The Demon Lord's Lover
by ayumu98
2D Game
2DCG
Adventure
Animated
Big Ass
Big Tits
Dating Sim
Fantasy
Humor
Male Protagonist
Mobile Game
RPG
Strategy
Turn Based Combat
Vaginal Sex
Virgin
The Demon Lord's Lover is a roguelite rpg and adult dating sim. Explore the demon lord's dungeon, battle enemies in turn-based, grid-based tactical combat, and get to know a colorful cast of characters, including Paila the seamstress, Miran the mage, Viola the knight, Torne the shopkeeper, Nanako the idol/jav actress, Yuu the fighter, and Seri The Demon Lord (and childhood friend).
Screenshots
Android
v0.16.52
* New WIP OST
* New sound effects
* New CGs: Viola stretching, Viola stretching you, Viola missionary, Kira oral, Kira breasts, Kira breasts 2
* New/updated character classes and signature items: Kendoka V2 + Shinai, Occultist V2 + Rosary, Gardener V2 + Watering Can, Baseball Club Member + Bat, Bathhouse Regular + Towel, Nature Photographer + Camera
* New moves: Arc Attack, Arc Shot, Dash, Dive, Diving Lunge, Force Strike, Microadjustment, Power Attack, Power Lunge, Power Shot, Power Spin, Quick Spin, Skewer
* New tomes: Destruction Beam, Entangling Vines, Explosion V2, Fire Cone, Fire Nova, Fire Strike, Ice Floor, Ice Strike, Poison Ivy, Propagate, Redirect Fire, Reeds, Thunderbolt, Tidal Step, Trees, Wall Burst, Wave Crash
* New potions: Potion of Steam, Potion of Poison Gas
* New scrolls: Scroll of Skill, Scroll of Repeat
* New feats: Big Flames, Brace, Carom, Conductor, Figure Skater, Flame Dash, Heat Mirage, Homing Projectiles, Jet Nozzle, Knight's Formation, Long Distance Runner, Move During Lag, Phasing Cone, Precision, Reload on Move, Rush Out, Shower Nozzle, Slip In, Sprinter, Wide Blast
* New armors: Gi, Raincoat, Dragonscale
* New weapon enchantments: Fire, Ice, Lightning, Phasing, Piercing, Speed, Weight, Avarice
* New armor enchantments: Lightning
* New quests: Bandit Quest V2 (I meant to release this in 0.15 but I forgot to flip the feature flag)
* New rooms: Scroll of Skill vaults
* New monsters: Skeleton Swordsman, Fallen Archer, Fallen Druid, Fallen Gunner, Fallen Berserker, Kobold Assassin, Wasp Hive, Wasp
* New objects: Puddles, Ice Shards
* Dojo teaches both feats and moves
* Monsters, feats, moves, and tomes have rarities
* Customizable companion AI routines (1st pass) and abilities
* "Smart" monster AI (incl. humans) considers backstab damage, knockback over spikes, etc.
* Monsters follow up/down staircases
* Equipping feats takes a turn
* Ice blocks leave behind puddles
* Plant monsters and objects grow when drenched
* Gain sliding status on ice floors
* Projectiles collide
* Electric attacks extend to connected tiles with water/metal on them
* Option to get lent items back (e.g. from Paila, Kira)
* Item prices are randomized per session
* Replace "Have join" option with "Quests together"
* Force going back with Miran and Viola on their respective quests
* Rebalanced moves/tomes
* Hammer has 1 startup (vs 1 lag)
* Guns start loaded
* Guns reload on rest. Guns don't grant Reload (move)
* Some statuses (e.g. knockdown, immobilized, sleeping, frozen) cancel startup
* Merged Immobilized and Stunned statuses
* Gas obstacles displace gas upon being placed/pushed
* Frozen monsters are immune to most moves
* Some Fallen monsters and Skeletons have Power Attack, Power Lunge, Power Shot, etc.
* Plant monsters have 1 knockback resist
* Poison resets consecutive rest counter
* Tuned evening/night lighting
* Grent's shop resets in morning only
* Monsters flash white on teleport
* Fill in non-room areas which are only reachable w/ diagonal moves
* Mouse controls: left click tile to move/attack (similar to Pixel Dungeon), left click self to rest/do context action, right click to examine
* Gamepad controls V2: left stick to aim + A to move/attack, D-pad to just move, RB opens radial hotkey menu
* Standardize stat strings (e.g. "10 damage, 5 range, knocks down", "next level: +2 damage") w/ intention to reduce bugs related to stats/descs going out of sync
* "You are frozen! (x turns remaining)" logs
* "(x ammo|charges remaining)" logs
* Scrolling credits page
* Import/export saves
* Remember cursor location for most menus (e.g. items)
* Directional sharp/blunt attack animations for spear, dagger, bow, blowgun, bayonet, fist, revolver, rifle, musket
* 2nd button row on desktop w/ buttons for Party, Locations, Settings, (Game) Menu
* Auto-chop trees, auto-break breakable objects, auto-bat battable projectiles when moving into them
* Startup status blinking animation
* "A new version is available!" prompt
* Cache monster stats, weapon stats
* Use bitflags in various places
* Use 1D arrays over 2D arrays where possible for better cache locality
* Zero alloc enumerators where possible
* Tile info cache
* [Save performance] Don't save monster field of visions, just regenerate them post-load
* "Smart" monster AI considers allies when using lunge attack
* Context action text word wraps (important on Android)
* Water monsters don't spawn on bridges
* Hostile NPCs remain hostile after exiting and re-entering floor
* Fire trap doesn't say "Something catches fire" if nothing catches fire (e.g. if all reeds have been pre-burned)
* Fix compression artifacts on some CGs
v0.15.30
* Fix bug where clicking on monsters in aiming views open the examine menu (click bleed)
* Fix log scrolling jitters
* Fix log scrolling speed on retina screens
* Fix bug where sometimes allies/monsters take 2 turns to your 1, or vice versa
* Fix bug where water monsters are placed on bridges in rare cases
* New Game+ brings feats/items for all characters (not just MC)
* Optimized inventory menu
* Fix Quiet Steps feat (before it didn't do anything)
* Fix Momentum feat (before it didn't affect Sidestep attack)
* Fix knockback tome to use weapon range
* Fix some tomes not appearing in abilities menu
* Fix blowgun (before it didn't do poison damage)
* Fix sidestep attack allowing you move into walls
* Fix some typos
v0.15.20
* Add file path length check on Windows
* Fix Seri's inn menu's Leave option not advancing datetime to morning
* Fix Credits / Guide prev/next page on Android
* Fix animated weapon not returning items when leaving floor / dying
* Fix enchant weapon/enchant armor scrolls not working
v0.15.13
* Fix some potions and scrolls not working again.
v0.15.12
* Fix some potions and scrolls not working.
v0.15.11
* Xena/Kira arc: 9 scenes, 1 quest, 3 CGs
* 5 CGs illustrating old scenes (MC/Nanako posters, MC/Torne giving each other a lift, Pila removing the cursed pants)
* Bandit quest V2: 1 scene w/ 3 new characters
* New encounters: loot room surrounded w/ trees and potion of incineration in another room, loot room surrounded by lava w/ potion of levitation or potion of fire immunity in another room, loot room surrounded by deep water w/ potion of levitation in another room, key room where poison gas is released upon taking the key, key room w/ poison gas w/ potion of antidote in another room
* Underwater status rework: abovewater monsters and underwater monsters can't see each other (unless x-ray vision). Moving into an invisible underwater monster (e.g. when you are levitating) displaces the monster onto another deep water tile instead of swapping).
* Lava becomes Cooled Lava (instead of Stone Floor) when cooled
* Android build (plz post feedback in the discord)
* CG gallery
* Unlockable CGs and scenes (w/ "unlock all" option)
* Show/Hide portraits and CGs option (for playing in public)
* "Look" targeting monster shows detailed information about feats/moves/items/etc.
* Bulk give items / take items menus in companion menu
* Moves/items/feats/equip buttons on desktop UI
* Show spinner during level generation / save / load
* New evening / night appearance (basic lighting system)
* Quest companion desc is a single line (e.g. "Companions: Nanako and up to 2 other companions")
* Colored mood logs blue, save/load logs green
* Re-implemented spatial audio system (smoother volume falloff by distance)
* CRT Monitor and CRT TV shaders
* NSFW/Footstep sounds run through retro filter (8kHz/8bit)
* "You see a wall.\nYou see a wall." is summarized as "You see a wall. (2x)"
* New font lineup
* Upgraded to Unity 6.3
* Default to DX11 (DX12 doesn't work on old cards)
* Localization system done (I don't think it's a great time to translate the game bc the script is in an unstable state, but if you are insistent on doing so, ping me on Discord and I can show you how to do it.)
* Chii's lore questions appear above "Quests" in her chat menu
* Paila's "Did the herb work?" and "Help in clothing shop" events cannot be seen on the same day
* Kino and Earnest appear on floor 10 in chapter 2 even if they appeared on floor 4 for Viola's event
* Companions are visible to each other (prevents unnatural swapping loops)
* Portraits and CGs are loaded/unloaded dynamically (saves ~1 GB ram)
* Music is streamed (saves (~0.5 GB ram)
* Improved pathfinding, gas diffusion, and fov calculation performance via caching
* Cache obstacle, gas obstacle, light obstacle, deep water, etc. checks for pathfinding
* Improved performance w/ lots of stackable items (e.g. lots of scrolls of enchantment)
* Fixed companion/monster AI thinking that multi-hit attacks hit once (which leads to them never getting used)
* Fixed bridge sprite selection
* Fixed Nanako/Bell pub conversation not appearing at night
* Fixed being able to bring Miran/Viola on the Rescue Cat quest
* Fixed exclamation mark showing / not showing at the wrong times
* Fixed click to Look
* Fixed misc typos
v0.14.19
* Fix bug where the "let's escape!" scene doesn't trigger with Bell
* Fix bug where you can't ask Bell to rejoin in the dungeon
* Fix bug w/ quest descriptions when loading an old version's save
* Fix bug where the dungeon is regenerated (B10 w/ no stairs up) when going from Seri's room back to the dungeon
* Fix bug with loading old saves (please let me know if you run into these)
v0.14.17
* New quests: Find the missing cat with Nanako and Bell
* New scenes: Nanako discusses what to do if Seri doesn't step down, Nanako discusses why she didn't team up with you sooner, Nanako discusses whether Seri is still dangerous after she is uncursed, Seri discusses the books in the demon lord's room, Seri discusses the town's governance, You cook w/ Pila, Xena discusses her father, Xena discusses her sister
* New feats: Heal Boost
* New Items: Tome of Heal Area, Tome of Potion Blast, Tome of Drain Life
* New rooms: Bear key room
* In feat menu, show which feats are equipped
* In hotkey menu, show which actions are hotkeyed to what key
* Add mouse scroll speed setting (for log); set default to 3x
* Have Pila/Paila introduce themselves together if you talk to them at night w/o having talked to both of them in the morning/evening.
* If you haven't talked to Paila in the morning/evening, the content ("As a child, I often dreamed of seeing the world.") is moved to the first spend the night scene.
* If you remove Bell from the party in the dungeon, you can have her rejoin
* Fix bug where rooms which should have one entrance sometimes have more than one entrance (e.g. treasures rooms)
* Fix bug where game errors when you set a gamepad binding while another gamepad binding is unset
* Fix bug where it's not possible to remap the "cancel" key/button
* Fix bug where game errors when you open "learn feat menu" when there are no feats to learn
* Fix bug where 1st rest heals as if it's the 2nd non-interrupted rest (2 HP instead of 1 HP)
* Fix bug where in new game plus, if an item was equipped in the old save, it shows "equipped" in the item menu despite it not being equipped to the new save's character
* Fix bug where saves are ordered by datetime string instead of datetime
v0.12.19
* Fixed bug where if you load an old save in town, you can't open Chii's quest menu without exiting and re-entering town.
* Fixed bug where you can't open the gamepad controls menu.
* Fixed bug where Basic Knife Training's description says bow, not dagger.
* Fixed rare save/load bug related to non-UTF8 encodings.
v0.12.14
* Added equippable feat system.
* Added ~37 equippable feats.
* Redid town (re-added lake, etc.)
* Added dojo and library to town (you can get equippable feats here)
* Added Party|Status effects menu (separate from feats menu)
* New items: Miran's garden knife, staff of the educated, tome of coldblast, tome of glacier, tome of fire wall, tome of water elemental, tome of aqua jet, tome of animate weapon, tome of briars
* Items have a chance to be 50% off in shops
* New scenes: The Demon Lord's wanted poster (cg), Training in dojo with Viola (cg), Studying in library with Miran (cg)
* New CGs for old events: Paila anal (redone), Seri oral, Torne oral, Nanako handjob, Bell handjob/blowjob, Bell fingering, Travel in morning, Travel in evening, Night sky, Seri's curse is lifted
* Add backgrounds to Seri's flashback cgs
* Added New Game Plus (bring feats/items from save)
* Torne appears on B5 most of the time.
* Seri is immune to damage when she is the demon lord
* Rogues don't generate w/ potions of confusion
* Skeletons don't drop bones when felled with fire
* Bones are flammable
* Made skeleton archer's bow easier to see
* Poison bubbles don't put gas when felled with fire
* Monsters are less likely to status enemies which have statuses already
* Average enchantment level of items increases you progress through Seri's route
* Tome of iceball has a chance to freeze
* "<weapon> of poison" enchantment does a flat 10 poison damage
* Added descriptions to key items
* Ice effects remove flames/fireballs, fire effects remove ice/iceballs
* Quests are repeatable (again)
* "Arrest bandits" quest is not available on day 1
* In the "Gather herbs" and "Rescue adventurers" quest, you can't bring additional companions
* In the "Gather herbs" quest, when going past the target floor, show a prompt
* Moved Seri's panties to floor 7 (IMO it interrupted the gather medicinal herbs quest in an odd way)
* You have to exit the dungeon with Viola to unlock her as a companion
* Add separate options for spending the night in Pila's room and Paila's room in Pila's chat menu
* Added "Go to Nanako's room (default)" to Memories menu
* Made misc adjustments to some scenes
* Added basic gamepad support
* You can use the mouse wheel to scroll up in the log
* Added name input to Memories menu
* Changed default font from EverexME -> Portfolio
* Redid UI elements (borders, padding, etc.)
* Redid game menu icons
* Bumping into an obstacle prints a message, e.g. "You see a stone wall."
* Added "You have <gold amount>g." to buy/sell menu
* Added "regenerates x hp/turn" in monster mouseover desc
* When NPCs (e.g. Nanako) die, post a colored message.
* Edited status descriptions to use plural verbs when describing the MC ("Flies over terrain/objects" -> "Fly over terrain and objects")
* Tome of multi-attack plays staggered animations/sounds
* You can't load saves from future versions (e.g. version 0.12 can't load a save from 0.13)
* Improved input handling performance
* Improved pathfinding performance
* Improved dungeon generation performance
* Fixed bug where red map doesn't pulse
* Fixed bug where items get re-alphabetized when enchanting items
* Fixed bug where ring of acrobatics increases evasion for 2 turns instead of 1
* Fixed bug where you can't re-recruit Nanako after kicking her from the party
* Fixed bug where Bell's tired portrait is missing
* Fixed bug where Viola's massage cg gets shown after going to sleep
* Fixed bug where Paila's portrait flashes when leaving
* Fixed bug where Miran's song doesn't play during "About that reward..." scene
* Fixed bug where Torne's 2nd hcg can be seen on the same day as her 1st hcg
* Fixed bug where Rescue Paila quest doesn't appear right after talking to Chii about Paila
* Fixed some places in Chii's intro conversation where 2 messages get posted instead of 1
* Fixed some typos
v0.10.8
* fixed bug where "you can't take this item" isn't shown on starter items
* fixed bug where you can equip companion starter items via the companion item menu
* fixed bug where casting iceball doesn't consume a charge
* fixed bug where paila's dagger is not considered a starter item
* paila and bell return non-starter items when they go home with you
* fixed bug where tome of explosion and tome of magic pulse consume ammo
* fixed bug where game errors when doing some of pila's events w/ companions
* fixed bug where key repeat setting is missing from settings
* pila's "quest" events require being alone
* fixed bug where some conversations error if you chose the "gardening" childhood feat
* updated credits page w/ latest patrons
v0.10.0
* Added Pila's events (3 hcgs)
* Added minor plot scenes for Nanako/Bell, Chii, etc.
* Combined some of Seri's scenes so you just have to visit her 3 times instead of 4
* Minor adjustments to dialogue
* New monsters appear in the dungeon after progressing Seri's route
* Bell does not go below B4 when she is your companion
* Quests are no longer repeatable
* Added new monsters: centipede, ghost, kobold stabber, kobold archer, kobold blowgunner, red slime, poison bubble, skeleton mage, skeleton drake, fighter, mage, cleric, dragon (most of these monsters appear after progressing Seri's route)
* Added new quest: Fell The Dragon
* Added new items: chakram, musket and bayonet, blowgun, halberd (re-added), ring of marksmanship, ring of assassination, ring of grace, tome of iceball, tome of bridge, scroll of weakening, scroll of enchant weapon: weakening
* Skeletons revive after 35 turns instead of 25
* The sandworm's dig ability moves it into the tile that it dug
* The fallen swordsman's tome of teleportation has a reduced enchantment level
* Added 3rd ring slot
* Added rings to town shop
* Made some items rarer than others
* Gold in "grab bag" vaults ranges from 50-100 instead of 50-150
* Tome of arrow rain works with guns
* Companions can use tome of poison gas
* Made cosmetic changes to town (first pass)
* Added more ornate menu borders
* Dust cloud animations (for movement)
* Highlight range when bows/guns are equipped
* Added a "you can't attack underwater" hint when moving into a monster while underwater
* Changed scroll of enchantment menu so it's easier to multiple scrolls
* Changed default controls for "force move" to M (CTRL doesn't work on macs)
* Moved Save/Load/Settings/etc into System submenu
* Disable fear map (red spaces) in aim menus
* Added 1600x900 resolution (not pixel perfect)
* Fixed bug where fireball/iceball are drawn below spike tiles
* Fixed bug where skeleton bones are drawn below reeds
* Fixed bug where actions (e.g. attacks) show location to monsters through walls
* Fixed bug in buy menu where buying something moves the cursor to the top
* Fixed bug where glass walls don't show when they are outside field of vision
* Fixed bug where x gold pieces has the mouseover desc "a gold piece"
* Fixed bug where throwing potion of confusion confuses the user
* Fixed bug where equipping armors/rings from items menu equips it to your hand
* Fixed bug where corridors were being dug on the edge of island levels
* Fixed bug where you can't equip an item to a companion from the item menu
* Fixed bug where Bell's "Leave" menu option doesn't have text
* Fixed bug where water monsters are generated over bridges
* Fixed bug where you could bind controls to mouse buttons
v0.9.07
* Fixed bug where if you enchant a weapon, you gain its abilities (e.g. lunge attack) even if you haven't equipped it
* Fixed bug where if you load an old save, the dungeon's song doesn't get deserialized properly
* Fixed bug where if you set your name to "", the game errors
* Fixed bug where if a monster dies during a strafe attack (e.g. because of an armor of thorns counterattack), the game errors
* Fixed bug where Nanako/Bell's repeat dungeon conversation errors
v0.9.03
* Added Seri's route (~10 new events, 2 new hcgs)
* Added Torne sex scene where she gets stuck again
* Added ~15 dialogue options across various scenes
* Added new title cg
* Added a Paila sex (her on top) hcg, which appears in her night menu.
* Added a Bell sex (rear) hcg, which appears in her night menu.
* Added a fingering variation of Viola's sex hcg, which appears in her first sex scene and in the "sex (spooning)" option in her night menu.
* Added portraits for non-demon lord Seri (that said, there is no non-demon lord Seri content as of now)
* Added sprites for some old feats/abilities/statuses (e.g. talk, conjuration, poison immunity, fire immunity)
* Added new items: revolver (gun with 6 max ammo, reloading takes 1 turn), tome of magic pulse, tome of fork attack, tome of mirror attack, tome of penetration attack, tome of multi attack, tome of spin attack, tome of knockback attack, tome of arrow rain (with placeholder icons), scroll of mass confusion, scroll of magic mapping, potion of confusion.
* Shortsword grants Sidestep Attack, in which the user can attack monsters while moving around them
* Spear grants Lunge Attack.
* Hammer no longer has 1 turn of startup but has 1 turn of lag. It also does less damage.
* Rifle no longer has 1 turn of startup but has 1 max ammo, reloading takes 1 turn.
* Tome of teleportation/tome of permutation get +1 range per level (vs per 2 levels)
* Tome loot rooms are a bit more common
* Knockback knocks down and deals damage on collision to collider (and collidee if applicable)
* Print messages for critical hits (attacks against unaware/downed monsters are critical hits)
* Monsters do not use tome of healing / potion of healing unless target hp < 50%
* Monsters (incl. hero, companions) say spell names (e.g. "Heal!") when casting spells (in the log)
* You can "talk" to signs
* "<item> of knockback" trait has a 50% chance to knockback (instead of 100%)
* Weapon abilities (lunge attack, sidestep attack) auto-hotkey
* Companion starter items are not take-able
* Gold (5-20g) added to common loot table
* Common loot is a bit more common
* Added a floor w/ just Seri's room below B10.
* Added some one-time hints: "press <key> to equip items" hint when picking up equipment, "press <key> to read tomes" hint when picking up tomes, "press <key> to read scrolls" hint when picking up scrolls, "input directions to attack; hold <key> and input directions to move instead of attacking" hint when equipping ranged weapons
* Moved patron list to "Credits" in title menu
* Added descriptions to some game menu options
* Made highlights in aiming ui (point/direction) more visible.
* Draw the red "danger" squares under the monster sprites (so the monster sprites don't get tinted red)
* Made a space between 5th and 6th ability bar slots (so you don't have to count). Removed the 11th and 12th ability bar slots.
* Equip abilities can be added to the ability bar (to change weapons easily)
* Added tome/scroll/potion abilities to Abilities menu
* Changed mouseover desc to show status names rather than status descriptions
* Changed mouseover desc to show non-equipment items (e.g. tomes, scrolls, potions)
* Changed mouseover desc so it shows unified elemental damage bonuses/multipliers
* Item descriptions contain notes about buffs per level, e.g. "+2 damage per enchantment level."
* Added borders to most ui elements
* Hero/companion portraits in side pane highlight on mouseover
* Reverted to the original pixel font after figuring out how to do pixel perfect scaling at higher resolutions
* You can change font (pixel, serif, sans serif options) in settings
* Added a sprite for morning/afternoon/evening/night
* Show gold amount in side pane
* Added setting for enabling/disabling error reporting to Unity Cloud Diagnostics
* Implemented basic spatial audio (all sounds get played, stereo/surround sound support, sounds which are further are quieter)
* Added new sounds for hammer attack, bow attack, gun attack, claw attack, magic attack, electric attack, reload, wall destruction, explosion.
* Added footstep sfx (for grass, stone, water, etc.)
* Monsters flash red when they take damage
* Monsters in lag (e.g. snail, hammer users) have a darkened sprite
* Sex voice volume defaults to 40% (as opposed to 0%)
* Paila's quest description changes when Paila joins.
* Made it so the "going to the dungeon" events and "going back to town" events show w/ black background (as opposed to in dungeon / in town)
* Fix flickering when changing the expression of Miran/Viola/Paila's bed cgs
* Don't hide the town during night events
* Start on day 1, not day 0
* Fixed key fairy bug (sometimes it didn't run away)
* Fixed bug where you become drenched when standing on bridge on shallow water
* Round damage to 2 decimal points in ability descriptions
* Fixed a bug where glass walls get created when pulling an unrelated item off a glyph in a vault
* Fixed a bug where an invisible monster's hp bar is visible
* Did some save/load optimization (save/load is ~2x faster and save files take ~0.5x storage space)
* Fixed various typos
v0.8.56
* Fix outdated bits in guide (e.g. you don't have to visit Seri alone)
* Fixed bug where ranged weapons auto-attack through walls (e.g. glass walls, normal walls when you have x-ray vision)
* Fixed bug where dash attack errors when it doesn't hit a monster (e.g. when dash attack is selected from abilities menu)
* Fixed bug where it shows placeholder for miran_bedside_shocked
* Fixed bug where Viola/Miran exit the party but don't exit the dungeon during Seri's 1st event
* Fixed bug where menu footer text errors when up/down/select/cancel have no keybindings
* Nanako refers to you as "pest" instead of "pests" if you are alone
* Allies avoid your fireballs and slow attacks more
* Slow attacks get auto-assigned to hotkeys
* Fixed typo in startup status "You are is in the middle of an action" -> "You are in the middle of an action"
* You can re-add companions after removing them in the dungeon
* Fixed bug where spider bite puts poison even if the bite killed
* Fixed bug where going to the dungeon (via game menu / map edge) when you have a quest clears the quest
* Fixed bug where tome of explosion doesn't appear outside of Torne event-associated rooms
* Fixed bug where companions didn't use tome of explosion
v0.8.46
* Updated intro dialogue so MC thinks about Seri (cg)
* Added basic quest system + 4 quests
* You can spend the night with Paila, Miran, or Viola and see "bedside" events (Miran and Viola's rooms have to be unlocked with events)
* Re-arranged some of Paila's events into bedside events and quest events
* Added Paila bedside event where she lets you sleep in her room (cg)
* Added dialogue where Miran and Viola invite you to their rooms after rescuing Paila (if Miran and Viola are in the party)
* Updated Paila's quest dialogue so it's less dark
* Added Paila day event where you hang out in the clothing shop (hcg)
* Added Pila day event where you discuss your relationship with Paila
* Added Paila paizuri hcg
* Re-arranged some of Miran's events into post-quest events and bedside events
* Added pre-quest events where Chii introduces Miran
* Added enter-dungeon event where Miran lends a dagger if you don't have a weapon
* Added 2 bedside events (cg)
* Re-arranged some of Viola's events into post-quest events and bedside events
* Added pre-quest events where Chii introduces Viola
* Added 2 bedside events (2 cgs)
* Added Viola hotsprings hcg
* Re-arranged Miran and Viola's fireplace chats into post-quest events
* Re-arranged some of Nanako's events into bedside events
* Re-arranged some of Yuu's events into bedside events
* Renamed Yuu -> Bell
* Renamed Ayumu (mc name) -> Yuu
* Added 3 monsters: bombman, sandworm, flying key
* Added 5 items: rifle, ring of x-ray vision, tome of tunnel, tome of permutation, scroll of excavation
* Updated potion of antidote code so monsters/companions use it
* Added 1 new order: "move as group + don't get hit" (Paila defaults to this)
* Added "monsters behind glass wall" key room + 1 variation where the monsters are all bomb-men
* Hammer removes skeleton bones
* Poison gas is flammable
* Non-dagger weapons have 2x backstab multipliers
* Merged sharp damage and blunt damage into physical damage
* Crabs can't attack diagonally
* Viola does reduced magic damage
* Changed monster ai so a monster considers both how much damage it would do and how much damage it would take before repositioning
* Adjusted "I was an untalented kendoka" damage bonus from 25%->20%
* Adjusted damage for sword/dagger/axe attacks. Dash attacks do more damage than basic attacks.
* Axe damage bonus per level changed from +1 -> +2 (it being +1 was probably unintentional)
* Changed Yuu's leather armor from +0->+1
* Changed base damage of bows (5->7) and whips (7->8)
* Removed spin attack from shortsword
* Spin attack has to charge for 1 turn
* Removed halberd (for now)
* Changed tome of conjuration (ghost swords) and tome of poison gas to have 1 charge
* Tome of explosion burns flammable objects
* Renamed tome of short teleport -> tome of teleporation
* Tome of poison gas creates less particles
* Increased potion of poison damage from 20->50
* Most actions (attacks, read actions) alert monsters in radius 10 for simplicity
* Changed ring prices
* Changed vaults to have glass walls
* Added anti-teleportation spell to vaults
* Removed potion vault
* Removed club from weapon vaults
* Removed slimes from B1's monster table
* Changed Nanako and Yuu's encounter so both have to be defeated (instead of one)
* Nanako/Bell refresh their items (e.g. potion of blindness) on respawn
* If you talk to Seri with companions, you can still see the sex scene (your companions go back first)
* Changed companion behavior so when a companion is escaping a "bad" tile (e.g. fireball, water), it prefers escaping to tiles closer to the hero
* Companions use "move as a group (radius 3)" by default
* Added hotkey abilities bar
* Monster has question mark when it loses sight of you
* Mouseover/look descriptions describe all entities (monster, objects, gases, terrain) instead of one of them
* Show attack damage in monster mouseover description. It shows modified damage (green if modified damage > base damage, red if modified damage
* Frame rate limited to 30 to save GPU
* Changed font (for various reasons, incl. pixel-perfect scaling not working)
* Character portraits fade in
* Added subtle slide animation when character expression changes
* Disabled fog of war in town
* Changed crosshair sprite so it's more visible in steam
* Moved page number to top right of menu
* New keybindings system which allows multi-binds
* Changed default keybindings to simultaneously support arrow keys, wasd keys, vi keys, and numpad
* Changed spin attack so it gets set to a hotkey (like tome abilities); removed dedicated spin attack key
* Removed status click text (redundant with status mouseover text)
* Added border to mouseover text (makes it more readable in town)
* Changed sprites for attack ability, dash attack ability, spin attack ability, and drenched status
* Fixed bug where ability bar mouseover desc shows the ability name 2x when the ability is non-executable
* Fixed bug where town generation sometimes created multiple bridge objects on the same tile
* Adjusted "move closer" logic so multiple companions follow you down passages better (before, companions highly preferred being within a 1 tile radius to being within a 2 tile radius to the point that when going down narrow passages, the first companion would follow behind you as expected but the second companion would take detours with the intention to get in front of you instead of doing the more intuitive thing, which is to follow behind the first companion)
* Make it you can't talk to monsters that can't see you (now that fog of war is disabled in town, this is necessary so you can't talk to paila/chii/etc through walls)
* Fixed bug where going back from game menu -> companions menu -> companion menu goes back to game menu instead of the companions menu
* Fixed bug in direction menu where mouse selection uses the top right corner of the hero as the reference point instead of the center of the hero
* Fixed bug where "good ai" tries to escape ranged attacks by backing up (implemented by having observer not consider itself as an obstacle against ranged attacks)
* Fixed bug where monsters step off bridges into lava, etc. (implemented by changing the levitation check to not consider standing on a bridge to be levitation)
* Fixed bug where moving into a companion's minion causes you to use the talk ability on it (instead of changing places with it)
* Removed "if burned, this status is removed instead" from drenched status description (this is a relic from when there was a "burning" status)
* Fixed bug where companions/monsters never used spin attacks
* Fixed bug where potion of levitation doesn't spawn
* Removed references to "yesterday" when it's possible it's not yesterday
* Fixed various typos
v0.7.29
* Implemented gases; added steam, smoke, and poison gas.
* Added new monsters: will-o-wisp, rafflesia
* Added new terrains/objects: lava, steam vent, burnable bridges
* Added new items: tome of explosion, tome of poison gas, potion of smoke, potion of fire immunity, potion of antidote
* Flames have a 5% chance to burn objects on adjacent tiles each turn.
* Fireballs have a 100% chance to burn a tile when colliding and 5% chance to burn the tile when passing over it.
* Trees block movement (and collide with fireballs)
* Axe's attack removes trees
* Reeds reduce presence (rather than set "base presence") (I planned to remove the "base presence" concept but I forgot to make the same chance for water)
* Parched reeds have a 10x chance to burn.
* Trees/reeds/bridges generate smoke when burned.
* Water generates steam when burned.
* Added drenched status (+fire resist, -elec resist)
* Water/steam puts "drenched" status
* Added new dungeon generation logic (uses other terrains/objects for "walls", generates bridges)
* Added "fire level" dungeon region (B5-B6)
* Adjusted monster table for other dungeon regions
* If a monster bumps into you while you are invisible, it becomes able to see you.
* Change how multiplicative bonuses stack (+20% and +20% should be +44%, not +40%)
* Tome of fireball does +2 damage per level (rather than +3
* All armors get +4% resistance per enchantment level (from +2%)
* Fallen cleric's tome of healing is +2 (from +4)
* Fallen swordsman, fallen lancer, and fallen cleric don't avoid attacks (Nanako/Yuu, companions, etc. still avoid attacks)
* Added Miran, a new character with 2 h scenes. She also has some dialogues with Seri and Viola.
* Viola goes past B5
* If you bring Viola to Seri, Viola comments on Seri's situation
* Talking to Pila is required for Paila to appear in the dungeon
* Added a tsundere expression for Paila (as of now it just shows in her last event, but I will use it more in future Paila content)
* Added fast and finishing animations for Torne's, Paila's, Nanako's, and Miran's sex scenes. (Fast/finishing animations for other sex scenes are in progress)
* Added moaning and slapping sfx to sex scenes
* Hot spring tile has ledge
* Spiderweb is dark on sand
* Don't preselect options in dialogue menus
* Read scroll of enchantment descriptions (e.g. "Damage: 5->7")
* Remove fade transitions when changing cg animations
* Add green rectangle for poison damage on portrait (over the red rectangle for normal damage)
* Before, the starter weapon/armor vaults appeared on Mondays (day=0); now they appear on the first day (date=0)
* Before, during Paila's sex scene, $heroname made some comments which implied that he was a virgin (e.g. "Is the real thing that much better than masturbation?"). Such comments have been edited because it's possible that $heroname had sex with another character first.
* Before, Chii said "Hold on... it was you who was making love to her all last night, right?" even if you had sex with Paila 2+ days ago; this comment has been edited
* Before, Pila's "Paila is missing" dialogue got reset if you met Paila in the dungeon; this is fixed
* Before, while bringing Paila home, if you talked to Pila w/o entering her house (e.g. if Pila is standing at the entrance) it showed the "Paila is missing" dialogue; now it shows the same dialogue as the one that gets triggered upon entering her house.
* Nanako/Yuu's first conversation is required to advance the plot (before you could skip the conversation by felling them from a distance / while stealthed)
* Before, an invalid *.save game caused an error; now it doesn't show in the save list
* Fix bug where you can teleport to spaces outside your field of vision
* Fix bug where you can equip the same ring to both slots
* Viola's and Paila's starter items are sellable
* Fix bug where felling Nanako and Yuu in the same turn causes an error
* Fix bug where falling in town makes you go back to town without a continue prompt
* Fix issue where day of week becomes blank
* If a companion falls, you have the option to continue without them (before, this was true for just Viola but now it's standardized)
* Clicking a character has the hero talk to them (before it didn't do anything)
* Clicking a monster has the character move in its direction (before it didn't do anything)
* Monsters approach in a more intutitive path (before the monsters would not approach in a direct path in some situations)
* Equipping/unequipping an item in the equip menu returns you to the equip menu (before it closed the menu)
* Make it so Viola's gallery scene plays her 1st sex scene (rather than the repeatable one)
* various performance improvements
* Upgraded to Unity 6
v0.6.33
* It's possible to have sex w/ characters again after finishing their events. The characters appear in the bar at night (I'll probably move some of them outside later bc it's kind of crowded lol)
* Add sfx to sex cgs (plan to improve them over time)
* Add rod weapon (low damage; increases magic damage)
* Add ring of destruction (increases magic damage)
* Tome of conjuration summons a sword per level (e.g. tome of conjuration +3 summons 3 swords)
* Tome of conjuration swords expire after 20 turns
* Item enchantments (e.g. "of devouring") affect item price
* Items like cloak and ring of shadow don't reduce presence radius past 1
* Trees/Reeds/Kelp set base presence to 5 (before, trees set base presence to 1, reeds set base presence to 2, and kelp didn't set base presence)
* Added plants to B8/B9/B10, for now (for now bc it's a flavor miss but no trees/reeds on the hardest levels is too punishing for stealth builds)
* Fixed cloak, which said it reduced presence but didn't
* Add visual indicator of presence radius (when presence radius < 10)
* Remove tome of burgeoning (I might re-add after reworking the stealth system, but right now it's too powerful)
* Increase sprite/portrait/cg frame rate from 4->5
* Added sprites for hot springs
* Grey old messages
* Viola's conversation when you help her out of the dungeon / when she helps you out of the dungeon don't trigger in town
* Your party gets healed when leaving the dungeon
* Paila doesn't return her dagger after being escorted home
* Paila doesn't get an extra dagger each time she is put into the dungeon
* Monster shows exclamation mark when it sees you
* Monster shows question mark when it gets alerted of your position
* Most attacks alert monsters within x radius (depends on attack)
* Attacks alert the attackee of the attacker's position
* Presence indicator is easier to see on grass
* Dagger does 4x damage against unaware monsters
* Devouring enchantment heals 10% of damage dealt (from 25%)
* Halberd does 12 damage (from 15)
* Dagger doesn't reduce presence radius
* Plate armor increases presence radius by 5 (from 2)
* Plate armor reduces recharge rate by 50%
* Leather armor reduces recharge rate by 25%
* All armors increase resistance by 2% per level (buffs cloak/robe, nerfs plate)
* Items sell for half price
* Paila (and a few other characters) does half damage with weapons
* If a slime splits it skips its next turn
* Companion is better at avoiding spikes/webs/fireballs
* Staff increases recharge rate by 20% (before it said it did but it didn't)
* Tome of lightning's desc has info about charges
* Ring rooms don't have shields
* Pathfinding code fixed (A* pathfinding estimate function fixed, path caching fixed) (game is a lot snappier when a lot of monsters are on-screen)
* Spiderweb sprite changed
* Damage animations
* Inventory menu contains all party members' items
* Give/Take moved from companion menu to Inventory menu
* Equipment menu has all companions' slots
* Companions don't equip/unequip items on their own
* Shopkeep sell menu contains all party members' items
* Scrolls of enchantment/enchant weapon/enchant armor can select all party members' items
* If save/load fails, a message is shown
* If load settings fails, a message is shown
* Saves contain game version
* Click to attack/move
* Changed check controls text to be easier to understand
* Moved "Exit the dungeon; go to town" from abilities menu to game menu
* Added "Exit town; go to dungeon" to game menu
* Scrolls are stackable
* Closing a menu should re-open the previous menu; in some cases this wasn't true; fixed some of those cases
* Added patreon link to title menu
* Fix font appearance at 1080p
* Blinding enchantment blinds for 2 turns (not 1)
* Fix: a monster which attacked and died (e.g. to thorns) doesn't try to alert its position and cause an error
* Performance improvement: don't create 2 game objects per terrain/feature
* Performance improvement: change "pixels per unit" instead of resizing sprites in code
* A monster (e.g. player, drakes) can't walk into their own fireballs
* The context action tip (e.g. "[Enter] Go downstairs") is clickable
* Right click opens the Game Menu
* Fallen cleric's tome of healing is +2 (from +4)
* Equipping/Unequipping an item in the equip menu returns you to the equip menu
v0.6.17
* Reverted the change that greys old messages as it was causing some conversations to break
v0.6.16
* Grey out old messages
* Fix a bug where a companion repeatedly switches between 2 pieces of equipment
* Show the ability's name and description in the targeting ui
* Increase the price of enchanted items
* Adjust the prices of some armors
* Don't print "Paila returns her items" if she has nothing to return
* Fix orders (in 0.6.14 they didn't work at all)
v0.6.14
* Added "Exit To Title" to Game menu
* Paila returns given items at the end of her route.
* In item vaults, if a glass wall would be put where a monster is, the monster gets moved off the tile beforehand.
* Added reminder text about keybindings to Move and Rest's descriptions
* Added hotkey system: Read (tome), slow melee attack (hammer), spin attack, and slow spin attack abilities get auto-registered to available hotkeys (and are unregistered upon losing the abilities), Hotkeys can be manually registered in a hotkey menu.
* Fixed bug where companion ai doesn't avoid spikes/webs in some situations.
* Make the initial cursor position for direction abilities (e.g, most attack abilities) better (e.g pointed at monsters)
* Paila starts with "Move as a group (radius 1)" orders.
v0.6.13
* Key repeat delay and key repeat are configurable.
* Orders don't get reset when re-adding companions to your party
* Enchantment level of tomes in the town shop have been changed from 0->1
* Custom keybindings don't get reset when restarting the game
* Binding an action to the same key is disallowed
* You can't talk to Nanako after she becomes hostile
* Monsters path around spikes more.
* Prices of enchantment scrolls/enchant weapon scrolls/enchant armor scrolls/keys have been adjusted.
* "Presence" has been renamed to "presence radius"
* The base presence radius that trees/reeds grant has been changed from 1->3
* The dagger grants -2 to presence radius.
* The troll's hp has been changed from 150->100
* The fire drake's hp has been changed from 150->100.
v0.6.11
* Added a gallery where you can see sex scenes you've seen before. It's in the game menu.
* Change how monster ai (which includes companion ai) values spin attack. Before, it considered total expected damage. Now, it considers max damage to one target plus a minor bonus for additional targets. This prevents companions from becoming surrounded to setup high damage spin attacks, which is reckless.
* Re-added the default orders, which is now named "Attack"
* Re-added "Do Not Attack" orders
* Changed "Stay" orders so the companion keeps within a 2 tile radius from their position.
* Added tomes, potions, and enchantment scrolls to the town shop.
* Changed tome descriptions to be easier to understand, e.g. "It has 2/4 charges (125/200 **)" -> "It has 2.5/4 charges and gains 0.02 charges / turn", "Charges the user's items by ** equal to 25% of damage dealt" -> "Charges the user's items as if x turns have passed, where x is 25% of damage dealt"
* Changed the price of tome of burgeoning from 72 -> 20
* Increased tome of fireball damage
* Changed level generation logic so levels have a "border", e.g. levels 1-3 have a dirt wall border.
* Made minor aesthetic changes to wood floor and countertop sprites
* Made the page number in menus white to make it more noticeable
* Fixed a typo in one of Torne's conversations.
* Fixed "Vi-like controls": Before, Rest was registered to numpad 5. Now, it's registered to spacebar.
* Added $10+ patrons to the credits.
v0.6.9
* Before, Viola's post-Kino/Earnest encounter conversation triggered when you exited the dungeon. Now, it triggers when you exit the dungeon, you fall, or she falls. This should make it easier to progress Viola's route.
v0.6.8
* Before, Viola's post-camp "let's do this again" conversation triggered when you exited the dungeon. Now, it triggers when you exit the dungeon, you fall, she falls, or you kick her from the party. This should make it easier to progress Viola's route.
* Before, companions w/ default orders were reckless and often got themselves felled. Now, there are 4 new orders: Move as a group (radius 1), Move as a group (radius 2), Move as a group (radius 3), and Move as a group (radius 4). Viola/Yuu default to Move as a group (radius 2) and Paila defaults to Move as a group (radius 1). This should make companions better at surviving.
* Before, companions didn't use spin attack because of a bug. Now, companions will use a spin attack if it will hit 2+ enemies (in most cases).
* Before, armors were not enchantable because of a bug. Now, armors are enchantable. (Unfortunately armors from old versions' saves will not be enchantable.)
* Before, this game checked itch.io if there was a new version and showed a message if there was. I decided I wanted this game to be more itch.io agnostic, so I removed this code.
v0.6.6
* Fix: If Viola is in your party, if you fell/she fell/you removed her from your party AFTER the camp conversation but BEFORE exiting the dungeon with her, Viola didn't respawn (breaking her route). This is fixed.
v0.6.5
* Initial release on F95ZONE
This game deserves more than 5 stars, even while unfinished. Graphics are charming, battle is approachable yet packed with detailed mechanics. In my opinion, however, this game is not for those who are looking for a quick "session". Scenes are not very long, and dungeon exploration in between scenes would interrupt you. For those looking for an excellently crafted game, it's a must try.
Art is absolutely gorgeous, the gameplay is actually pretty fun. Love the dungeon diving and the amount of weapons is quite cool. The scenes are very well done. I am super excited to see this game develop!
Just to drop some of my opinions of the game so far in its development; - I like the RPG gameplay because its simple enough to be intuitive without drowning you in needless detail. You dont need a wiki to play something like this, although I think the games a bit too shallow in parts because its easy enough to either avoid the monsters or just run away from them, and since your health magically regenerates each turn, you can easily cheese even powerful monsters by just camping in and out a staircase. - The idea of mixing adventuring with a harem of fuckable girls is laudable, but will only work if there is enough depth involving the girls, and sadly this game kinda doesnt have it. The girls seem to exist in different dimensions because none of them react to each other, and their storyline progression doesnt change how they react to your decisions, either in combat or outside of it, so it all feels a little cold for my taste. - I find the character storylines a bit too simplistic, and the characters themselves feel shallow. Many of the early girls like Miran and Viola pretty much just hand their breasts to you on a plate. Its like a festival of thirsty girls in heat, and youre the only male specimen on a deserted island. Paila loses her virginity to basically a stranger she met days ago purely because hes an adventurer. I mean, there have to be a middle ground between cheap, easy whoring and only kisses on the cheek after the 3rd date stuff. - Special mention to Kira's storyline because I dont think its possible to write a girl any more bipolar than her. At least its possible to cheese that battle with her by paradoxically giving her a weapon, which I pray the dev never fixes because its funny as fuck. - The pixel artwork is amazing. Not so amazing is the art direction because every fuckable being in this isekai apparently needs to have breasts the size of a continent. Paila's pair of pups in particular can maybe house an ecosystem on its own. I find it funny how upon meeting Viola I thought heres a girl with a normal body but then upon her releasing her plate armour her jugs then proceeded to unnaturally double in size. - The porn is well animated, with a touch of VA here and there, so there is some amount of effort here. Unfortunately, the sex itself is a tad too short, and the sexting isnt really all that sexy. Try as I might, my boner remains unfortunately mid for the most part. In Conclusion... Its not that the game's bad or anything but its like the general direction of the game is right and yet the journey itself feels empty. Perhaps its because each girls' storylines is too short to build any emotional connections, and the payoff being so cheaply obtained it doesnt feel like anything is earned, so its hard to get invested in any of the girls. I suppose with enough time and content, the game can improve so while Id hesitate to recommend this at its present build, Id definetely be paying attention if and when this game gets updated in future.
Fantastic art, solid gameplay, A+. Just need more content and it is ready to be an all timer. The integration of the scenes in and between dungeon crawl sections keeps it interesting, and I enjoy the classic dungeon delving gameplay.
Straight up incredible. It's got GOOD writing. Though the MC can be a bit... flat. But that's a genre convention, really. It's sort of endearing at times. It's more hands-off for self inserting, but what is there is nice. He's blunt and typically honest about wanting to bang. Which is neat! The other characters are all very solid. The game has this, touch of melancholy to it. I'm a sucker for that sort of thing. As for the gameplay... it's honestly a really solid dungeon crawler/rougelike. It's fairly easy, but it's quite fun. It provides you with a bunch of neat tools, and they can honestly come together quite nicely. The game is also capable of making you think about encounters if you let yourself play poorly. It DOES have teeth for you to figure out how to get between. I'll recall an encounter to display some strengths. The fireball spell creates a fireball that moves as if it were a character entity each turn in the direction it was cast. So there's a delay before it reaches it's target. Poison gas is flammable, lots of things are, and can be produced by some enemies. On ones death, for instance. It then expands like it exploded out, slowly. You can outrun the cloud if you try. So I popped one of those enemies from a distance, but was under attack by another more dangerous enemy that was giving my party member some damage. Then I fired a fireball off towards the cloud. The cloud expanded over the enemy right as the fireball struck it. The poison gas all ignited, dealing I believe more damage than the fireball would, killing the other enemy, AND getting rid of the poison gas that would have threatened my groups positioning in another turn. That's just GOOD fucking design. You can't get shit like that in every game. you've got spells that let you dig through walls. You've got spells that let you conjure bridges, or ice cool lava. You can create smoke in a variety of ways and then hide in the smoke to deal sneak attack crits. Push or manuever things into water to deal bonus damage with lightning damage. Your AI party members are fairly competent, and will use any of the spellbooks you give them. Consumables too. It's just a good damn game. The dungeon crawling does seem a bit limited in scope... which is probably good for the whole, porn thing. I also haven't gone through all content yet, so maybe there's still some expansion in that realm. Things do sort of unlock as you progress. New enemies, new little boss fights. But it's the same like, 9(?) floors. It does feel a bit samey. But that's... not necessarily bad. It's kind of cozy. But y'know. Pace yourself. Oh and the porn. The art is fantastic. The women often have a bit of plump(this is good imo). And the tits are mostly huge, though not universally. I like a spread personally. It deserves the high rating. It's a gem of a porn game.
Its 90% the way there to being perfect, but isn't quite finished yet. GORGEOUS pixel art animations, cute character designs, novel (for a a porn game) gameplay that isn't a grind, and surprisingly good music and character writing. Gameplay isn't super complicated, and is a bit repetitive, but you blast through it so fast I cant complain. Would love more content, and some extra frames for a few animations, just 2 doesnt cut it when so many are animated fantastically.
Wow. The phrase "hidden gem" gets thrown around I think willy-nilly but this is 100%, without a doubt, a Hidden Gem. Let's start with the obvious: the art and animation are incredible. Some of the best erotic pixel art I've ever seen, in a field where most are just fine or good. That on its own would have made this an above average game. But the fact the art and animation are tied to (as far as I can tell) many girls, spread out across a cozy town, each with unique personalities and artwork, on top of a very simple and fun NetHack/Rogue inspired dungeon crawler, makes this a treasure. Is this for everyone? No. If you're hear to fap there's going to be the most complex mini-game you've ever played interfering in that process. If you're like me and prefer your lewdgames to live up to the second part of that word, then you are in luck because Demon Lord's Lover is doing both quite well, even in this early and very functional state. My criticisms are (so far): - combat is messy/confusing, especially with multiple party members doing whatever/whenever - lack of mini-map (that I can tell) so finding the downstairs after you've finished clearing the map can be tedious because - tiles blend together a bit too much, visual fidelity is lacking when it comes to things like stairs compared to floors/weeds/plants Keep in mind these are preliminary thoughts that I had to get down because I'm blown away at the quality of this game(!) so far and I may be wrong or have to change these later but so far this is one of the most polished and sexy games I have come across on this site.
Review for v0.9.7 The pixel art and animated scenes are the best part of this game by a mile, but the rest of it is decent enough to enjoy too. As the overview mentions, it's a sort of dungeon crawler dating sim with serviceable writing and relatively simple gameplay mechanics. It's a basic isekai plot where you play as a sort of pervy nerd who got transported to a new world where people become adventures to explore dungeons and take down a demon lord. While I think there's a couple cute moments and the sex scene dialogue could certainly be worse, you aren't playing this for the story. Most of the girls you meet and then the second event acts like you've known them for extended periods of time where they've developed feeling for you for seemingly no compelling reason or just straight up offer to have sex with you in the case of the pornstar girl and her companion (even though they just tried to kill you moments ago). I think the idea of your childhood friend being the demon lord could have been an interesting dynamic with the adventurer MC, but I don't think the game will go that deep with it. I also find the MC not very compelling to play as but whatever. The dungeon crawling stuff is neat but pretty easy to blast through, and then trivial even when you get companions. Every floor is more or less the same with the exception of scenery and a few new enemies as you go on. You enter the floor, optionally find a key for the locked loot room, move to the next floor. Sort of becomes filler after awhile where you then just focus on hunting down whatever item or encounter you need to find to progress the girls routes. In its current version I don't think I'd say I got invested in it, but it was a decent time killer with some nice art and good animations.
A game I've been waiting for!!!...a basilar gameplay that is intuitive and easy to play but not banal, pixel arts that I love the style with characters that have their unique personalities and a pretty cool story, and not the usual crude and vulgar story!!...oh and also the animations, bloody sensational!...I hope the developer will continue on this road, so far there's no mistake in this excellent game!!❤
This game really reminds me of Tales of Maj'Eyal , and I like it a lot. The story, while not particularly deep at this stage, has a cozy and straightforward charm. That might evolve over time, especially since it’s still very early in development. The UI is clean and intuitive, making it easy to navigate right from the start and very accessible to new players. Given how early the game is in development, many things are likely to change. At the moment, there are only a handful of quests, but there's already plenty of opportunity to find good loot. There’s also a shop system for buying and selling items, though it doesn’t feel fully balanced yet, as most of the gear can currently be found with ease. The art style is very nice. There’s also H content with animations that show attention to detail and quality. Each H content is tied to a specific character and can be unlocked by following steps outlined in the in-game guide. All in all, I’m genuinely impressed. It’s been a while since I’ve found a game that feels this promising. Definitely one I’m excited to follow and support.
Gameplay is fun, classic dungeon explorer stuff. Graphics are good, everything seems like it belongs. Main character is nice. It's a hentai game with actual gameplay and likeable characters. Worth a try if you like dungeon explorers
Rev @ The Demon Lord's Lover [v0.7.29] is nice~ Like the art. The writing is thin but fine, the characterization leans a bit emo for my personal tastes. Gameplay is more 'an RPG with porny bits' than 'a porny RPG'. Fine if you prefer that, but I'm an eternal prisoner in horny jail so I'd prefer more lewds. Not really a fan of the sex noise SFX, but I never am. Tends to come across as hokey, like the audio equivalent of '90s flashing text. TLDR: Good times.
The pixelart is georgeous. The UI look very good. But my god the beginning of the story disgusted me. Can you please make it a little more believable that someone just woke up on another world. Or just Retcon the story so it look like its an average day for an habitant of that villlage already. The gameplay is a little fun but kinda grindy and not worth in the balance with the stroy-telling.
Gameplay is straightforward and allows for a variety of builds. The difficulty is also very forgiving and the dev includes a built-in guide for collecting H-scenes. Each H-able character, 6 so far, has a unique personality and each of their stories are thought out with multiple scenes with well written dialogue. The pixel art is phenomenal and I can tell this will be a great game, even at the very early stage build I played (V0.6.17).
v0.6.17 The pixel art animations for each character is extremely high quality, however that's the only thing good about this game. The actual "gameplay" is still extremely unpolished and unbalanced in this current version. The UI is clunky garbage, going through the dungeon is a chore, and the item variety is so limited that strategy doesn't matter. I'd recommend just getting a save with gallery unlocked, but if you want to waste your time doing it legit all you need is platemail, 2 force rings, and a lifesteal spin attack weapon. Then just buy level up scrolls at the store to become unkillable and turn the dungeon into a joke.
Hey! I just finished the game and had a great time with it. The dungeon was kind of nuts at the start, super hard, but once I leveled up and got the hang of it, things got way easier (as it’s supposed to be). I really dig the pixel art style, and your animation is awesome—seriously, great work! I was thinking, though, adding more sound effects during background stuff and maybe some character voices would make it even better. But honestly, it's already such a solid game. Thanks a ton for making and sharing this with us! Cheers, Ayumu98
the game is promising there is a though that dev can add on this game even though you can clear this game after 1 hr it fun plus the pixel art look so goddamn good hopefully there are more h scene 7/10
Played the [0.6.6] Amazing game, truly a pleasure to see something with high effort. The gameplay is quite simple but engaging, the game is not that much balance yet but you can see where the dev going with diversity in mechanic or gameplay. People seems to play a sword spam whirlwind, but i'm really enjoying a big armor big hammer oneshooting one by one the ennemy style. Simple but nice writing, the character are charming and have a nice simple story The game is not perfect yet and some of the thing need to be improve but the dev look already working on it (To name a few, the usual scene reviewer, bit more sound design, keybing on some tome and item could be good, easier way to go diagonal) I wanted to put 4star because the game is still in dev and lack polish there and there, but compared to all the usual bad game we have, this one is really good.
The Demon Lord's Lover manages a lot of balancing acts just right. It's easy for an H-game with dungeon combat to focus so much on the combat that it forgets it's supposed to be porn. Combat here is simple , but it isn't shallow . Combat mostly consists of walking toward enemies to attack them, but you need to be strategic to get through the dungeon. The game gives you potions and spells and expects you to use them. I recommend trying to get healing and teleport spells for survivability. (It isn't immediately obvious that spells are infinitely rechargeable, but they are.) The writing is surprisingly good too. It gives you just enough for scenes to feel a little more grounded (I particularly liked Paila's arc for this), but it doesn't forget it's a porn game either (Nanako, lol). You don't have to bust your ass hunting down scenes either. Most of the available girls will fuck you soon after you meet them, the trick is getting through the dungeon in the first place. It's not a perfect game. There badly needs to be a way to hotkey spells, and the town is almost hilariously small. But it gets to the point quickly, and has enough to it that it definitely feels worth the 2-3 hours I put into it.
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