(WIP) "Maw of the Dungeon" - a 2.5 Dungeon Crawler Rogue-like game (v0.0.2 available now!)

Maw of the Dungeon TOMORROW!!!

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Those probably are your best bets now that itch.io had to hide the adult content. Hopefully itch.io gets that resolved later when there’s a chance.

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oh dont worry many and i mean many are fighting it… if the collective shout wanted a fight? they have found one for targeting the wrong community

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It’s been 2 months since I started working on this project, and honeslty I’m so glad that I can finally share a playable version of the game! Hopefully the exported .exe will work without any issues, but let me know if it does. This prototype is a rather short experience with a single small map and few enemies, still I hope you enjoy playing it!

You can download it here: Maw of the Dungeon v0.0.1

Disclaimer

There is a little “feature” that could be mistaken for a bug, and is that “Enemy spells” retain on the player even after the batlle has ended. You can cure effects by eating certain foods in or out of combat, so I want to simply test if this can work. If proven not effective, I’ll go back to clean off effects after leaving combat.

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whenever I try to download the game it says it has a virus and idk what to do because ive been waiting for this game T^T

Gave it a try and its awesome, for a 2 month project its amazing and knowing you have more ideas and more to expand feels even better. Style is super cute and mixing a good amount of gameplay and fetish to it.
Didnt notice any bugs and with the gear, specially thorns i felt powerful very quickly.

I tried to play normally and went from level 1 to 2 and might have lost some places to visit, from the looks of it the tunnel / black hole kinda gave the tell that is where you would go lower but maybe a message saying yes or no could help out if you want to gather more stuff in the floor you are currently at.
Regarding weight, after reaching the end i started stuffing myself silly with the lots of food i had to push myself to the max, got to around 1200lbs, used float to see if i could still farm more food but no enemies appear (which can be a good thing or bad in this specific case as i wanted for them to appear) Also to slim down from that amount was either waiting while resting or spamming spells for the weight to go down, maybe a digest spell to help out to avoid immobility being too much of a hassle tough i think if i play normally that wont happen like this

Is that your sona at the end? Looks very cute

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nvm i fixed it : > …

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Played the game it was really fun, I just can’t wait to see what you will do with it, also SOUP CHEST is the best

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Gave a few more runs since its quick and simple fun

Tried both species and its amazing having the different sprites and movement from each, since kobolds / dragons are a good fave of mine, outside of maybe a wolf since they are good as fatties i dont know what other species i would say to add
One of the runs i had (i died since i afked to death while losing weight and used restart) Most NPCS didnt give a thing even tough they would say they gave me all they had. Also the secret passage with the ring didnt have anything on it and i couldnt go to the 2nd floor.I assume this happened because of the restart, since every other run i did from the main menu and never had any issue.
Also important, the dialogue passes too fast and sometimes i lose what characters have said, they usually repeat their iddle dialogue but sometimes i miss what they say at the start or what they gave me.
Loving a lot of the gear and spells i have been getting on the runs and also was fun seeing your sona on the first floor, the dialogue is cute and made me think we should be able to maybe offer food as well, maybe we find the character again in another floor with a bigger size and better rewards for the second encounter (any excuse from me to see others bigger as well)

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I just played it and had a lot of fun. I’ll also note down some things I found and thought (although most of the bugs were mentioned by Kaiser_Dragon already).
Due to spoilers, I’ll use collapse.

Immobility

After everything was over, I ate a ton of food and became a 3700lbs blobby kobold. However, I was hoping there would be something beyond immobile, but there was nothing. Since the game is designed so that you can continue playing even after becoming immobile, I would have liked to see an immobile battle. Wouldn’t it be interesting to be able to fight while immobile by making full use of items, equipment, and magic?
By the way, I became immobile in front of a boss and tried to see the immobile battle, but all the fight options were unavailable. For now,
immobile seems to be just a dead end.

Other WG,WL

I entered a narrow passage while fat, ate a lot, and tried to become heavy weight (disables crouch), but nothing happened.
Regarding dieting, there is an exploit that allows you to lose weight easily by simply spamming Float. Without it I would have to afk, and it was a hassle because I felt like my weight gain from food was kinda big.

Exp bug

I also got the still makes no sense error, but it happened when I went to open menu->pause save->quit the game and reopen->load->defeat random enemy.
I was level 10, but after one battle my level went up to 14, like this.


Even assuming that resetting the game resets the amount of XP required, this is odd. I’ve tried redoing it, and while I’ve seen one or more battles where I could quickly level up, I’ve never seen anything as extreme as this.

Other requests

I would like descriptions for equipment and out of combat spells. Also, I think descriptions are better in popup rather than inline. (If possible)
More weight stages (if you consider).
More food variation.

I’m glad I found a good dungeon crawler game after a long time. I’m looking forward to the next one. I’ll write more if I find something.

P.S.

This is an old post, but there was a “weight gaining presence” setting. What is this? Maybe you were planning to make something like no WG mode, no immobility mode, faster/slower gaining mode?
Also, I notice the weight unit setting has disappeared.

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Alright, so immediately, I’m seeing the game forcibly close when I got into a new game for a few seconds. I’m not sure why, since my setup should be fine. Judging by the others, this may be a problem on my end, but can you check?

Oops you’re completely right, the “Restart” button is not working correctly… idk how I missed it but I will start working on fixing that. For now I suggest everyone to avoid using it.

I will try slow down a bit more the dialogue so it doesn’t get lost too quickly. Sorry if I didn’t mention it before, but you can click on the dialogue panel at any time to expand the dialogue history, that way you can read the most recent dialogues in case you missed something.

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The “WG Presence” setting is meant to adjust how much of the stuff you wanna experience for some accesibility. A soft presence hides all belly sprites and No presence just caps hunger and weight to lower values. These options were temporarily disabled as they need more time to pulish and I didn’t want to delay any further the release, but they will be added back soon.

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I just finished playing the prototype. Needless to say, I am in awe of your skill and dedication.
Let’s go over the pros and cons:
Pros:

  • The game is easy to understand.
  • Combat is simple.
  • I liked exploring the dungeon you created, and I had fun finding all of the secrets. Including the soup chest.
  • The items were great. I liked trading my weaker armor for stronger ones; must be the munchkin inside me :wink:
  • I enjoyed meeting with the NPCs, including yours :smiley:
  • You added my “Float” Spell! I’m so happy to have contributed :heart_eyes:
    Cons:
  • I did not like waiting in real-time for my weight, hunger and stomach meters to change. It was a good idea to make it slow, but for the rate of change it was a little bit of a crawl.
  • I feel that the jump in weight class from heavyweight to immobile was a bit of a large jump. Maybe heavyweight → Morbidly Obese (Or “Excessively” if “Morbid” is too sensitive a word) → Immobile would be more understandable.
  • When I tried to restart after I died, I found that the NPCs that gave me items before refused to give me the items again. It was only after I started a completely new game that I could get them to give me the items. A bug?
  • I started the game in windowed mode, but made it fill my screen. The UI didn’t adjust and remained the same size. It was a bit disconcerting, so I shrunk the window into a smaller size. Maybe try to add window size options?
  • I understand you used stand-in art assets for the dungeon, but a little more variety and landmarks would go a long way to navigation, since we have no maps, and bring a bit more beauty to a pretty basic dungeon.

Overall, a lot of problems, but understandable since you’re a beginner dev. For a beginner however, this is some great stuff you’ve got. Congrats on getting the prototype done! :clap:

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Neat little game. So happy to finally try it. Been a long while since I played a good old Dungeon crawler.
Mayhaps add a feature that will alert you to if you move you will encounter an enemy, I got attacked by a skeleton on my first move. I will admit if there is one already I probably didn’t notice it
Will there be more character creation? Like colour and horns or fur, along with some stat bonus to flavour the run and maybe a light class choice like pick a warrior to start with a better weapon pick mage for a bonus spell.
As for more races you can never go wrong with a fox/kitsune. A moth/bee/bug could be fun. Don’t know how unless submerged content is added but fish/mermaid could be cool, and bird/hawk/falcons might be neat. All would be cute in the style like the current available ones
Sorry if all I said was dumb or out of place.

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Finally got around to playing the prototype and I like it but I do have some issues. Most of them (Dungeon not re-spawning and text scrolling off screen too quickly) have already been brought up save for one: how is accuracy decided and is player magic 100% accurate?

Accuracy

My first loss was due to missing the Skeleton Warrior mini-boss consistently during the fight, I had the iron sword at the time and my character was chubby. Later on I found the bloody dagger and it’s accuracy seemed to be on par with the iron sword. Similarly, do the heavier weight attacks have less accuracy than the normal punches and kicks. Was I missing because of the weapons or because my character’s weight.

Also, seeing the fairy bread as a reward for beating the mini-boss made me smile.

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Good demo. I think this has a lot of potential. I generally like the presentation and overall design. 3D first person dungeon crawlers are a fun genre, and this seems like it has the basic foundations for being a pretty decent one, so long as you build everything out well.

Some specific things I like are the fact that you can use float to move while immobile, as well as the crawl spaces. I think those sorts of things are important for this sort of game.

Of course, the game’s still early on, so there’s a lot of rough stuff. As such, I want to touch on some things. I’m not gonna spend any time on balance or anything like that. There’s no point when the game’s this early and there’s so little to balance. I want to focus more on technical issues I noticed and some fundamental ways the game’s handling certain things.

Not gonna spend any time talking about balance or anything. It’s oblivious that this is really early and there’s not much there to talk about. I’m mostly gonna talk about some misc technical issues and the way things work overall.

First, a technical issue. I had some issues with the belly sprite. I run on a 2k monitor, and the belly sprite hovered over the status window leaving a very noticeable gap. Game is gonna need some better options for resolution or at least a better way to handle that sort of thing.

As for the game’s mechanics, one thing I wanted to bring up is that the stomach and hunger values are confusing. I assume that stomach is the character’s overall capacity while hunger is a sort of satiation meter. The way I think it works now is that you can eat up to your stomach capacity, and the food you eat digests, which increases your weight and hunger. The hunger would also serve as a sort of resource for attacks and spells. However, the little portrait in the top right makes it look like the player is struggling whenever the hunger bar is high, which makes it seem like they’re really full, even if the stomach value is 0. My point is, that the system isn’t very intuitive, and the game provides misleading feedback as to what they do.

I would suggest altering things to make this stuff clearer. To start, “hunger” isn’t really something most people think of as a resource, but a sort of status. I think calling the resource stamina or energy would work better and communicate what it actually does. “stomach” isn’t that bad of a name for fullness, but I feel like just calling it fullness while making “stomach” a stat that determines fullness would be clearer.

Personally, the way I’d handle the system is to make it so that food adds fullness. As the food digests, it gives player stamina. Stamina is then used on spells and attacks. Using up stamina while at low levels of stamina would make the player lose weight, where digesting food at max stamina makes the player gain weight.

Also, personally, I’d much prefer number values instead of just percentages, especially when it comes to fullness. I really don’t have any reference for how much 5 fullness is compared to my max stomach capacity until I eat it, which isn’t great.

That about does it. Looking forward to seeing more.

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I first wanna thank everyone that tested the game! It’s really motivating to see that so many people were waiting to play and also thanks everyone that have provided feedback. I have spent some time fixing the most critical issues (mainly the “Restart” button issue) alongside with a few other things.

You can download the new build here: Maw of the Dungeon v0.0.2

Changes
  • The Restart Button is now working properly.
  • Added a short “cooldown” for enemy encounters when starting or loading a run.
  • Added two new non-combat spells: “Shrinkage” and “Growth”
    • “Shrinkage” is obtained by being “Heavyweight” for the first time and will reduce player’s weight passively.
    • “Growth” is obtained by being “Thin” for the first time and will increase player’s weight passively.
  • The “Float” spell now allows enemy encounters but with a lower chance.
  • Armor, Weapon and Spell properties are now displayed on hover.
  • (Hopefully) Fixed a bug with Player experience when quitting and loading a save file.

I’m aware of the text speed causing some discomfort, I’ll see what I can do about that but in the meantime you can click at any time on the Dialogue Box and it will display all recent dialogues so you don’t miss out on anything.

Some of the changes are quick fixes for some of the weight-related issues but not final fixes, I’ll tackle every aspect overtime. But now with the most critical issues (probably) solved I wanna announce that I’ll take a short break from the game just to not burn myself with it. In the meantime I will still be pending on reports and feedback so I can come back with energy and ideas (A little spoiler but v0.0.3 will add a new weight stage that’s for sure). If yet another game-breaking bug appears however I’ll be back to fix that right away.

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if we are talking about text can we get a setting where we can change the size of it, it’s kinda small

Of course. The UI size in general seems to be a common issue, my own monitor is rather small and so I didn’t catch this issue earlier. I will get to address it so elements can rezise with bigger screens.

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