
Summon, consult, and train procedurally generated monster girls in this dungeon roguelite. Evaluate the strengths and weaknesses of different monster types as you prepare the ultimate team to defeat dangerous enemies and collect powerful artifacts. (Game is SFW)
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Languages: English
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Скучно, прям невыносимо скучно
A very enjoyable game; but it does feel a bit drawn-out as there's very little different between the dungeons. Summon montergirls and quickly skip through each week while they earn levels from whatever job you gave them. Once they're strong enough, head into the dungeon. Go to a dungeon, clear each floor, beat the last boss, then come back to town and go do it again. It does get repetitive having to go into yet another dungeon with multiple floors to fight a couple different monsters while you try to advance the story. But it's fun trying out different combinations of monster girls and items to see what different strategies you can use. There's also this one mechanic where the monstergirls just sort of vanish after a bit and you have to start all over; but thankfully you can toggle that off in the settings, allowing you to keep your favorites around for as long as you want and not see the time you invested into raising them be lost.
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
fun.
I liked this at first but the difficulty spike is ridiculous. You'll clear the first few dungeons easily, then hit the next dungeon in line with the same characters and you literally cannot accomplish a single thing. You will fail every single skill check and lose every single combat. Even if you pump your characters up, they still get wiped because I'm not sure but I think there's some sort of level scaling going on with monsters, too. I don't know and I'm not doing any more research. I'm out at this point and I'm going back to something more normal. I think a large part of the problem is that the way your characters improve is so atypical. There's 3 things: 1. Your characters don't improve a lick from adventuring. They improve from working at flower shops and the like during the week and they improve from you buying them gifts. This aspect of the game isn't very interesting though, and you only have a limited amount of actions you can perform a week. 2. Your characters get certain abilities when they get created and more abilities when you level up their trust with gifts. But you have no control over what those abilities are, and given your character is going to be designed to play a specific way in a specific spot in the party, the odds that any one new ability will benefit you are very low. 3. You do improve in dungeons for that one run, IMMENSELY, through the acquisition of artifacts which you sell at the end of each run. You get one artifact after each combat and through succeeding in skill checks although good luck with the latter. What this means is that the first level or 2 of a run is challenging but if you survive that you become really OP. By the last two levels of a dungeon the monsters are extremely lucky if they even get an attack on you. In fact they're lucky if they even make it to round one of the battle. So you've got this weird thing where the first few combats in a dungeon are supposed to be hard and then the last few combats couldn't even really be defined as combats. It's very hard to gauge where your characters are skill wise in relation to what the dungeons expect. The difficulty bands between each dungeon are such that either your characters are strong enough to stroll through it with their eyes closed or they're not strong enough to be attempting it at all. No in between. It's too easy or it's impossible. So there's not really much room for strategy in each dungeon, especially given that your character development within the dungeon is shaped entirely on which random artifacts you receive. I don't know. Credit to the dev for trying new approaches. I respect that. But to me, being original doesn't have to mean that every single thing needs to work differently from a normal RPG.
A very fun, cute darkest dungeon like! I really hope the Developer keeps making little games like this ^^
i enjoyed it, mainly due to how the effects do(or don't) interact with each other, specifically with focus, slow and blind. focus is helpful as a buff, but so far i've only seen artifacts have a use on getting it. If you don't have focus(or a way to proc it) on ur DPS (damage per second/attacker) then you won't be able to hit enemies on lower floors. I've used a golem for the dps due to how it stacks well with the common item[trowel]. i've also noticed that if you have a healer that gives bleed but most of ur monster girls can't get it, then use the bleed skill as apposed to the status healer one(from the personality). i've rambled on my strats, apologies. I've enjoyed the game for one reason: you can take a nap in combat and it's amazing.
Nice little title if you are into the genre.
pretty good game <3
A hidden Gem for sure. Very Cute and wholesome, but fun! Seems easy at first, but difficulty ramps up quickly. Highly recommend.
Fun, and I was inspired by Tea Time Centaur to play this!
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