. Gulity Hell, Night of Revenge, Dark Star, Mystic Knight Maya, etc. Just do health damage, or if you want a lust mechanic, reward the player with aheago art instead of the normal sprites. Don't punish the player for wanting to see what happens if they just stand in front of the huge enemy while being naked, it's a common thought, very common . You may say, well the games like Max The Elf for example can do this type of combat, but that game plays very differently and isn't drawn out. Each stage is quick and gives the player a new start of that stage instantly , effectively rewarding the player for losing by showing them an animation and just letting them run it back. This game is a hassle, since you start from the very start, with only a few enemies having a animation, and it's a repeated one at that. Great potential, needs polish, and for the love of God, rework the puzzle and the prisoner conditional, I've gotten softlocked 3 times cause of it. 6.5/10
[v0.30] Neat concept, absolute failure of execution as it is now. The most important part-the combat- is so fucked that it becomes turn based: Attacking locks you in- can't move or try to dodge, Positioning / movement is unclear and easy to get stuck, dodge doesn't reposition properly, Melee attack range is awful and unclear, Enemies can use spells that don't need to connect to affect, Enemies take way too long to kill, No clear hover info for spell select, Bugged to shit. It's basically unplayable.
Controls feel clunky but actually fun. I don't fully understand the character creation or why the drow got deleted when iu selected the human to delete meta data. I wish there was more explanation to unlock more races.
So for me the game definitely needs improvement, however its not the worst. The UI needs some changing for the items carried. My inventory got full and then it started displaying items over my items, which wasn't amazing. The gameplay got boring after a while. After getting all the H-Scenes in the beginning the game just didn't see much variety. No offense, however due to the lack of variety and the nature of the game it becomes not fun after a while. The problem that I'm seeing is that due to the game's rogue-like nature there is no "safety net" or boundary that allows the player to try going for the h-scene. Currently the scaling with weapons and item drops are making me unbeatable to enemies even in new areas. And there are no saves and/or checkpoints for the player so it makes losing your clothing or for players trying to "enjoying" themselves an very high-risk action coercing them to just play the game. Additionally there needs to be a manual pickup feature for players. The walk onto pickup really sucks when you just finished a boss fight and your gear keeps swapping before you go into the next floor. Overall the progress in the game is good, however minor tweaks in game philosophy or game design can make it from "okay" to "this is pretty good."
This kinda concept is always nice to see, a good work in progress. I rate this 5 stars because good rouge like games are rare to see these days. Its just a bonus to enjoy content when losing in the dungeon, it makes you keep playing
4 stars? i'm crazy? Yes, but this game is good. Yes, the UI is awfull Yes, controls are clunky (but you can get used to it easly, just use the keyboard) Yes, this game doesn't explain nothing like how you cast magic (keep pressing ctrl, then release) And yes, is very RNG meaning you could end up with only firsts But after you get along with this flaws, Is a good challenging roguelike . I end up 3 levels with only fists, so git gut.
Review of v0.6 This seems like it's had a fair amount of thought put into it, but not enough actual / practical design choices were made. TLDR of this is I'd avoid unless the game has a lot of updates to it. The good: Decent pixel art and sex scenes from what I've seen, though I didn't find much due to mostly trying to win fights. Ok rogue light elements. It could really use a gallery / arena to let the player see the content. Probably based on enemies the player has beaten, but I'm kinda of counting that as an early version missing thing here. The bad. And there's a lot more bad than good. It's basically like an older school, zelda game. Top down, swing your weapon in the direction you're facing. But your weapon only hits one target, and has no arc. So if your position / angle is off a little bit from your target you just can't hit them since you're attacking nothing by the game's standards. I'd frequently find the slime or goblin I'm trying to kill was just a pixel off, and I'd swing pointlessly. It uses the 3.5 DnD stats (with no in game explanation of them / that you need a 2 point increase to get a +1). This is just a pointless addition in my opinion. It pretty much could be replaced by just having a +1 damage/ + 1 HP / whatever stat system when you level up. All it does is slightly change the chances of an automatic miss, HP / MP, and chances to avoid both mental and physical sex attacks . There's no inventory at all. You can wear one upper gear, one lower gear, and one weapon. There are also scrolls, which I think are also limited to 1 slot, but i'm not sure since I found very few of them. So you can't carry potions to use later (rare drops as well), or take extra gear to sell. You also automatically switch to any piece of gear you walk over, so if it's a worse piece of gear you need to walk over what you want again to use it. Shops have 4 items every time, but you have literally no way of knowing (at least I didn't find one) to know what you're buying (except potions). That chest piece could be better, could be worse. Who knows what that scroll does, you can't even see a name to guess at it / know from already seeing one. Item drops seem really shit to me. I may have just had bad luck, but there was almost no healing potion drops in the 3 decent runs I played (getting to the third floor or more). The chests (which require a separate key drop to open) seem to have a massively disproportionate chance to drop weapons. In one run I got like 8 drops of the SAME weapon, and 1 of coins and a potion. Overall from every run I think it was like 70% weapons, which you can only have 1 of so it's pretty useless when there are only 2 weapons that drop (that I found) with identical stats. Magic is either completely useless or healing. When you level you get a magic spell, depending on the level. The ones I recall specifically are blue (ice), red (fire), purple (evil / darkness) which all are a since projectile fired forward, that do almost no damage and take a long time to charge. And they can miss, just like standard attacks. The green spell (earth) creates an AoE DoT effect, that enemies pretty much hit once and then sit behind until it fades. White is healing, which is very useful since it actually gives you consistent healing and mana potions were the most common in my runs. If you decide to double up by selecting the same class of magic again, it's still shit because I didn't actually see any changes to what the spell did at all. There's no settings menu I could access. It's shit to not see one in the main menu to begin with, but then it being a useless / non functioning button in the game is just shitty. There's no in game controls list / instructions. Again ,just a shitty thing to not have something in game so the player doesn't need to tab out and open a text file to figure out how to use the spells they randomly picked. The bugs are quite annoying. My first run I got to the boss and it was the Megabat, which I hit a few times and then it left the map to do one of it's attacks, then never returned. I didn't see that bug again, but still annoying. Then my best run, reaching level 4 of the dungeon, I go to a room and there are severed hand enemies. Of no apparent reason they divide into smaller versions on death, making them almost impossible to hit since the pixels you need to hit are reduced and they move fast as hell. Then the room wouldn't open after I cleared the room.
Game has potential but it's just so badly designed. I like the idea of an isaac styled roguelike with porn elements but I don't think this is handled that well. The controls really urk me because of how concentrated they are in the keyboard. Wasd to move, f to attack, e to interact, q to read, shift to charge magic, tab to change spells. You have an entire keyboard to work with and yet they're all in roughly the same spot. I get that its porn and they probably wanted to go with a one handed game but given the nature of it I would prefer an actual control scheme that works like everything else as normal but arrow keys to move. On top of that the rpg elements just don't sit well with the overall base design of the game. What I'm mostly referring to is the completely pointless missing mechanic like you need dex stats. The fact that you need to approach enemies and actually physically hit them should speak for itself. A miss is just a miss but the fact that you can hit something and it counts as a miss is just dumb when you consider the awful hit detection. It's an absolute slog to deal with when you're fighting the slime king, for example, and you miss 4 times in a row on his completely stationary core. It's already bad enough that I have no damage on floor 1 but then my only chance to do damage on his weakness is negated half the time just because an accuracy system was programmed in a game where you already have to physically be accurate. There's a reason a game like binding of isaac doesn't have an accuracy stat, the game is already designed for you to simply be accurate. It doesn't need this level of rpg elements involved. Other than the janky hit detection drop's are pretty awful which kind of set you up for failure. It really is feast or famine because you really could just go entire floors not getting any upgrades simply because every chest you get needs a key and you get no keys. Not to mention whether or not you get money is completely up to rng. Plus the boss chest itself doesn't even guarantee you anything good or helpful, managed to kill a boss and was rewarded with a chest that had 2 coins in it, how lovely. Additionally the UI is fucking awful. It's absolutely horrendous. Like 50% of the screen is nothing but these huge windows that don't need to be there. The chat box is completely pointless because unless you're losing on purpose you're literally never going to read what's going on. I don't need to know that the cold dank air is chilly to my suddenly naked body. The stats box doesn't need to be there when it can be simply attached to a pause menu or something if I ever need to see it and in turn the removal of that box would allow the map to go a bit higher up out of the middle of the screen. Equipment should be to the right of the health and energy bars and the character preview should be a toggle option because I really don't need it taking up all the space it is. It really is just a clusterfuck of windows with no optimization to make it look good. It could become a good game but it really just has so much work in so many different fields. Gameplay needs to be polished up, the UI should be adjusted and customizable, balance needs to be messed with. Although with how many games they're working on I wouldn't hold my breath waiting for this game to improve.
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