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Dungeon: Keep Her

Create and defend your dungeon from pesky invaders in this 3D strategy adult game · By keepherdev

New mechanics suggestion

A topic by ResidentLurker created 59 days ago Views: 1,070 Replies: 8
Viewing posts 1 to 3
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1: It would be more realistic to have other ways of making the invaders and such serve than asking them how they are over and over again or buying things to gift them. I understand the kindness factor, but it needs something a bit darker to even it out, especially for those that want to do an evil aligned playthrough. Yes, the zombie route works a little bit for that, but breaking their spirit or keeping them in line through fear would fit as well, without rendering them a zombie.

2: Having the ability to select the player character's learned abilites when interacting with the girls themselves would also be something to look into. It's a little irritating when you get a new servant that you want to interact with, only to have to wait for the shop to be selling the book with the desired position or method to teach them. I understand that you can interact with the player character themselves in order to accomplish this, but with the huge number of servants you have at later stages, finding the right one in the list again can get tedious.

3: Having the ability to actually do something other than watching an invader walking around aimlessly in your base would not go un-noticed. Currently, you either have to just let them wander as they please, or spend coin to banish them temporarily. Being able to dispatch servants to intercept the invader, or being able to move the player character between rooms to intercept them personally would be much more engaging. This would also open up the ability to introduce more than one invader at a time, and make it more like a tower defense or rts style game.

4: Have the ability to keep track of learned recipes in crafting and alchemy would be a huge bonus. Keeping a list of recipes open on a second screen isn't possible for everyone, so being able to scroll through a list of learned potions or items to see what ingredients they require would be helpful. The list could also be used to automatically input the proper ingredients into the alchemy interface.

5: Adding a help tab. When I first installed, I was completely lost on everything due to not knowing any controls, or what buttons on the screen did what. I was almost an hour in before I figured out the combat system is not only attached to the characters themselves, but also the weapons they are carrying, and in a few minor cases, their other equipment. I still don't know if the player character can actually move into another room without physically moving the throne room itself.

yeah and i would like a function to increase text size, because it is a little annoying to need to get all up and personal to my monitor screen just to see anything and even the tutorial was confusing so i would like a "help tab" as well.

(1 edit)

Point number one is something I would like to see outside of just a rather big dialogue overhaul in general. The relationship changes the overall dynamic of the character, on top of needing to do more to build a relationship and be limited daily, etc. Such as only being able to talk to a character once per day, or gifting them one thing per day. (KeepHerDev, MOAR gifts, please! Flowers! Chocolates! Dolls that don't make my workers sad little antisocial workaholics!)  The current iteration is such that KeepHerDev added a consent button. Honestly, I get it, some of the characters give a lot of mixed signals and it's rather cumbersome. Hopefully, a dialogue update will make it seem less R-word-y in the future. (Also, when asking "How do you feel about" about the PC, the characters don't seem to understand that "PC's name" and "me" are the same person, and tell PC to F Off and that "Me" is the messiah)

Point two, while annoying, is fine as is. If you select the PC instead of the servant,  guess who gets pregnant? The PC is considered the receiver in all interactions they initiate unless doing a pink card in combat. I would like to see the other picked character in the interaction also have a stat block, much like in combat. It's difficult to tell if the other characters involved are truly enjoying themselves or about to die, etc when using tools.

I wouldn't say your third point is so much an annoyance as it is your base build in general. If you would like an invader to go a certain route, then make it happen at the start. Unfortunately, there is no way to remove rooms at the moment, so you need to have a straight line to an assigned "worker". (I keep my main "guard" assigned to an Infirmary two or three rooms in, following a barbed wire trap, with my throne room immediately following the Infirmary, and my dungeon branches off from there). 

When an invader kills my main guard and myself, I'd rather them just loot me and get it over with instead of watching them slaughter all my level 1-10 slaves and harem waifus. This is the first update I haven't needed to use a single cheat so I can get all my money back with no problem. Currently been able to have a perfectly self-sustaining dungeon with only about 21 rooms where I gain more resources than I can use between invasions.

Point four needs no comment, spot on. A new crafting interface UI would be superb, and I would like it to be initiated from the corresponding room with an assigned worker possibly increasing production as well. I.E Regular crafting from a workstation, and alchemy from an alchemy room, bandages at the infirmary or workstation.

As for point number five, the game tries to start your origin off as a new keeper when building your character and will give you a tutorial from there. It mentions it when you skim over it, but I do agree there could be an in-game menu of tips and general knowledge. Like how does your OC level up? Room count? When your other workers gain xp do you get some also? /shrug (Seems to be the latter)

You make some valid arguements, but seemed to miss the points I was trying to make in several places. 

In my first point, I'm asking for a darker, more domineering pc build. Yes, the new npc's are technically slaves, so why on earth do we have to make them fall in love with the pc in order to build our harem? Fear of punishment based obedience is a real thing, just look back a couple hundred years to see what I mean. Sure, it brings a lot of negative conotations with it, but it would be a more realistic approach that people may want to take part in.

In my second point, that's what I mean by mechanics. Having the ability to select a position or skill that the PC character has learned to automatically select said character for interactions while making them the dominant partner would make it both less resource and time consuming to be able to do specific actions with a new npc. Having to wait weeks at a time to find a book to teach said new npc the position or action desired is incredibly tedious, and the supply of said books in the first place makes it near impossible to stockpile them for later use.

My third point is being able to take more direct action when an invasion happens. In real life, if someone breaks into your home, are you simply going to sit in one room patiently waiting for said invader to find you, or are you going to be proactive in engaging the threat? I have a dungeon layout that forces invaders into a set path to be able to make it further in, but it would create build diversity instead of one snaking hallway. Also being able to send a unit to find and intercept the invader means you no longer have to have npcs stationed strategically yet unproductively in the way to slow down the invader.

Point four you seemed to understand my concerns spot on, and even added to the suggestion. Thanks for the improved ideas!

Point five was apparently also well received, so thank you for that. It took me a while to figure out how to even get to the market, and even after I had found it, I immediately forgot again as I had stumbled across it by complete accident and spent almost ten minutes trying to find it again after I closed the window. The controls could also use at least a hint or tutorial in the menu, as well as possibly enabling some way to change keybindings so that you can open the market or alchemy by mapping it to a specific button.

I completely understand your points, but as you seemed new, I was doing my best to be a bit informative. 

As I said in your first point, I would like to see that. I suggested the relationship/dialogue overhaul because as it is now, torturing them does nothing in terms of behavior, they are indifferent. The crying mechanic will happen to any character with a low enough Mind stat, so I don't count it as shock wand or Paddle specific. A new Fear stat would need to be added behind the scenes along with a Love stat to determine the Relationship, as at current, a relationship doesn't go down at all once it's up. Itch.io does have rules when it comes to "glorifying sexual violence" however, so any kind of content would need to be brainstormed. The requirement to have a character be very turned on to initiate sex without worshipping you could be improved but this would involve a more streamlined interaction system in favor of a more traditional "Pick two characters, pick/swap positions". In particular, we would likely need a specific room with some specific furniture to allow such acts to occur to the more "difficult" servants/slaves. I believe this would solve your second point as well to a degree. (you will still need to buy or "unlock" the positions).

For point three, when I first caught wind of this project I was expecting something more like DungeonMaker by Game Coaster where you build a dungeon specifically to defend yourself from heroes with large groups of cute monster girls and trap tiles. I came in slightly disappointed, but I can see the potential and love going into this project. The dungeon defense could be more engaging absolutely. Outside of completely scrapping the current system, I'm at a loss as to what could improve it. Adding more invaders at a time would be cumbersome to the Player without allowing some form of auto-battling to occur with the others you aren't controlling. And with that comes the issue of needing multiple servants leveled up to handle the workload. If they get overrun do you wait until they make it to the Throne Room after auto-battling your poor farmers and miners? (I doubt an invader would make it through so many workers without fail, no matter the level). In that regard, being able to initiate an invader with whom you wish is a good idea but a different combat system in general is preferred. Who goes plundering ancient ruins by themselves? Those things are designed to keep people out. Regardless, the game is still in its early stages and can be literally anything come another year. I'm just along for the ride as in just a year already the game has come a very long way. If Dev decides to keep the combat the way it is it wouldn't be the end of the world, but I feel a change could turn it from good to great.

For point five, outside of staring at the research tab and reading everything carefully, you don't get much of a tutorial, the game does try here and there like "you need an alter to do a ritual", but the marketplace is a smidge hidden, all be it not necessary for quite some time in the games current version. I mostly use it to buy clothes and xp gems at this point since the breeding system alleviated a lot of issues. I do send out any dead invaders I revived, either out for more gems or the slave market. In most cases the slave market is a good source of gear, since you can buy the slaves with legendary gear for the same price as the weapon itself amusingly. (What slaver allows a slave to have warrior armor and legendary weapons????). That being said, I've no need of all these weapons since the combat only allows for one or two guards.

I totally agree with key bindings, btw. Only having a way to speed up time when I could have a binding for all the menus sucks. At least we have a "center camera on throne room button". I do find it odd that you couldn't find the marketplace though. Did you not click on your inventory at all?

As far as not being able to find the marketplace, no, i didn't check my inventory. My reasoning was "well, I don't have any gear that's stashed away in my inventory, so no point checking it!" Only after I grabbed my first couple of invaders did I bother checking the inventory tab, and that's when I found the market, making me feel about as dumb as a box of rocks.

As far as the Itch rule about "glorifying sexual violence" goes, there are other games here that skirt the issue a bit, albiet in different ways, such as not actually showing it on screen, or not having the links to download on itch. A notable, and very popular game, simply has the game description and a link to his patreon, where the game is provided for free. Another game has the violence and sexual content separated by a fade to black and a few lines of dialogue in between a fistfight with the person being subjugated and receiving a blowjob from the losing combatant.

So with that being said, with it all being censored so heavily, what is it you truly desire DevKeepHer to do with the whole torture to sex scenes you are asking for? Torture devices are already in-game and do arouse the characters however slightly, so there is no current problem with how it works as no violence is depicted during the interactions available. We just need some behavioral additions to add in the fear/consent and the interaction limit to be reduced based on the fear stat, yes? We can already basically rape people in combat so it should be easy to implement.

Im not talking about what basically amounts to rape, as that would be explicitly against itch TOS. What I'm talking about is some other way to gain the loyalty of the invaders you capture, such as having a dungeon to put them in or something similar to break their spirit and force them to work for you out of fear of punishment. I just find it odd that "oh, someone invaded me and attacked my servants, let me buy them gifts to make them like me!" is basically the only way to be able to get invaders to start working instead of just being bound in the cells or throne room. Adding in a system that is more in line with realistic approaches to irl 'indentured servitude' wouldn't go amiss. Could even make it so that the invader would do whatever job you assigned them, but they would still be unable to have sex with until they become loyal enough later on.

Well, you don't necessarily have to get them to like you to work for you at the moment. You can ask if they will serve you and they usually have a "buy-out price" based on how much they like you. It's basically the same as buying a slave. They work for you no questions but still hate you. Slaves are way cheaper, so unless you REALLY like someone you captured, sell them. I do think a fear/spirit-type system should go in place. Currently, the "Warden" trait only gives about 1-2 relationship a day if you have someone with the trait assigned to a jail cell (not a binding cell sadly) with a prisoner in it. So I think a "Torturer" trait would be a good alternative to that after a "dungeon" or "torture cell" is added. To note, anyone assigned to a jail cell will feed and clean the prisoners. A setting to tell the torturer whether you want them to clean and feed certain prisoners should be added, I ain't about to assume DM wants their slaves treated nicely (or certain ones). I know I've had a couple invaders that have been complete jerks.

Yes, forcing them to work the moment they are captured should also be a thing IMO. But I'd wager you would need to assign a guard to the room they are assigned to. Since removing their gear doesn't happen in this game, if they get free they'll just run rampent again.