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Well like every AI game, it breaks as soon as you try to do more than just click on the "pass" button.

Prologue situation :

  •  Start with a girl MC. Give her cat ears and cat tail as anatomy. Make the "people you save in the forest" a girl too. Turn on F&F option. and then... 
  • the girl you save switch between being an elf and a catgirl, sometimes MC turns into an elf too. Then during the sex scene, 50/50 if you still get two girls or if it turns into a M&F scene for no reason.
  • Absolutely no idea if, during the "write the scene", you're supposed to give short tiny instructions/keywords, using long detailed sentences, so I tried both, both failed. 
    • Tried again after defeating some boss, it seems the F&F generation doesn't properly work when it comes to more than kissing.
  • Even on "normal pictures", there are some heavy generations issues with 3-4 arms, 6 legs and such.

Combat : 

  • Want to use my skills. They aren't translated into english. And they are barely doing more damage than normal attacks.
  • During the game, earned some other skill, which seems to be totally useless.
  • The victory painted art makes no sense, displaying two futanari (with futa off) while having a male (defeated) vs a female char (MC). 
  • The "continue" button is bugged, need to use the "scene" button to actually continue. 
  • The "scene" totally ignore the MC physical description.
  • Mobs and traps are based on my own stats. I tried to raise my stats, then go back from floor 1... and just met mobs with more HP and traps with higher stat check, making all the stat grinding useless.
  • It would be nice if the servants were coming to fight along, why do they have fighting stats if to stay at home?

Random narrative scene : 

  • Moving onto mercenaries, I'm asked to give them coin... I have 6 gold. I give them coins. I now have 24 gold. 
  • It would be great if the story was fully displayed without having to check on the log for each round. Especially when doing custom made actions.
    • Thinking further, the "story mode" shouldn't be accessible between dungeon level, it leads to wtf situation as you can input whatever you want for as long as you want.
  • After defeating a knight, the game says I loot "longsword + shield", but they don't appear in my inventory. it appears in a kind of "lore inventory" which is totally useless.
  • Talking to a vagrant/courier triggered a "map revealed" feature... but it doesn't reveal anything on the map. No idea what it's supposed to do. Same issue with "boss weakness revealed", no idea what it's supposed to do.
  • The "rest option" triggers mob spawning 75% of time, even if you clear the situation, avoid the traps, clear the mobs, clear the story or whatever there is to do on the map. It's actually easier to heal yourself saying "I breath through the poison gaz and heal thanks to a parasitic slime" than to heal by resting.

AI generation :

  • The "NSFW" content is a "nudity displayed" at best. You can hardly generate a real sex scene.
    • Text will try to use every metaphor to avoid mentioning a sex scene.
    • Picture will display genital but no sex act.
  • The picture generation needs a big fix to stop displaying "chamber" as an actual chamber and not something in a cave or wherever the previous story was.
  • No idea why almost all the char in scene ends up with the MC characteristics. Half the char I met ended with cat ears/tail, especially other girls, but some random men as well. Or they ended naked (because my char is naked when moving in the dungeon).
  • Almost every "fantastic" scene with hybrid humanoids turn into wtf pictures. Mimic (which you encounter often) are bugged in lore picture generation as well.

Back at the "main game" : 

  • The base construction is only available during morning after sleeping, making it bothersome.
  • Honestly no idea how to raise the servant stats. Chatting with them during visit does nothing. Chatting with them outside does mostly nothing or lower affect. Giving them gift seems to raise their affinity, and they just lose it the day after
    •  Fun fact: your servants hate you if you try to do NSFW with them in the dungeon even after doing a sex scene to seal them, making no sense.
  • Lots of translation issues. Try to read the world lore, the summary, char card, and it's 50/50 english or polish. Give gifts to the girl they like, and its displayed in polish.
  • Gears stats are way too low the be useful, when any training give +15 to a stat. Yet back to previous comment, stats are meaningless so...
  • The "visits" are too short to be meaningful. even after raising affection and unlocking the "girl looking for you", it still ends before being able to do anything.

Personal feedback:

  • Absolutely no idea what is the purpose of the game. If you go for floor exploration, the template is "Run into a floor, trigger a trap/fight/story, then you can interact" meaning you interact with traps you already triggered/dodge, or with people you already killed in the fight. 
    • It would be nice to either enter the floor, get the story, and based on the interaction choose to trigger fight/traps/story. Or remove the story when going between the floors.
  • The "outside story" is totally random as you can input whatever, which would be great... if the memory of the AI didn't forget everything after a dungeon run, wasn't so slow to generate text (that you can only read in logs due to size issues), and wasn't always accepting your input (except when AFF is triggered).
  • The dungeon exploration is way too long for the AI capacity. You start at floor 1 doing random things. You end up floor 7 the AI totally forgot what you did at floor 1, especially because actions remains in the same room. Each floor having 10+ room, you can spend hours on the same floor.

Overall, it's fun if you want to do a kind of "create your own story and generate pictures that will be wtf" during the dungeon, but I don't see what the outside is about, which is sad as its supposed to be the main game. There is potential for this game, but it needs more structure in my opinion to have a true meaning.

Recommendations: 

I'd focus on either the "outside dungeon" or the "dungeon run", and make sure this works properly before trying to do the other part. 

If the purpose is "outside dungeon", to build the base, raise the servants, etc, then simplify the whole "in dungeon" time, make it a simple "move, fight, move, interaction, move, trap, move" without other things, and explore further about the servant interactions, the economy management, the story about portals, the guild, the shops etc. No AI beside for the picture/scene generation, no lore impact.

If the purpose is "build your story inside a dungeon", then the whole base+guild thing is pretty useless, and the servant relationships don't matter when you're alone in the dungeon. So i'd try to focus on a party system, make sure the lorekeeper don't delete things between floors, maybe something like "each interaction move to the next room" or something to limit the risk of AI overdose. And remove all the AI interaction outside, or make it so nothing is saved, like in the visit.

And no matter the direction, make sure the AI try to do "roll check" on users input. For example, if the user input "strip naked to lure the guard", make a check. if the user says "fuse with the slime", make a check. if the user says "one-shot everything in sight", make a check. At this moment, the AI accepts everything. So you can steal everything from everyone, make infinite money, earn "map reveals" interaction or free healing just because you asked for it.

But the current situation with both an "inside dungeon story" and an "outside dungeon environment" is confusing the AI between what its supposed to save and what it's supposed to ignore.

Regards,

Thank you for your wide feedback. I will try to reply to every point. 

Prologue situation: True, still early stage. More scenes like F&F i in queue to solve. I am still trying makeing perfect M&F or F&M scenes. Fury is also rather 10% generation for now, but planed also in future detailed tests to correct them. 
About duplicates (there is dice for that to reroll, fast and safety until we have 100% corrections)

Combat: Skills - tried to make some differ, but for now it needs total recovery for balancing whole game, lvl difficulties, exp gaining, skill descriptions (hope you know that they are not hard coded right? :-) I need to speak with your GM that he need to be more specific in that area ¬˛¬). ABout generations its img generation issue, not combat. I will write about those problems in next dev post. Futanari is often problem here, especially when current generation model has no negatives! Yes, negatives don't work at all here, hope its change in future. But I am working on it, for now use DICE to reroll. Mobs and traps - yes, they are rebalanced at first encounter (its my primitive way to make protection against OP characters, have other idea?)

Servants need stats for missions, dates, work, etc. I decide to not include them into fights just because one reason for now, image generation issues, if there are more than 2 person in img, AI create a lot of artifacts, mix thier stats, colors etc. You can say that there is no difference for generator if there are 3-5 people or a horde. You have tight prompt rule for every generation and can't have 100% accurancy betwen peaople in scene. 3 = max to have no drift for now.

Rest option has a chance to rest. You are in dungeon, so it is not safe place. The higher in dungeon you are, the less % you have got to be safe during rest. Its living dungeon. So I made more realism here. Its work intentionally. If you are preapared with a lot of healing potions, you are safe. If not, you can always go back to base.

Random narrative scene - I wrote dev post about it. So its still hard to get all consequences into stat bot. I will fix it soon. About story and log, it was at begining, but there was some issues. Still I will work to make it smoother and will try to give you better output.  the "story mode" should be opened all the time. I am trying to make it hapen from the very begining, but I need to think how and what rules wave to be banned from there you can't do, like in life, you can always try to dig under you, because why not? I just need to think what GM should react for your every output. This is difficulties here, not wtf situations.

Inventory, thought I fixed it, but like you see, probably there was some crash. 

NSFW I treat as reward, but sometimes it would be hard to "cheat on" in game, because it has a looooot of 18+ protection filters, I have to be sure, there will be no minors acts. Every 18+ characters have multi layer guard to be sure every character in scene is adult. That could be your difficulties. Some other like animal or dead scenes are also banned and few more fetishies or illegal content. 

Generations mixing is well known, I am trying to fix it. It can leak some times. Mimic is monster who can change into any humanoid form, that is intentional as well. It is not always a treasure box. 

Back at the "main game",
base construction - bothersome? Why?
Servants - send them to work, guild, brothel, port. Thier stats will grow eventually. Dates also rises thier stats, playing games etc. Gifts also have some progress. I am sure there are a lot work to do to rebalance stats/economy/game at all but its still my first game ever which I make in my free time, more like hobby project also because its free. 

>>>Fun fact: your servants hate you if you try to do NSFW with them in the dungeon even after doing a sex scene to seal them, making no sense.<<< - this is the clue. In dungeon they were bosses/elites. You fought them, that is why you could seal them after fight, where you needed act+fluid+blood to seal them. But seal (with 0 sanity in dungeon) is not that they are always liseen you. They will refuse sex activity after that and its also intended, I don't want them to bee brainless fucking dolls. You can do it if you frighten them, beat them, or make them to like/love you. After they join you, they can't hurt you, harm you but seal don't guaranty that they are maindless OBEDIENT and make anything for you. It needs time, stats or realtions. 

you can spend hours on the same floor. - yes you can IF YOU WANT. Only you decide, or you can click PLAY icon and move on. You choose :-). Even you can build pool and try to make fishing there, it is up to you!

Recommendations: 
If the purpose is "build your story inside a dungeon", then the whole base+guild thing is pretty useless - purpose it to build relations to open VIDEO option ith your character. Open your dream uniersum TRUE DUNGEON (after city trial dungeon) - with your favorite characters, conquer and make realtions to open VIDEO rewards as you wish. I will grant them soon, that is my plan.

I am not building one path scenario for this. Maybe in the future I will make it this but only in place of demo scenes (first 50 turns) as starting point, not a goal. 
>>>try to do "roll check"<<< if it is so simple, I would done it few months ago, but still trying :-)

At the end I am very thankfull for your time. You gave me some simple ideas, even if you don't really have full picture of whole issue and where it exacly is. Thank to people like you I can understand more point of view and try to make smth better. 

Some answers from the previous comment and some more things with a second run.

Haven't tried full fury yet, but F&Monster is working on image generation. Just that "special traits" you acquire through the game gets buggy quickly.

Combat + stats : I would review the whole purpose about the meaning of the stats : 

  1. The stats are meaningful. So there should be some "hard code" about them, like "floor 0-10, expected stats 0-50, floor 10-20, expected 50-150" etc. Then if the player doesn't grind the stats in town, they get crushed further in dungeon. On the opposite, someone taking time to farm, to use the story to gather gold and such, will have an easy time to reward them for the efforts. An OP char is OP because people worked hard to make it OP.
  2. The stats are mostly for show. Then remove the hard grinding through the guild. And like many D&D like, actions are based on a dice roll. The stats would be kept within 10-100 range, slight modifier with level/gear impacting dice result (like 30 agi = +3 for trap detection, 50 intel = +5 runes trap, etc). And then, there is no OP char anymore as there are barely any grinding, mostly luck/dungeon leveling.
  3. For skills and such, the Ai is capable of saying "generate a skill based on strength/agi". then the "combat Ai" shall use the description of the skill to determine output based on player stats.

Servant stats : 

I understand the AFF, NPC_COR, Desire and obedience stats for the servants. But then, in their card, all the "combat stats" makes no sense (str, agi, etc.). In the same way of thinking, the "warrior path" sounds like it would be helpful in fight, when its not. Maybe change to "training path" or something. And it's once again related to the previous part, "are stats meaningful?".

Resting : 

If resting is also a dice roll, then the AI should adjust the way it's generating the text around it. Sometimes I got "disturbed" to be told "The area is clear / you got protected by X / The monsters surged and bowed at you" while resting... well then I should have been able to rest. I understand the "you're in a dungeon, therefore rest is random". But if I spent 5 turns trying to secure the area, putting people on guards, building a nest, putting my own traps, I'd like to feel rewarded by a sucessful rest, not to be disturbed by a winning text (even tho it sometimes gives gold when trying to rest, so not a big lose)

Narrative scene : 

If we keep the option to interact with the people, then I'd like to suggest a dual path based on the "forced fight" : 

  1. We fought and win. Then the scene is no more "Clash with a Standard Guardian — there is no way past them." but "Clash with a Standard Guardian — they are defeated"
  2. If we avoid the fight/go past them, then its no more "no way past them" but "successfully avoided" or something.

But the "no way past them" is not accurate as we just fought/avoided them the second before

NSFW : 

I wasn't talking about the "adult protection" which is legitimate, more about the "choice of words". Using a prompt like "Use explicit, direct, crude, and obscene language for anatomy, acts, and sensations. No metaphors, no euphemisms, no purple prose. Prefer raw terms (cunt, cock, fuck, clit, ass, etc.).", I managed to have a sex scene that sounded like a sex scene, and not like "The merchant embraced your heat and leaned into your body, accepting intimacy as a way to seal the exchange", when it was asked to "fuck my pussy like a slut because I'm broke". That's something to deal with in the core prompt, to adjust language based on the scene I believe.

Mimic : The picture generation of mimic is often hilarious. I had a chest opened with a kind of big cat head surging from it with open jaws. That mimic change form to lure people, that's fine, but the lore image generator should be trained to know what to do when reading "mimic", be it to keep the chest form, or to move to whatever other form was taken.

base construction :

  1. When you follow the story/goals, you're sent into the dungeon. Then you're asked to come back (the goal for going in dungeon  and coming back at base don't update btw). And once you're in your base, you see the "build your base"... ... ... and nothing, because coming from the dungeon is at evening time, and you can't build at evening.
  2. I wake up. I'm broke, because I've updated my gear after coming back to the dungeon, etc. Then I go in the town. I spend time earning money through the lore mode, I go back to the base.. and I can't do anything either, forcing me to sleep. And thus I'm never able to know *how much money* I need to upgrade the things I want before going to sleep.

-----------------------------

Menu/display issues : 

  • Lore menu :
    •  Summary works.
    • Hero and gear is written half in english half in polish (base skills are in polish, things earned through exploration are in engish). Sometimes everything translate back into polish.
    • World library, the world rules are 100% in polish (and hard coded it seems). The other features are random, sometimes english, sometimes polish.
    • Characters are 90% polish. Sometimes I get them translated, but rarely.
    •  The "back" doesn't work. You need to close the tab and opening it again to change from hero & gear to the world library.
  • Please put a warning when using the guild/base menu when in dungeon "do you want to leave the dungeon?" or something. It happened multiple time that I wanted to check something and just ended up out of the dungeon.
  • Need a menu to interact with the whole interface. Currently the way is "Guild > go back" so we can use the market and other things. I also once managed to go on a "outskirt" menu, no idea how I managed it, and never been able to move back on it.
  • the "GM is writing" is "GM pisze".
  • The "servant job" menu is not size adjusting / scrollable. With 4+ servant there are size issues.
  • HP bar issues : There is 2 HP bar. The "100%" from the HP bar displayed is not the real "100%". I start fights around 95% hp even when fully rested.
  • Mana consumption doesn't work, skills are used for free. Mana traps do reduce mana to 0 sometimes though.

Lore generative issue (random appearance) : 

  • (rare) In the proposition : Player STR: T1] "xxx"
  • (common) In the lore DIALOG [Mercenary Leader]: xxx
  • Got a "FX SKILL | xxx" once

Dungeon exploration : 

  • Some more "save point" would be nice. I went from 11 to 31, and the "go back to town" still says I would lose all the progress. Also, I haven't met any boss/elite to turn into a servant from all way between these floors, despite story mentioning "BOSS" multiple times.
  • Some sentence trigger a "next level" without being the purpose of it. exemple : "Arch my back and press myself deeper into his grip, letting the humming warmth consume me." ==> moved to next floor

Combat, the entire module, is currently "temporary." I spent some time developing (I remind you) a framework for running combat through code in the AI chat generator. I fully agree that it requires extensive testing and appropriate modification to create the right atmosphere and fully implement the mechanics of a typical RPG (buffs/supports/debuffs/speed-increasing skill mechanics/immobilizations/traps/consume or "one-time use" items/refined damage/temptation, and a separate NSFW mechanic). All of this still needs to be refined, and perhaps even overhauled :-) I want this area to be a strategic element, but also generate combat satisfaction, not be treated as an afterthought. I'm also considering introducing skill animations, damage, or appearance changes, as currently, these are limited to changing clothing layers and plain text. The combat log isn't impressive either, but not all at once. Developing further grinding elements means expanding the "neighborhood," meaning events, events, and perhaps even locations for leveling up outside the dungeon.

Regarding minion stats, I'd like to incorporate them into land defense in future updates. Currently, they're limited to guild missions. Not every minion can take on every mission, but it's not yet intuitive. Ultimately, I'm taking inspiration from games like Slime/Shield Hero/Arifureta/Naruto and Frierien. Some elements need to be planned from the outset, organized, and systematized so that the later introduction of new game mechanics has something to build on. For me, each character, and their character sheet, must contain a complete set of information about the character, from their precise appearance, origin, weapons, and skills, to their canonically defined starting stats. I know that not all the elements you see in the game are yet clear and their use is fully understood, but as a fan of strategy games, economics, and RPGs, all of which are combined with hentai/NSFW, this is my cup of tea. Personally, I think there's a lack of games that combine beautiful graphics with compelling storylines, while also being challenging and rewarding for effort (like the Sengoku Rance series).

The formula (sex + violence + epic scenes) works almost everywhere. It draws inspiration from plot twists like "Game of Thrones," "Solo Leveling," "Player One," and many others. The setting I want to create here is multi-threaded, allowing the player to transform it into a world like "Tensei Shitara Slime Datta Ken" or "Sword Art Online" one moment, and then into a SIM Date with our favorite characters the next, with interesting and sometimes unexpected plot twists. That's why character stats are essential. In a year, this game will be completely different. What I started with and what it is today is proof of that. Moreover, I believe that the comments and input of other players, their expectations, and the development of new suggestions will open up the possibilities and potential of this game, rather than adding further barriers and closing off other possibilities.

I've adjusted the resting time slightly; now, after clearing a room, there's a greater chance of resting. Realistically, the idea was to have a system that forces players to return to base (in this case, the sanity parameter), so that the entire dungeon can't be cleared in one go. So, making it difficult to "costlessly" heal wounds and rest is also justified.

Regarding avoiding combat, I see it this way: you enter a level and see that to progress through the next room, you have to pass a group of enemies. In real life, you can either backtrack to where you were or try to avoid them. But when they're directly guarding the passages, it's difficult. The game currently needs clarification on this mechanic, and I agree, but the combat avoidance feature was created in response to a report from the early stages of the game, when it turned out that upon entering a given floor, the player would be ambushed (and immediately combat) and left after the first turn because the three enemies were so strong they couldn't even survive the first turn. The mechanics definitely need to be improved.

NSFW: Yes, the "vulgarity" of the language, or rather the precision of the scene descriptions, still need to be refined. I'll probably leave this option as a default setting for the player to choose. This will be the game master's default language setting.

Mimic: I was initially confused by this effect, but in fact, the mimic can imitate any character, and the graphics are only a momentary representation (screenshot) of a given scene. So, it's allowed to show three images: 1—a chest, 2—a half-form, and 3—a dragon. This will become more intuitive later, as we further develop the scene description, the combat narrative, and the animations and transformations.

Building a base in real life: you go to town = time, you work = time, you come back = time. Of course, time passes. A small consolation: you don't lose anything besides fixed costs, so planning your build in the morning also takes time. I understand that there's a missing information tab that can be opened at any time, rather than the logic behind the mechanics? I'll add it as an information panel about the base.

Translation errors have been a nightmare for me from the very beginning. I try to avoid them, but sometimes something slips in. The next version of the translation should eliminate most of this. And this is an urgent problem, so I'm addressing it immediately.

I'm including the broken elements in this patch, so they should be fixed. Regarding HP, going a level lower also consumes HP, and this is intentional. Traveling also causes fatigue, and I don't want to introduce a separate statistic for this.

As for the next level... you probably found the glitch by skipping the city dungeon. It was designed for 10 levels (as a training level), and after that, you have to build a portal altar in your base and then find the real dungeon.

I forgot to close the city dungeon after completing it. This is supposed to be a closing animation and direct the plot to the search for the real dungeon in the jungle on the outskirts of the city (visible on the main map).

Thank you for the further feedback. I'm implementing it immediately.

Five turns fortifying a room and still getting the same rest outcome would feel rough 😅 Your point about preparation changing the odds makes sense—even if it can't guarantee safety. Otherwise the clever plan is just extra typing. 

About resting after fortifying a room: there is no separate fortify action, so turns spent fortifying don't change the rest roll. What changes it is the room itself. Search it (+15%) and clear it of enemies (+20%); together it's capped at +25%, max 80% for a safe rest. The game rolls the dice itself and the AI has to narrate that result, it can't re-roll it. Does that match what you saw in your run?

Ahh, got it—thanks for breaking that down! 🙂 I was reacting to Stratezo's report, not describing a run of my own. Keeping the dice outside the AI makes sense; I'd want to know when an action actually changes my odds. Does the rest screen show the search/clear bonus before you commit?