Home Artists Posts Import Register

Content

(Most assets are just placeholders that I'll replace with my own art later. Credit: Matt Firth (cheekyinkling), Craftpix.net, and Robert Pinero)

Hello everyone. This is the first devlog of Horny Dungeon. Well, it's a bit of hyperbolic to call it a devlog, because all I did so far is concepting.

However, I do believe these concept art and UI mockups are very important. By showing potential players (you!) my design process, you can see what the game is about and give me feedback earlier.

But more importantly, they're here to show me what the game is about. I'm more of a visual thinker, and I can't even tell what my own ideas are until I put them on a sketchbook/digital canvas.


The Gameplay

First of all, there are character concept arts for Iris, Claudia and Seraphina. I've posted them before, but if you haven't seen them, please follow the links.

Now, as you know, this game is called Horny Dungeon. I hope these characters make you horny, but you might ask: where is the dungeon?

I hope these UI mockups above are self-describing enough that people can grasp a rough idea of how the gameplay works just by looking at them.

Let me extend some details:

  • The dungeon consists of several floors, each of which consists of several rooms. To explore a new room, your party must spend some Morale. The Morale cost depends on what kind of barrier there is. A wooden door is easy to open, while a steel one takes some strength and sweat.
  • Several things may be found when you enter a room: treasure box, shop, random event, normal enemy fight, elite/boss fight.
  • The fight is automatic. You can pause it or speed it up.
  • Characters have three life bars: Spellcloak, Armor, and HP. They get damaged in this order. Physical attacks are strong against Spellcloak but weak against Armor. Magical attacks are the opposite.
  • After each fight, you can upgrade a skill. Three random options will be presented to you. There are three kinds of potential options: learn a new skill, upgrade, or enhance an existing one.
  • When an event occurs, you can choose which character responds to it, and how he/she acts. Characters with higher Luck stat have higher chance to get positive outcomes. Also, some options will trigger NSFW content (like the "taking a shower" example above).
  • The party has a "formation", which you can strategically rearrange. Characters at the frontline are more prone to be attacked. A special slot is for the party leader. Some skills can only be used by the character on that slot.
  • There are three kinds of skills: passive, combat and survival. Passive skills provide constant buffs. Combat skills (e.g. Strike) are automatically casted during a combat. Survival skills (e.g. Scout) are manually casted outside a combat. Survival skills cost Morale, but their often provide great strategic value. For example, Scout reveals a part of the dungeon, allowing you to plan the route ahead.
  • When Morale reaches 0 or all the party members faint, you fail the raid and lose all the items you brought into the dungeon. But it's very avoidable, as you can retreat if things are going south.
  • There is no permadeath.
  • All the skills are reset after you leave the dungeon, no matter whether you fail it or clear it. But you'll get EXP and gold for a successful raid, and therefore permanently upgrade the characters. A prudent player will say this game is more a roguelite than roguelike.


What's Next?

Phew, such a wall of text. If you read all of these, I'm very grateful for your time. If you didn't, that's fine! These bullet points are made for myself. You should be able to learn all the gameplay naturally via in-game tutorials and tooltips. Don't worry that you need to read a textbook before enjoying it.

That's it! Uh wait, that's not. Did you notice the title says Part One? These UI mockups only cover half the story. There is another side of this game: the metagame. Like how does a character's power grows? How does the plot advance? And (pause for dramatic effect) How do we trigger the lewd content?

This post is already getting too long, so I separate it into two posts. Please read Part Two here!

Ok, that's what I got so far. Thank you all for supporting my Patreon, and please stay tuned!

Files

Comments

Anonymous

Ok so bouncing off the later question. Are the dungeons/raids Procedurally generated or hand crafted

kodra_dev

Procedurally generated. Maybe some boss stages will be hand-crafted later, but prototyping a map generator is my top priority rn.