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Active WolfRPG [Shocks] Tir-na-rougue: ~魔孕の万魔殿~ / Hall of the ten thousand impregnator demons


I am fine with limited demos and more general progress. Time spent making sure the demo is ready is time not spent making progress on full release.

What progress there is is looking lovely and sounds really cool, especially the slaver miniboss and the high attack power immediately getting reduced if you take a hit.
 
Caught up a bit with this one's production.
It's full of interesting stuff.

First of all, he has made progress on the slaver enemy and the whole "imprisonment" concept.
Basically, the slaver's game over scenario will involve torturing Neige with the intent of turning her into a sex slave he can trade. So she gets to this fun exercise where she's placed on a sawhorse, with a nice chain around the neck so she can't lean forward, and some special piercings on the nipples that magically generate a chain (used for slaves and livestock -- author said "less than human" was important) so she can't lean backward, and she must keep a perfect balance. Then he starts whipping her, otherwise it's too easy.
An idea I like: the author said that, since this is torture, Neige will not be aroused by it unless she has something that forces it, like the pleasure crest. So escape mechanics will change, and will involve a resistance to pain mechanic -- usual "get mana with orgasms" tactics seemingly coming back in if Neige enjoys it.

tir-horsey.jpg
tir-train.jpg

Author also said he originally had a scenario where Neige would be languishing in jail in between torture sessions -- but then he thought, why don't we have a scenario where's she's free use for any monster in the dungeon's level 2? The current iteration appears to make this the default game over situation for all level 2 -- inprisoned Neige being visited by a random monster, and getting variations on her condition depending on her last visitor.

tir-freeuse.jpg
tir-torturer.jpg

For variety, the next hazard developed is completely different -- being, instead, a vore / meatwall sort of thing, a trap that will squeeze Neige and tentacle her.
Extra interesting (especially for me) is the fact that, once this monster has weakened Neige enough, it will energy drain her. This energy drain will be consistent with the game over reset's energy drain, meaning that it will drain Neige's xp and delevel her.
But there's another thing I found even more intriguing -- this hazard being a trap, it will behave consistently with the rest of the dungeon's traps, thus it will not kill Neige. Instead, once it has taken everything it wants from her, it will drop her on the floor below -- and, her resources so heavily depleted, that'll probably put her in another bad situation very soon.

There is less talk about mechanics, but mechanics are getting implemented too.
Level 2 of the dungeon will have darkness -- meaning monsters will be harder to spot and might appear suddenly. The author said he plans to work this in the monsters' mechanics -- such as making the monsters in this levels glass cannons with powerful attacks that will punish Neige if they catch her off-guard.
There are objects that will help Neige, though -- not only carriable objects that can mitigate the darkness, but also lanterns around the level that will help visibility -- including unlit ones that Neige will be able to turn on -- I mean, only fair, poor girl turns on everything else in the dungeon.

tir_dark.jpg
 

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I guess it's been obvious for a while now but I was secretly hoping they'd focus more on the enemy-to-enemy interactions, and not
just make it a capture/torture simulator GOR-fest.

Ah well, will probably mark this game off my list of ones to keep an eye on, but with that art I'm sure it'll be a hit when it comes out.
 
Couple quick updates.
See how my post right above compliments the author for already iterating on the demo, getting to 0.5? Because he just released 0.14 — can't deny he takes effort!
Apparently, in the newest version enemies gain xp, too — cool!

Also, I clarified a couple things with the dev, and added them to the OP.
  1. Yup, traps are supposed to be invisibile. You're supposed to be able to see them with an item, but he hasn't implemented it yet
  2. He confirmed my hypothesis that different enemies have different game over scenes — so, the trip to the tentacle dicking prison Neige makes in this demo is the game over for the demo's only enemy.
In less good news, he's reworking the energy drain scene. Which I consider bad news, not just because I liked the previous version (with the 3/4 profile cgs, and the lights leaving Neige) better, but because he's continuing to rework old things… I hope he doesn't overexert himself.

View attachment 52102
that looks so hot
 
Ooo, looks like the gameplay of MaidenSnow Eve/Dungeons&Prisoners with the style of Wings of Roldea
 
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