~DiscipleOfIlias's list~
I love evil women| Name | Finished | Translated | Links | Score | Note | |
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| 1699 | Castle of Temptation |
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10 |
More than anything, this game was FUN. It really shows the potential of the Action Eroge genre.
The developer really understands what the player thinking in a lot of spots, and plays with these expectations to keep you on your toes, with fresh situations the whole way through.
It's only a shame that it isn't longer.
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| 1583 | Confession Game |
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10 |
An eroge masterpiece, one of the crowning achievements of Otawa.
Confession Game boldly stands out from other RNTR titles. Despite being my favorite genre, RNTR games are pretty rare to begin with and often just plain suck, suffering from bland lead heroines, and uninteresting antagonists using uninspired and/or ham-fisted temptation scenarios. In other words, RNTR writing necessitates being really good—arguably more so than regular NTR titles, which can just barely scrape by on focusing on corruption. Confession Game cracked the code, being so good that it actually ends up influencing later RNTR titles (including spawning straight clones like Honey Trap Amnesia).
The first piece of the puzzle is making a charming main heroine, and giving us a convincing argument to be guilty about betraying her. The second piece is making three antagonists, who, despite being 'evil women', are still really, really likeable. Each of them stars in a steadily escalating series of erotic scenarios that also build their backstory in an interesting way. By the end, it's not unusual for players to be big fans of one or the other antagonist heroines. You really can't be blamed for losing to any of the three girls. It's not hard to do, because they're all likeable and worthy heroines, even over the main heroine.
If I had to complain or knock off a point, it would be that because of the engine it's a little janky. However...It's a visual novel, basically, and so the gameplay doesn't really suffer from its jankiness. Objectively speaking, I should perhaps rate this less than what will later be, arguably, his magnum opus, Colorlust Oni, but Maika has, and will continue to, "defeat" me dozens more times than all the Colorlust Oni characters combined.
After all, I always seem to come crawling back to Maika.
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| 1663 | Monster Girl Quest Paradox 1-3 |
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10 |
MGQ, and especially the character Ilias, was the Eroge that got me into Eroges. MGQ:P is the sequel that evolved the IP into a full JRPG with a properly thought out combat system and universal mechanics that allowed them to include an absolutely astonishing amount of content. In this sense, Paradox is best described as "ambitious", and the curation of content is best summarized 'wide net': you won't like everything you find, but you WILL find something you like.
While there are many references, you don't need to play the first story to follow the plot of this game. Ilias, who was our guide in the previous game becomes a possible companion in this title, and the insight that she has to offer about the world gives a much different feel from Alice, and she's really funny, so I suggest bring Ilias along if you have played the first game already. The gameplay, beat-by-beat is just an expansive JRPG with a whole world to explore. It's not terribly innovative in this sense, but the content is not only voluminous but well-polished. Quests and side-quests are engaging, and the side quests that aren't (like collectathon ones) are skipped without much punishment, so you can rush the story on e.g. a New Game+ run if you so choose.
Regarding it's characters, a lot of people feel passionate about MGQ, in a way that reminds me of old anime IPs like Naruto. Characters are memorable and have a lot of charm, and many forum arguments have been had over how correct Ilias's past actions were, or which of the Six Ancestors are the most evil, or which of the Four Heavenly Knights you would want to marry. The writing is funny and competently paced, giving even evil characters get a chance to hold interesting roles in the plot, with no one character becoming overbearing (except arguably Sonya).
This game stands as a fully-fledged RPG apart from it's h-elements. You have a staggering amount of customizability not only in selecting your party from hundreds of characters, but also customizing those party members through the availability of a job system and tons of weapon types and accessories. To describe the depth of this customization, let me describe your options in defending against a physical multi-hit attack against your party.
You can:
1. Use Aggro-Up to solo tank with a character resistant to phys damage, like an Insect.
2. Use a solo dodge tank.
3. Use a priority stun like Leg Sweep from martial artists.
4. Use a Lamia to give you party-wide nullify phys screen.
5. Give a party-wide dodge buff using a harpy.
6. Nullify the attack using a skill counter like Daystar.
7. Give the party an Endure + Revive using Shield Hero.
8. Use a really tanky healer, then party-wide res everyone at the end of the turn.
9. Have a tanky character aggro hits, that regens 60% of their hp at the end of the turn.
10. Use a doctor to give everyone Max HP up + Give them HP regen.
11. A combination of the above, or etc.
I apologize for the wall, but I've only talked about some defensive mechanics - offensive mechanics are even more diverse, from Nightmares who completely ignore the normal damage system and only interact with pleasure-type damage to Oracles, who can take 4 turns in one to gamble with a deck of cards, and do hilarious things like open combat with applying a ton of random debuffs to both allies and foes.
A lot of this game's appeal comes from learning the combat mechanics, creating your own strategy around the characters you like, then strategizing to beat difficult bosses. It's very satisfying, and you keep getting offered new and interesting ways to play the game, which is surprisingly fair (somehow!?) up to and including the highest difficulty, Paradox. My own save file reads above 350 hours of playtime.
The TL;DR is this: If there is one universally recommendable title among Eroges, it's the now-legendary MGQ series which will be remembered and played for a long time to come.
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| 1585 | Succubus Academia |
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10 |
This is the GOAT of H-Games. Production value is cranked up to the max with various recognizable artists, Cres. on the soundtrack, and even cameos of characters from other popular works (which I won't spoil because every one I met was a happy surprise!).
The only problem with it is really a matter of taste — the succubus aren't necessarily evil, but they are sure as hell dangerous. In fact, they're guaranteed to kill you over the course of the story, and death operates as a central mechanic. This is a turn-off for some people, and if that's the case for you I don't think it can be overcome in this work. On the other hand, I like this vision of Succubi a lot, as it marries Horror elements with the Succubus genre in a mix that contributes very well to the atmosphere (think Succubus Prison).
Succubus Academia cares a lot about atmosphere, and regularly comes up with new and interesting scenarios that work by bouncing off of this 'surreal horror' dreamscape. You'll know very quickly if you "vibe" with the game when you play it, so I strongly suggest you try it out. As far as I'm concerned, it's one of the top 3 best Eroges ever made. 10/10.
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| 1885 | Afterschool Mix Fighters Boy VS Girl Battle |
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9 |
Where to begin? I call this game "Boxing Club", and when I first picked it up the MTL was so bad that I stuck it in SLR Translator and retranslated it with another LLM. With untranslated system menus and questionably word wrapped text, I went on to find a shockingly high effort work that is now one of my favorite games. No gem has been so overlooked as this.
Boxing Club is an Asymmetric BF (as in, the girls use sex moves, not you), on an open-world that takes place in something something High School, where they give the student council near full autonomy on school matters. After being humiliated by a member of the Student Council despite being a Boxer yourself, the Student Council tells you that your shitty club can't produce any results and is going to get shut down and moved out of its awesome club room location to make way for some arbitrary one of the Girls' clubs.
The Principal intervenes, and tells the Student Council to give you one last chance to prove your worth, meritocratically. The Student Council Pres agrees, and offers you the following terms:
1. You will defeat each of the Sports Club Captains and obtain their [Gym] Badge. When all badges are obtained, you must confront and defeat the Student Countil President.
2. Additionally, by defeating various other students (who have club funding incentives to fight you), accumulate a certain number of points.
3. This will be done by the end of 3 months (everything in this game causes time to pass)
4. If the time period passes without successfully completing the above, you will be given one last chance in a final (very hard) Tournament.
So with this, you are left alone to roam the very large school grounds. You can do whatever you want, from here—you can immediately fight the captains (and probably get your ass whooped). You can train in your club room to improve your stats. You can fight non-badge clubs for points and make friends with them, and they might help you in return (most interesting is the delinquent squad, who unlock at least an entire new ending). Depending on the day of the week, you can also run into random events with the girls hanging out there. Or, you can also just job and lose, and this will affect the mechanic known as Pride.
Win, and your Pride increases. Lose, and you may not only get a debuff which makes you weaker to the temptations of that particular girl, but you will also lose Pride. If your Pride gets low, you get access to a new set of content, including new girls to fight who may take advantage of your pathetic state. Some girls will even give you their underwear (some you can steal) so you can jerk off and lower your Pride even further while resting at home.
As a matter of fact, losing to any one girl is never game over...until three losses, after which you are functionally forced to become her servant. With significant dialogue changes in every fight that arise from this, and the strong and varied personalities of the girls in the school, it becomes VERY interesting to rematch girls you have lost to. Some of my favorite endings are loss states to specific characters, e.g. Cheer Captain.
Anyways, how do you fight, yourself? Your list of attacks is short, but there is a lot of depth to them. Defending gives you a lot of TP and prevents you from attacking into dangerous traps, e.g. against Judo girls who can counter throw you if you hit their stance. Basic Attack, or "Jabs" have prio, and do little damage, but give you accuracy buffs to help your other moves hit (accuracy is a big deal in this game). Rush property moves are multi-hits which are another way to avoid Counter-Attacks, and rely on the Technique Stat, but they are especially affected by defenses. Straights are Strength-based, and do great damage, but they are slow and susceptible to debuffs and counters. Body Blow does little damage, but it debuffs the opponent's speed and defenses, letting you follow up with Uppercuts, which are incredibly inaccurate (which you can solve with Jabs and Body Blow), but hit *really* hard, and can sometimes even stun the opponent (some girls are more susceptible to toppling than others). Instead of Uppercuts, you can also focus on spending your turns alternating Left Punch, Right Punch attacks, which have incredible power the longer you continue the chain. There are a few others you unlock as you train in your club room, and every one has a unique and meaningful utility. Even the healing move, Clinch, can come in clutch or backfire depending on the opponent, ranging from girls getting embarassed, to getting incredibly angry and going into berserk, to girls taking advantage of it and counterattacking with a grab move!
Every girl has her own style, that reflects her personality and club. Judo girls can counter slow attacks, and put you in a chokehold that you have to struggle out of (Judo Captain is my favorite, and arguably most difficult, fight in the game); Track Team has a ton of endurance and wear you down slowly. Gymnastics girls debuff and trip you, and Delinquents constantly endanger your temptation bar.
You can fight girls while SIGNIFICANTLY underleveled if you understand how to fight them, and that's how skill expression actually arises in this game. Unironically, this is one of the best turn-based combat systems I have ever played. It's FUN to fight, and beat opponents that seem impossible to beat at first by changing my strategy! It gives the girls so much more flavor to have this type of mechanical expression.
There's a LOT of personal expression in this game. Since you can go anywhere in the school, create your own style of combat, equip accessories to support your style, decide to play high or low Pride, your playthrough is unique to you! I will always remember this game, and I truly believe the only thing holding it back from being better known is the lack of a high-quality translation.
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| 10121 | Colorlust Oni |
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9 |
I have never wanted so badly for an indie game to have had a higher budget than this one.
Colorlust Oni has good writing — and I don't mean 'H-game good', I mean just good. The plot is engaging and well-paced, the characters are varied and likeable, and the H-scenes are seamlessly woven into the plot. In fact, it's a little too good for it's budget: the art is distinct and character faces are expressive, but the 2D animations sometimes look awkward; the game has interesting settings, but the maps visuals fall short; the combat, while it holds some interesting ARPG ideas, still runs undercooked and is severely limited by the constraints of the RPGM engine. This isn't to say that the production value is poor, but rather that it deserved so much more. That is to say, for all the strengths of this game (of which there are many), if only it had the production value of SQDT's Succubus Academia, this would reign supreme as the greatest H-game ever made. Alas, we can only hope for the pipe-dream of one day getting a "Colorlust Oni: Golden Edition".
This game is full of good ideas for scenarios, convincing me that this erotic genius of a writer is the backbone that holds the lagging elements together. While Hall of Corruption's previous titles chiefly serve RNTR, this game instead only lightly touches on such elements, devoting most of its screen time to the mysterious Shrine Miko, Ruri. You'll fight alongside her against various "Onis" that each have gimmicks, ala Three Charms. You'll also meeting some other heroines (who all have good scenes), but the game strongly invests into a "pure love route" with Ruri. Perhaps you might suspect that boring if you were engaged by the RNTR of the previous work, but this game's emotional payoffs are well-earned from the attention it places on developing its cast.
I don't want to spoil anything, so I'll end with this: give this game a serious read, and don't skip the story. Hall of Corruption is proving to be consistently ambitious and competent, and from this I've come to trust their work so much that I will day 1 purchase anything they drop from now on. P.S., Asagi and Grey Oni are my favorite characters, but it's hard to pick a favorite from such an amazing cast!
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| 1779 | Eroico |
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9 |
There isn't a lot of content, both as an H-game and a Metroidvania. However, it does well at both, and is still to-date the best Action h-game that has been released, in terms of the sum of its tightness of controls + level design + enemy design. While there's nothing novel here, the level of polish is high.
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| 1994 | Haruuri Card Gamers |
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9 |
A love letter to TCGs disguised as a Hentai game, this game is much more mature than it initially lets on, despite being a loli-focused work (such works usually focus on moe elements). If you start it, you should play at least a couple chapters before dropping it, as I myself found it a slow start, both in gameplay and in story.
This time, I'll start with the H-scenes. What's notable is how creative the scenarios are. The MC shota-kun has some lewd thoughts, but finds it shameful to show them. This sounds unexciting, but the girls react to this by giving him plausible excuses to have sex, which turns out to be a masterclass in seduction content. The scenarios all hit it out of the park (My favorite is Makiri!).
So should you bother with the stupid little card game? I think so. After the passive mechanic is unlocked, there is a lot of exploration to be had with the mechanics. You can target grief difficult fights by loading up a counter-deck, but what's more interesting is trying to play it like you would an actual TCG, which is creating a deck which can deal with a well-rounded field. I found it interesting brewing all sorts of different strategies.
I think that the devs understand well the appeal of TCGs as specifically *a means of self-expression* (meeting with people, deck-building as personality, trading cards, ect.). Perhaps this theme, which manifests in both gameplay and story elements, hit me deeply because of my heavy involvement in, and love of, TCGs in my younger years.
The game doesn't have "secrets" per-se, but it witholds its hand until the very end, drip-feeding you new things to play with constantly. I got really hooked, and while I think some of the elements run a bit shallow (some more character side-quests could have been put in), I really respect this game a lot and strongly recommend it to even anyone who wants a good story, if not just loli lovers.
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| 1631 | In the Hamlet of Petite Bigtits |
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9 |
This strange game is the best eroge I can't properly recommend.
I downloaded this game when it was called "In the Village of Busty Lolis", but I guess someone, much like myself, couldn't find where the hell the lolis were in this work. On the other hand, 'Bigtits' is accurate, and that is literally the only sexual content you will get involved with in this game — no oral, no penetration, ever.
That's all well and good, since the art is nice and the diversity of characters keeps the scenarios fresh, but there's something amiss with the gameplay. Your experience will go something like this: You WILL accept the nth Radiant Quest to collect 5 stingers, which you WILL memorize only drops from Scorpions in the western side of the Swamp area — and no, there's actually not an Item Encyclopedia, so you better keep a notes.txt open while you explore new regions. So anyways, go and [Invite] one of the girls, slap a weapon onto her so she can help fight, and get to your daily farming.
Thankfully, you can ask the girl accompanying you for a titjob whenever, wherever from the Talk menu. I like that reprieve, because there's no map, meaning you'll go insane (IRL) after being forced to backtrack and memorize every corridor of every zone while completing the aforementioned quests (though there are also other, cooler character-specific quests).
The line between "comfy" and "boring" is slim. But when I experience the eerie atmosphere of this game, the surprisingly large amount of reactions the girls have, and ponder the backstory which is mostly only indirectly stated, I feel really at home in this bizarro village that I keep coming back to again and again.
The game sticks in my memory, and I fondly remember it and open it to play even years after my first playthrough. The repetitive gameplay has grown on me like a farming sim, the music plays in my head spontaneously throughout the months, and when I do play it I end up accidentally finding a bunch of secrets. The game contains a deceptively large amount of content.
It's a slow start, but the payoff is high. You have to play the game on its own terms, but it will reward you with one of the most memorable settings you'll ever play.
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| 1648 | Monster Girl Quest 1-3 |
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9 |
This game is a cultural artifact that served as the gateway for many (including myself) into the world of eroges. As a result, there is a certain nostalgic factor that many reviewers will feel towards the game. However, it genuinely lives up to its reputation, and has become the defining "monster girl" game for about a decade.
The format is essentially a VN with itermittent JRPG combat. You don't have an exploration experience, nor can you really grind, but battles are a means by which monster girls can use their special moves on you mid-battle. They'll tackle you, hold you down, and rape you in ways specifically unique to the monster girl's traits; lamia girl wraps him up, the harpy dodges his attacks and carries him into the air, and the spider girls—eat people. This is what makes it a proper "monmosu" game: it's truly *monster* girls, and not 'human girls but they have cat ears'.
The vehicle format for all this is a Shounen adventure where Luka grows from a naive protagonist into a more mature, true 'Hero' while keeping his honest heart. His companion, Alice the nth, goes from tsun to dere, and becomes less fatalistic or something. Shounens were more in style then than now, I think, but Luka's adventure feels familiar and epic in the right spots as a result. The writing for the game is very competent overall, and well storyboarded (at least until part 3).
The most central theme to the plot is coexistence between "monmosu" and "human". More specifically, "these species are *truly* different in non-negligible ways, so can they coexist despite that?" Luka, who is optimistic about it, travels to various locales and sees how different cultures define their relationship to monster girls. Some places are servile, some are militaristically opposed to monster girls, some coexist. This can be written about at length, but then this review would excessively long(er).
ToroToro's content philosophy is basically wide net, i.e. you will not like everything you see, but you will eventually see something you really like. There are somewhere around 100 characters, with a very wide range of personality and scenarios. You will find gross stuff (Xelvy), cute/cool stuff (frfr), and a lot of other standout artists (Jingai Modoki). My favorite is frfr, who, among other great designs, did Alma Elma, Lucifina, and Goddess Ilias.
The game was ambitious for its time, and it paid off. While controversy has occurred over whether Part 3 was actually good, or the inclusion of Xelvy as a major artist, ect., the fact that it was able to spark such intense discussion is itself perhaps a more worthy indicator of its impact on eroge than the contents of the discussion itself. It feels difficult to write a satisfactory review of such a significant piece of eroge history, but I've done the best I could while being brief (yes, really).
P.S. Ilias did nothing wrong.
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| 1599 | Revenge Game Cumshot or Death |
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9 |
It's vibes are kind of like the manga Shield Hero, but an eroge. The thing is, I really, *really* like evil women. This game offers three of them: a dishonest, selfish brat; a mean girl gyaru-type; and a self-righteous, stuck-up bitch. This is gold!
The premise is that all of you get kidnapped together, and then you're pitted against the girls in a death game. They have to make you ejaculate within a 3 minute timer or else they lose a "heart" - if they lose three hearts, you can press the "heart attack" button, killing them on the spot . The rules are heavily enforced, so the girls have to do increasingly extreme play to try to force you to ejaculation, while they get increasingly desperate to the point of tears.
Well, this isn't a Nitroplus game, so there's nothing graphic, but that general feel is there. The gameplay is a funny little battle fuck where you get a customizable 3x3 grid of skills that you can randomly access tiles from each turn. It's not that deep, but the game isn't long so and the H-content is the gameplay itself, so it works well for delivering the content.
I enjoyed it a lot for its unique scenario and bold choice of heroines. You would be hard pressed to find anything else like it.
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| 1749 | SHRIFT |
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9 |
What the art lacks in technique, the game makes up for it with abounding creativity in terms of both gameplay mechanics and scenario. SHRIFT is obviously inspired by Undertale, but it does better than being a knock-off by understanding the essence of its predecessor: the artist put true emotion into the characters he wrote, and it shows.
Incorporating some metafiction mechanics, while there IS a save function, it works Dark Souls style, i.e. it decides when you save, not you. More specifically, while you can save your progress in terms of location, Kazuma will remember every time he loses to a monster, and this persists across any number of reloads. This results in a debuff which makes battles with the monster in question more difficult in one way or another, but also gives you access to new dialogue and interactions with them.
In terms of "lose to see content", this is the ultimate game. It's very responsive to your previous actions, and it very much feels like you're developing a relationship with the repeated contact with monsters. You get a feel for their personality, habits, and so on. The monsters are mechanically unique, and even go so far as affecting the visibility of your in-game menus.
In terms of uniqueness, SHRIFT stands in a league of its own. There are two things that hold it back. The first is that the author loves his creation so much that he can't quite close out the equivalent to the genocide path from Undertale, and has had a seriously caustic attitude towards anyone asking after it. As such, a significant part of the game feels unfinished, so there's no 100%ing this title. The second is that the art, is, like, seriously ugly, man. The designs of some of these monsters are too monstrous for my taste, so hopefully it's the inside that counts.
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| 1686 | Succubus Duel |
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9 |
Let me discuss this as a proper card game first. I've spent a considerable amount of time playing TCGs. I'm a big fan of the genre, and I'm particularly pleased when games have interesting deckbuilding decisions.
I think that Succubus Duel, while not entirely balanced, has some unexpectedly great depth in deckbuilding. It strongly resembles classic Yu-Gi-Oh in its mechanics, but the few differences are that A) The players themselves are "units" that can attack and hold status effects themselves; B) There are only three columns to play each monsters and backrow in (which is a significant restriction); C) When you run out of cards in your deck, your deck replenishes and shuffles itself for you to continue drawing from, so there's no deckout; D) Some cards have multi-turn cooldown, and a smaller subset apply "Cooldown Restriction" on the player, e.g. this game's Pot of Greed restricts the player from using any Cooldown cards for a few turns.
With this established, the card pool allows for some interesting strategies. Here's an ID of my finest work, a deck built around Sand Magician destroying Wonder Egg, a trap that, when destroyed, summons a random monster from your deck so long as you have 5 or more distinct monsters in your current deck:
1,120,123,123,123,40016,40173,40206,40211,40237,40237,40267,40331,40335,40337,40337,44,50078,50147,50147,60,79,93,95,
Here's another one I use a lot, Earth Zombies, which uses Sage Time to mill zombies from the deck, summoning them as tribute fodder:
123,123,40004,40016,40042,40088,40232,40267,40335,40335,40337,44,50116,50130,81,81,81,89,89,90,90,
With some creativity and an understanding of the system, you can create some really powerful and effective decks, and it's damn fun to do so.
So, how is this game an eroge? Mid-combat, most enemies are female. When dying, they may beg for their life, which will make your (male) cards ejaculate, refreshing their HP to full and avoiding death. There are various status effects that can be inflicted on your units, such as "Weak to Titjob", which will make them take double damage when targetted by some of the nicely animated sexual attacks that opponents can do.
There's a diverse selection, and while I don't like them all, I REALLY like a few of them, which of course is a deliberate outcome of casting such a wide net.
If I had a complaint, it's that quicktime events are an absolute pain, since they rapidly deal damage. Furthermore, progression is slow and you can sometimes be left oblivious to the existence of some incredibly important cards (imagine never finding Sand Magician!).
If you like card games, this is a must play. Here's a strategy that uses an extremely basic card pool from the first pack:
1,14,3,3,3,4,4,4,40006,40007,40007,40017,40017,40023,5,5,5,50004,50004,50004,
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| 1593 | Succubus Tamer 2 - White Cat Charlotte and the Hyoko Wizard |
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9 |
I have a lot of fond memories of this series, and this game's characters in particular. Despite being femdom content, the focus on creating close bonds with each of your companions, and the chill gameplay loop makes this game feel incredibly comfy. The game has a shockingly high amount of content, including considerable amounts of secret content.
This game is BF in Roguelike format using JRPG combat. Each in-game day you attempt a dungeon and try to conquer its boss. At the end of each day, you MUST get rid of all your levels, or they will be forcefully taken by what is quickly introduced as the final antagonist. You can do that by donating your levels to your companions by way of, well, sex. In return, they'll get new skills and increase their affection for you. This is the central mechanic of the game, and the means by which most content with named characters occurs - the remainder of the content is loss scenes with enemies you BF with.
The set up is simple, and the charm of the game is in its writing. It's that type of feel-good game, and I think that this installment is the peak of Circle Tekua's works to date (though they are remarkably consistent as a dev). P.S. My favorite characters are Filia and Ashley.
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| 1581 | Tower of Alfimia |
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9 |
You get isekai'd into a RPG-like world where girls can rape you to steal your levels. This straightforward scenario can spawn a wealth of diverse scenarios, but no one takes advantage of this as much as Dark Night does in this entry.
Both the amount of content and its ability to keep things fresh is surprisingly high. There are girls that want your levels to escape the isekai. There are girls that have given up on escaping (since death here is for realsies) and try to steal your money. There are succubi, casino bunnies, rivals, evil women, wholesome women, everything.
There is an Achilles heel however—the vast majority of the game's content is delivered through its terribly flawed combat system. The gimmick is that you cycle mana-burning stances to access sub-skills and passives. The problem is that the enemies do exactly one thing: tempt you, and do a bit of damage, EVERY single turn. Your excitement gauge consistently goes up 20%, and if it hits 100% you climax, lowering your stats. Every turn your enemy will also give a quip dependent on the excitement gauge and climax state. Read that again—if you recover your excitement gauge, *your opponent will repeat the same lines*.
I cannot stress this enough, this is the worst part (or should I say, only bad part) about this game. If you play it to defeat the opponents, you have to constantly skip through the same lines, in the same order, over and over and over. What's worse is the combat system becoming functionally no more than a DPS time trial, in that you have to win in a certain number of turns. Combat is really boring.
This is forgivable, if tedious, just because of how good the scenarios are and the many great Renetan char-designs. The game's world-building is taken full advantage of, and if you like temptation content, this game is a goldmine.
P.S. My favorite character is Yuka!
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| 1810 | Avarice Dungeon |
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8 |
The dev-provided translation is very bad, but not unreadable. With that said, I'd like to argue the merits of this game outside of that.
If you've played this dev before, you know what to expect. With that said, gameplay-wise this game is arguably their best work. It's a roguelike deck builder in the vein of Slay the Spire. You grab cards as you battle through a dungeon to build an impromptu deck which has to come together by the time you reach the boss of the dungeon. Along the way, every single enemy has some type of gimmick, generally involving debuffing you and messing up your strategy. The idea is that you get bogged down by so many debuffs that you can no longer resist and then lose. I like this approach to loss scenes, as opposed to the eroge trope of just sandbagging until your hp hits 0.
The story isn't very long in this one, but the deckbuilding gameplay has enough thought put into it that it kind of works out. There is a LOT of scene variety, and they get really creative with the types of enemies you encounter, so there's a lot of content to see on repeat playthroughs, despite one run being somewhat short. While battles can get tedious when you don't like the particular enemy and just want to get it over with, I had a lot of fun with this game.
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| 1604 | Desire Dungeon |
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8 |
There's a certain subgenre of Monster Girl that basically involves "dungeon diving to meet enemy monster girls that have an affection meter". It's difficult to trace where the roots of this come from, but there's no doubt Desire Dungeon was one of the first.
You may anticipate the game to be dated, but I don't think that's the case here. The art style certainly is, but it ends up charmingly retro rather than bad. The gameplay is the same basic JRPG dungeon diving that has remained prevalent up until today, and while it does it no favors, it also means that it isn't intolerably terrible. If anything, it's somewhat barebones, which puts it closer to MGQ than to a true dungeon crawler experience. The gimmick here is that as you build relationships with the girls, you can sometimes learn abilities from them, and there's a little bit of puzzle in terms of using the right skills on the right opponents. Since the focus is on your relationships with the girls, I can't hate this system, since it minimizes the amount of time I spend away from talking to the girls.
The affection works as follows: If you win, you get a scene. If you lose, you get a different scene. Enemies remember previous wins/losses, and they get power ups (through level drain) if you lose to them, as well as the previous encounters being reflected in dialogue. If you both win and lose several times to an opponent, you can finish the game and get an ending with them. If an enemy becomes unbearably powerful, you can wipe your memory to reset your affection with them, as well as their level, to defaults.
The appeal of this game is not in unique mechanics, but in the charm of its adventure and writing. Since each of the girls is mechanically different, you need to become familiar with each of them in order to defeat them effectively, which helps you (as the player) remember each girl. There's a good diversity of personalities, and at least one girl should appeal to everyone. It's an OG eroge that still holds up thanks to showing restraint with its ambition (i.e. not putting superfluous content in) and having sufficiently interesting character designs.
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| 1875 | Dungeon Town |
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8 |
Dungeon Town prioritizes player freedom and expresses a lot of creativity in adapting its game mechanics to different contexts.
The core mechanics follow dungeon crawling - you can carry around several weapons, each with slightly different properties based on weapon type and sometimes a specific passive. What's interesting is that there are also BF segments where your action space is determined by your choice of weapons as well, using the same menu modified for the scenario. This streamlining is clever and brings cohesion between the different parts of the game.
Alongside your selection of equipment, you can also bring a companion with you. Some help you fight, some are pretty useless but have a good passive like treasure finding; if you've played Succubus Tamer 2, it's similar to that. What's more interesting is that you can talk to your companion and enter a "dialogue" minigame where you can increase her affection, touch her, convince her to take off her clothes, ect. One of the main attractions of the game to me was checking the girls' status pages to see how their view towards different types of actions changes over time as you develop them.
Regarding the selection of content, I wouldn't even describe as "submissive MC" as much as "mc that goes from zero to hero". He starts as a shitter that's looked down on and gradually becomes someone all the girls are fawning over. Regarding the girls, there is a considerable amount of optional NTR—you can literally select between two options in many cases to determine whether you get NTR'd, which is a strange design decision.
The girls are interesting, and the dungeon crawling is serviceable, but the amount of time spent on dungeon crawling means that if you don't like that type of gameplay, this game is going to be SUFFERING for you.
tl;dr Dungeon Town is a game made for people that like dungeon crawlers; as such, it's not for everyone, but it has a lot to offer for people that like player freedom.
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| 1738 | Forest of the Blue Skin |
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8 | ||
| 1678 | Innocent rules |
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8 |
A spinoff of the SEQUEL series. The most interesting thing is competently designed RPG portion of the game (both story and gameplay), which is fun enough to merit playing the game on its own.
If you have played a SEQUEL game, you know what to expect: the combat is fun and is designed such that you can tackle challenges far above your characters level by applying good strategy. Don't let the brevity of this description deceive you, the boss fights were challenging and fun.
The H-scenes are mostly implemented in the form of some rare map events or (mostly) power-up events for you companions, which you access by donating from a secondary tank of XP juice. The scenes are pretty varied, so I liked the idea behind many of them, but the dev doesn't feel very good at writing H-scenes...it's difficult to describe, but an element of eroticism is missing in execution.
It's worth playing if you actually appreciate JRPGs as such, since the character writing is likeable and the story is interesting. Otherwise, you'll find it a chore.
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| 1595 | Lilith in nightmare |
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8 |
This game is one of Circle Tekua's crowning jewels. Coming from an already consistent dev, it manages to play much more to their strengths and has become arguably their strongest title.
The flow of content may best be described as a "theme park" adventure: you go after an objective, and enter a self-contained level with an area boss (succubus) and some gimmick mechanic that lets you interact with the game's core systems in some new and unique way, and after that you rinse and repeat to the end. Between these levels, you get some (mostly uninteresting) overworld to explore and grind in, and talk to the girls you've met thus far.
Circle Tekua is creative, and they find news ways all the time to both incorporate seduction and new gameplay mechanics both. It keeps things fresh while also giving a space to build characters. The characters you'll meet are, in typical Tekua fashion, really comfy and likeable. For better or worse, there are few truly malicious characters, but there a lot of mischievous succubi that approach you in diverse fashion.
While the story is primarily character driven, the central plot around the character's fall into the dreamworld and subsequent amnesia is pulled along by Lilith, who you meet at the beginning of the game. While it's nothing on the level of Colorlust Oni, it is worth reading and pulls you along to the various areas quite effectively.
Regarding core mechanics, the game has two modes. The first is an ARPG format where you freely move around the grid and fire projectiles at (non-succubus) enemies. The second is a turn-based BF format against succubi, both minor and major. While all succubi are animated, most of the interesting content is in the major Succubi battles. They have some particularly good scenes that occur if you fail to finish them off and instead fall to defeat temptation.
It might not sound like I have a lot of specific praise to give this game, but the established Circle Tekua formula kind of just works. It's not because it's especially novel, but they just have a really sound mind towards how to pace content and make characters bounce off of each other effectively. The level of polish on this game is one of the highest in the series, and the work pays off.
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| 1844 | Mirage's Defection |
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8 |
This dev focuses on "Double NTR" scenarios, where a true love couple is torn apart by each of the two being NTR'd. They give you optionality in this regard; you're given options as to which seductions are effective, so you can play a story where only Luna is corrupted or only the MC is, or some mixed story where they stumble somewhere along the way, at the critical moment.
The problem, in my perspective, is the lack of consequence of your choices-- at the end of the game, you can nullify all of the choices you made up to that point with a heroic rescue or sudden fall from grace. Having the ability to do this makes everything before it feel totally meaningless.
Still, the illusion of choice is effective for the first playthrough in which it happens. The story is very memorable, and the MC's character growth feels legitimate, and his relationship with the antagonist Kurone feels plausible. In fact, Kurone is the highlight of this game, being a very charming girl that I totally fell for myself. She's way more interesting than Luna.
As such, I'm left a bit conflicted. I really hate that they allow you to override choices at the end, and think it kills all replay value, and the H-scenes themselves are terrible despite the context leading up to them being excellent. On the other hand, the story of the game worked excellently while I was in the middle of playing it, and I was pleasantly surprised by its ability to handle a "reticent" hero that doesn't immediately fall to seduction (In fact, it's the best way to play the story, in my opinion). On net, it's probably worth playing, and it's significantly better than the developer's previous game, if you were turned off by that.
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| 10150 | NOTMARE! |
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8 |
NOTMARE! is an easygoing linear isekai adventure with a lighthearted story that strings you along a series of succubus themed temptation content. Temptation occurs both in and out of combat, and there's a pretty big diversity of content, from oppai lolis to fallen angels, from a variety of artists whom you've probably seen from other succubus eroges. The content (paizuri, blowjob, nipple torture, handjob, ect.) is pretty evenly distributed, and it's easy to skip past scenes you don't like. Though, if you really like a character/scene, you can repeatedly run into them for multiple scene variations, and sometimes surprising mentions in other parts. It's a good time to note that this game has some attention to detail—while it has simplistic map design and barebones gameplay, the characters react to things like you talking directly to them instead of across the table, or trying to walk past them, which really elevates the dialogue to a level above slop titles.
The game has a pseudo-fourth wall breaking tone, with especially one of the main characters, Merlin, often geeking out over cute girls or making direct mentions to you as "the protagonist of this story". It has this level of self awareness, but thankfully it utilizes it to its advantage by being respectful of your time and the aforementioned reactions of characters to wacky things the player can do.
What really lets this game down is how buggy it is. It seems I'm not the only player that has been put into seemingly soft-locked positions, or had SFX and UI elements glued to my screen well after the scene that contained them ended. While I can't praise the dev for this, the game at least has sufficiently robust bug-handling mechanisms, by letting you retrigger key flag scenes and having a dedicated Key Item to clear active SFX. As such, I've never truly been soft locked or had perma-FX, which is something that has infected the save files of other titles I've played.
While it took time to grow on me, after having finished the game I really value how much sovl was put into the huge cast of characters. There isn't a single wasted character, every one comes back and I value the time I spent with all of them. A warm and fuzzy feeling in the end, I guess you could say. Great title, highly recommended.
Update: After several weeks, I still find myself thinking about this game. Merlin is the GOAT, and there are many memorable scenes. This has passed the "memorability" test for me. Play it!
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| 1664 | Princess Colloseum |
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8 | ||
| 1675 | SEQUEL blight |
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8 | ||
| 10081 | SHRIFT II |
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8 | ||
| 1615 | Succubus Prison House of Lewd Demons |
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8 | ||
| 1687 | Succubus Reborn |
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8 | ||
| 1665 | Succubus Senki |
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8 | ||
| 1589 | Succubus Tower 2 |
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8 |
Strangely, this was my second big intro to eroge after MGQ. I have a strong nostalgia for this game, and though Circle Tekua have since released several entries which are on a technical level superior, I'll try to describe why this one remains my favorite.
You're quickly introduced to my favorite character in the entire 'Tekua-verse', Torte. She's pretty evil, and turns your childhood friend into a succubus, just after killing a bunch of humans. Your only resort to fix her is to earn a wish from The Tower of Wishes, which resets your level every time you enter. This initiates a Rogue-lite segment (loose progression, level reset), although it also offers a proper Rogue-like (truly start from zero each time) with a bunch of added secrets.
This means you'll be dying a lot and carting back to base, where you'll use the central level-drain mechanic of the game. If you go around town, you'll meet a handful of interesting girls, each of whom you can also ask to level drain you of all the levels you got from climbing the tower, right down to level 1. You MUST do this, or else...Torte will come visit you at night and take them instead. She's the final boss, so that's quite bad (I got her to level 99, though :rolling_eyes:). In return (barring Torte), their affection will rise, and you'll get access to new scenes and special favors from characters, which will help you be stronger when you go back into the tower.
This loop is an incredibly strong backbone for the content. The number of interactions, hidden events, tiny interactions that you experience going back and forth from the dungeon is really astonishing. They're not long, but there are a lot of them, and they keep things fresh.
But there's more! As you venture through the dungeon, you can also be exploited by various mid-dungeon NPCs. If you're dumb enough, you can get sent back to base as a result of being over ambitious with your level donations. Of course, there's a lot of content with succubi. Succubi are all BF combat, though it's admittedly a bit one-note. There are level drain and money drain traps, and bosses even have scene variants. The game just drip-feeds new things all the time that keep you engaged up to the awesome endings.
Circle Tekua has always been good at writing loveable characters, and the characters are what brings this game to life and make it memorable. I use Ilias wearing Shutter Shades as my PFP, but I wasn't far off of using Torte to declare my love of her far and wide.
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| 1575 | Tales of Tei |
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8 |
The game does not have a large amount of content, but it functions well as a concentrated experience. It's essentially a short adventure with periodic BF sequences for each of a handful of a bosses. The game is built around the idea that you can be chaste and heroically succeed against the succubi, or lose to temptation and then have to revisit them to barely win against them...narratively.
The gameplay does not reinforce this goal. While fresh on its face, the QTE and battle system is underdeveloped, devolving into a sequence of QTEs which are both tedious and trivial. This was, I think, utilized as a pretense to go "oh no, I failed a QTE" and be a little more immersed in the loss sequence, but rarely succeeded in invoking this feeling.
While I have criticism of the game, the girls are *really* hot, and make this game worth playing.
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| 1733 | The Three Charms |
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8 | ||
| 1825 | A Rift in the Crypt |
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7 | ||
| 1853 | Attack it! Devil legion |
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7 | ||
| 1611 | Captive Alstroemeria |
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7 |
I view this game as the successor to the roguelike mode of Succubus Tower 2, where the creators ostensibly envisioned the player experiencing all the content in the game in one long run in the tower, from start to finish. This game is like that-- you're thrown into a mansion where you have to escape, and you need to explore it to find some key item to get into the next room, and repeat until you escape. There's a couple ways to escape, but what's interesting is that during your time here you'll be constantly ambushed by the three succubi that have laid (sexy) traps all over the place.
If you fall into one of these traps, or otherwise get spotted and subsequently caught while running around the mansion, you'll get some scene with the respective succubus and develop your relationship with her. The succubi are full of personality, and by the end of the game you'll have spent a lot of time learning about each one of them, and if you're intent on also gathering all the collectible diaries, you'll also learn some more secrets about the mansion.
Circle Tekua found a nice spot between fresh and familiar with this entry in the series, and I think they did a great job making characters that are fun to spend time with, as expected of them.
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| 1877 | Demon in Wonderland |
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7 |
While a competent game, there's nothing that particularly makes this stand out among the very similar other games in 62Studio's catalogue. If you haven't played Lust Grimm Again, you would do better playing that; if you have played that entry, you're already well-informed as to what to expect.
For those who insist on skipping Lust Grimm Again, this entry has something of an isekai of a young boy into a world where he has to learn to first fight, and then befriend succubi. All enemies are recruitable in one way or another.
While it brings a large variety of content, many of 62Studio's succubi have homogenizing features in their dialogue. In other words, while they somewhat have different personalities, there's a lack of sharpness or complexity to their characters that would normally make characters stand out from a cast.
Partly as a function of that writing, the game serves an easygoing, "feel-good" vibe that permeates to the end, and this may arguably be a positive for many people. While the scenes are alright, and the experience of the studio shines through in the quality of the content, I can't help but think that "this game is pretty good, but not to my taste".
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| 1644 | DREAMLAND - Kingdom of Succubi |
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7 |
Despite feeling so old-school, the game was released in 2020. The old-school feeling doesn't always serve its interest, unfortunately, with some of its mechanics feeling more like a tabletop sim than utilizing advances in game design. That might sound pretentious, but to clarify, exploration basically borrows heavily from point-and-click adventure titles.
The first time you go through an area, you have to inspect every interactable in a somewhat painful experience where you're dumped with description dialogue, and even if you have been there before you have to get through quite a few clicks just to walk up the stairs.
The promise of this is ostensibly that you can put a lot more content through text than through imagery...except, this game doesn't really take much advantage of the format. The scene selection remains anemic per character, and there's very little creativity in your interactions with your environment. In the end, it has novelty, but quickly becomes much more annoying than just walking around in a regular RPGmaker experience.
Are the scenes good? They're alright. There are a few really creative scenarios, but most of the scenes are of mob characters, and most of those are painfully boring. This game is at its best when it sets up a scenario slowly, but it bogs you down in constant interactions with trash mobs that slow the game down.
I guess what I'm trying to say is, the city is the best part of the game, and once you leave it and step into a dungeon, all of its bad features become immediately apparent. I guess my advice is that you better be ready for a LOT of reading, because that's going to be necessary to play this game.
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| 1739 | I can't proceed unless I defeat the weaklings! |
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7 |
A very solid entry focused on an affection system.
Here, if you put even a modicum of effort in, you'll defeat the enemies. However, they have temptation attacks, and if you do choose to lose to a girl, you get put into a new temporary route that's all about your futile attempts to defeat that girl. You can get out of this loop through "Ask her to let you go", after which you get access to a new affection system with her, with which you can beg her for scenes.
While there are dialogue changes according to affection, there are not so much variation that it justifies playing the game on its own. In many ways, Shrift does a much better job of this game's central gimmick. There are 5 main girls and 5 one-off encounters. This isn't a lot of content, and the story is barebones at that, but the temptation content is dense and you can proceed at your own pace, skipping over heroines you don't like. This is a good thing, since the heroines are all quite different, and while I liked some a lot, I didn't like others very much. Overall, worth playing.
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| 2019 | I Took on the Hero’s Trial and Got Seduced |
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7 |
There's a lot of cute and funny girls in this title, and I would go so far as to say that it's the main character design in the game, which you might not have guessed from the cover art.
This game does have a lot of strengths. There are a lot of likeable heroines in this title, and their personality quirks are well utilized to put up creative scenarios. For a lot of scenarios, it's something that makes sense only with that character both personality and lore-wise, and that earns a lot of points with me. When there's a good idea on the table, it almost always made use of it (except for a tragic lack of scenarios for Rue and the main antagonist).
The problem with this game is that it's a bit confused. There's some effort into developing the combat, and you can grind quite a bit, but the combat seems woefully underdeveloped for how often you still are forced to engage in it, including against mob enemies. There are sidequests with no indicator available, (hidden, you could say), but they're so sparse and there's basically no other exploration content; in the end, you constantly end up tediously backtracking to find the hidden sidequests (usually failing to find anything), or you just give up and accept that you're missing content.
These design flaws aside, while the gameplay is pretty bad overall, the game peaks high and is great when it finds its flow. I love Inaho!!!
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| 1606 | Indecent (/Horny Hero) Quest RPG -where you are squeezed by both enemies and friend |
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7 | ||
| 1679 | L.Depth |
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7 | ||
| 10144 | Lewd Company: Succubus vs. Angel vs Shota |
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7 |
At the time of this writing, the (community) translation available for this game is shaky, with chunk of text left untranslated and the other usual hiccups of MTL. As for the game, the production quality is on the developer's side is fine, except for the painfully mediocre voice acting.
This game is a linear Dangan Ronpa clone. Everyone gets a curse that forces them to have sex, and if they have too much sex they die (well, the angels get turned into sexy succubi after a while). Let's get this straight—this game knows it's an eroge. The rate at which it delivers scenes is really high, just short of being overwhelming. The gameplay segments in between them are fun minigames (it has quite interesting ideas for combat) and short investigation sequences, but you might appreciate this brevity of gameplay if you just want to see scenes.
The characters are pretty fun. The shotas are generally uninteresting, but most of the angels are funny and set up for good scenarios. One of them is revealed to be a wonderfully evil girl that kept me engaged to see more scenes of her. Sometimes character quirks can get a bit repetitive in general, but the pacing of the game is so fast that you don't really have time to be annoyed.
The game does keep you on your toes, shaking up gameplay every time you move into the next area, which does a lot to keep me motivated to play.
It's alright. It's good. It's not amazing, but it knows what it wants to be and executes it well.
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| 1886 | Lost in the World of Succubi |
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7 | ||
| 1711 | Melty Brave Kittens |
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7 | ||
| 1805 | Milky Quest II |
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7 | ||
| 1596 | Monster Girl Dreams |
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7 |
TL;DR: Good ideas, but undercooked writing and game mechanics.
___
Monster Girl Dreams (hereafter MGD) probably is the best Western Eroge, though not for there being a high bar out here. I've watched it since its very early stages; while I feel slightly positive about it, the overwhelmingly positive reception to it seems unjustified, so I want to offer a dissenting opinion.
MGD offers a dungeon crawling RPG with Battle Fuck elements and lots of events with named NPCs. Regarding the combat, the game has undergone nearly as many rehauls as it has content patches, but getting to the game to feel balanced has been a longtime struggle. In the end, the difficulty settled on being on the side of too easy. Battle Fuck implicitly promises "#domination_loss" on one side or the other, but the fact that many perks boost specific move types means that you are rewarded for doing the same strategy every battle. The sexy loss stuff basically only happens when you deliberately trigger it. In one sense, this is good—you have control to trigger whatever scene you want. But on the other hand, the lack of unexpected things makes combat becomes very routine, very boring, very fast.
Most of the praise is given to the writing. Considerable effort was put into giving named NPCs personalities, backstories, and progressing events. Still, I think the writing technique falls short of the good ideas it tries to ship. There are two main criticisms I have of the writing.
The first is purple prose. Much of the writing uses excessive adjectives and has poor pacing. My eyes frequently glaze over, the deluge of text reducing my engagement to skimming, only to find that after several screens of text shockingly little actually happens. This is abnormal, and most scenes could probably do with half the text.
Second, there is not very much 'monster girl' in this game, despite being a 'monster girl game'. Perhaps this is a philosophical preference, but the characters are written more like "humans with animal ears" as opposed to a different species with a different psychology. To me, the appeal of a monster girl is that the "monster" or "animal" part is prominent; in other words, a lamia is interesting when she has animal instinct, animal morality, and only talks like a human. Too much effort has been exhausted in making characters relatable or sympathetic (read: more human), as opposed to making them unique.
At any rate, I've engaged less with the game over time. MGD has good ideas, but is ultimately undercooked. Still, I evidently seem to be in the minority opinion. I played the game, enjoyed the game, understand its appeal and respect it, but it still baffles me that this game is cheered on as fervently as it is.
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| 1681 | Monster Girl Encyclopedia |
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7 |
You can expect this game to never, ever be finished. With that out of the way, it is a very high-effort, short game that gives you a very small cast with concentrated content. It's something that would have been a great game had it grown more, but as it now rests, it is merely a 'demo' of a game that will never come to pass.
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| 1736 | Mystery of the Titjob Hot Spring Inn |
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7 | ||
| 1865 | Princess Colosseum 2 |
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7 | ||
| 1576 | Princess Honey Trap |
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7 | ||
| 1839 | Re:Collector ~R*ped by Women~ |
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7 |
This game DOES NOT HAVE A GALLERY. It's the most frustrating thing about this game, since it actually has a bunch of great scenes! There is effort to the story, however it's a nukige first, and you can't expect it to get too deep before shoving the next h-scene in your face. A lack of pacing despite it's attempted seriousness, you could say.
Edit: Apparently a gallery was patched in, or there's some sort of debug save with an effective gallery function? Check F95 thread.
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| 1600 | REsolution |
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7 | ||
| 1894 | RJ01311108 |
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7 | ||
| 10157 | RJ01544310 |
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7 | ||
| 1862 | Seduction Escape Game of a Childhood Friend Gravure Idol Duo |
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7 |
A hidden gem where two girls blast you with seduction. There isn't much to the game, I suppose you could say it's a variation of point-and-click adventure, or maybe an escape room? At any rate, while I wish there was more content, the gravure duo is too strong to beat.
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| 1818 | Shota Fight! ~Battle F*ck with Girls~ |
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7 |
This janky as hell game is coded with duct tape sealing its seams. While it has nice pixel art and animations, the rest of its assets just barely achieve their function, the controls are stiff, the combat is terrible and can be easily exploited, the platforming is awkward...there just isn't a lot of good to say about the gameplay, especially having played tighter games like Eroico or Castle of Temptation. However...the scenes are really good.
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| 1768 | Sounds of Succubus |
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7 |
I'm here to defend this game.
This developer's previous games, including Guns of Succubus 1 and 2, are considered to be okay at best. But, this time, creator decided to start fresh on his formula, and remix his gameplay, bringing along a bunch more production value that was very noticeably missing in his former titles. Cres. is brought on board, making another great soundtrack that this time is placed front and center, with the gameplay now being a bullet hell/rhythm game hybrid (maybe this is an established subgenre, but this isn't really my genre of game). The art is recognizable in an instant and pretty good in my opinion, producing some pretty neat modern succubus designs that are a sort of fusion of "dream world" and "cyberspace". It's got this meta sort of set up, where you're participating through sending your soul to interact with succubus, you see.
Gameplay wise, the game is...inconsistent. Levels have difficulty spikes all over and feel excessively long. Despite this, the "gimmicks" are actually kind of cool. The visual design of the levels are designed to represent a combination of the character and their music track, and I was always anticipating a fresh surprise for the next scenario.
Are the H-scenes good? That's a bit difficult to answer. I thought some really exceptional ideas were cooked up, even if the execution was slightly under. I enjoyed the majority of the scenarios, and revisited several.
Much like the previous titles, much of this game feels like it's on the cusp of being amazing, but falls short in some indescribable way. This developer...has potential, and a lot of it shows here, they just haven't peaked quite yet.
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| 1594 | Stolen Hero Reverse Rape RPG |
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7 | ||
| 1737 | Succubus Affection |
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7 | ||
| 1700 | Succubus Desire |
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7 |
This game has solid gameplay, good production value, and creative ideas...yet there's something missing that I can't put my finger on.
Regarding the nature of succubi, this game closely aligns with the "dream demon" concept that was pioneered by SQDT titles. That is, that succubi exist at least partially as a function of human cognition, and that they do not physically exist the way humans do. Rather, there can be many identical copies of a succubus, or they can dissapate (whether this is them 'unbecoming' or being banished to another dimension is fuzzy to me still, but I'm sure it was explained in the game at some point, which has a lot of lore dumps on discoverable objects).
The risk of this conception is that interactions with succubi can become shallow and stale when there is no persistent relationship with the player, despite each succubus clearly being designed with a distinct personality. BF succubi -> get some dialogue while stripping them ->end the fight with negotiation -> repeat the same dialogue next fight with them.
Funnily enough, they outdid themselves with the greedy fox girl, who is by far the most creative and interesting member of the cast in terms of integration with gameplay mechanics and her dialogue with the player, yet her presence is shortlived, much like every other properly developed character.
I actually think they were cooking with a lot of ideas here. Unfortunately, they couldn't quite connect them in an interesting way.
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| 1743 | Succubus Farm |
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7 | ||
| 1613 | SuccuSeka: Resist Succubus Temptation |
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7 | ||
| 1774 | Super Mamono Sisters |
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7 | ||
| 2043 | The Masochist, the Hero, and the Petite Succubus |
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7 |
This game most resembles the better known "Succubus Senki" by irojikake matome, but while it delivers on some interesting designs, it falls short at utilizing the gameplay the way its predecessor did, leaving a really easy (and resultantly tedious) bunch of levels.
In my opinion, the appeal of Succubus Senki is that, at least on higher difficulties, the succubi presented serious threats and stacking debuffs that would quickly cripple your units. This folded gameplay nicely into narrative flavor. This game is *really* easy, and while it has the format of a strategy game, you can basically only lose if you deliberately select a temptation option, and I think it's worse off for that.
Still, the characters are cute, and there are a fair amount of good scenes. All of them are loli content, let's be clear. But, there's still a wide variety of personalities. The story is actually fairly wholesome. While the Succubi in Senki are pretty uniformly malicious, this game has a cuter view where some succubi just want to be peaceful and sit around and be cute, or something, I don't know. The main drive of the story is the relationship between the main character and Lilith, a succubus defector.
There's not much more to say, other than that it's a loli-themed Senki copycat. It was pretty good, and I enjoyed it, so if you like wholesome gentle femdom style stuff with lolis, you might too.
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| 1662 | The Shimmering Horizon and Cursed Blacksmith |
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7 | ||
| 1777 | You Think That Will Stop Me From Draining You |
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7 | ||
| 10127 | Chiisana Yurikago |
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6 |
This game seems to aspire to be a spiritual successor to "In the Hamlet of Petite Bigtits", which is a game I really love (go see my review here for it). Unfortunately, unlike it's predecessor, this game has very little ambition.
From the beginning of the game, you can see a cameo of two characters from the aforementioned title, whom I was overjoyed to meet again. Also making an appearance are a few other succubi from other IPs that I don't recognize.
Onto the original content, this game does little more than provide a basic plot for the player to walk around in a glorified scene viewer. You are given a few succubi to meet under the basis of having to defeat them in some bet over an activity of their choosing (e.g. cooking), and they try to defeat you with temptation while you do a short annoying minigame. If you lose, you get a scene and a game over; if you win, you move on.
The scenes are actually pretty good, and each character has multiple of them. The artists were well-chosen (e.g. Shiki), and the writing is fine, but since the plot is so shallow there isn't much more to discuss other than throwaway H-scenes.
If you really like paizuri, or Shiki-style succubi, this game is serviceable.
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| 10119 | DEAR SPACE |
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6 |
Overall, the game lacks "resistance"- gameplay wise, it's trivially easy even on normal difficulty (there's nothing above normal), and plot-wise nothing interesting ever really has time to gestate. It's tough if you play for only the H-scenes, which are spread thin between ARPG segments too easy to be fun and a story that progresses plot points with the pacing of SparkNotes. The game takes clear inspiration from many other titles (as confirmed in the recollection room dev notes), though perhaps for lack of curation, the final product feels confused in design and half-baked.
After completing the first level, you're technically given free exploration, but the game rigidly enforces level order by making sure you can't do anything in the other levels until you've arrived at the corresponding chapter in the story. Ostensibly, this is done because the bare-bones story is loosely held together by characters that "join" only to have hardly five lines after their boss fight.
While I like some of the scenes, they get a bit redundant in terms of dialogue, and more importantly to me, the promise of "monmosu" was totally a scam- other than the first two characters, they're all basically humans that can cast sci-fi magic.
It's so disappointing to see a product with potential squander it. If only we had been given true open world exploration like the title Black Souls it clearly borrowed from, or if the characters had been given more attention like NOTMARE!...while I believe in the dev enough to try their future title, there's plenty of better games worth playing over this one.
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| 1647 | Despite cheating you are corrupted and reverse r*ped in this rougelike-like game |
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6 | ||
| 1767 | Guns of Succubus 2 |
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6 | ||
| 2026 | Gyaru Express to Tanned Slut Station |
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6 |
A straightforward VN which branches into two paths, which in turn become kinetic. One of the branches is much better than the other: hold it in.
The appeal is...these girls have terrible exploitative personalities and are very hot. It's enough for me, but I'm not going to lie and tell you this game is anything special.
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| 10158 | Hero VS Succubus ~It's Over When the Cheat Armor Comes Off~ |
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6 | ||
| 1834 | Level up the Villainess with Reverse NTR!? |
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6 |
Let's just get the elephant in the room out of the way: Yes, the art is terrible. No, the art doesn't really have redeeming features (like the ""stylistic"" SHRIFT art, that at least has some awesome animations and thoughtful char designs).
The gameplay is puzzle. You interact with the environment, get caught in red herrings which cause a seduction trap to trigger, and you can functionally choose whether to get tricked/give up into being seduced by the villainess or support your cutie magical girl.
Honestly, it's...fine. The basis for the game is actually strong, and I would have enjoyed it more if the villainess had a bit more personality and, well...if she looked more to my taste.
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| 2005 | Lewd Battle Dungeon Mini |
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6 | ||
| 10152 | Link Battlers Online |
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6 |
This games takes significant and obvious inspiration from an older title, "Afterschool Mix Fighters Boy VS Girl Battle" (or, as I've known it and will refer to it hereafter, "Boxing Club"). Unfortunately, there is a marked depreciation in quality in nearly all respects.
In this Digimon-esque setting, you get released into a semi-open world setting (much like Boxing Club) where you can do minor training activities to grind money/stats, or you can pick a fight with 'Illegal Gear' users, which are basically boss battles where some cute girls will use seduction moves to reduce a dedicated "Stamina" gauge. If it depletes, you ejaculate, lose stats, and battle continues. If you deplete HP, you DON'T game over, and what follows is arguably the most interesting thing about the game.
Some (but not all) of the baddies will humiliate you but let you rechallenge them, but under increasingly annoying conditions, e.g. Riko will demand you pay her 5k for each rematch, and later will ask for specific items. Unfortunately, while the character models themselves are drawn well and have nice character designs, you don't really get access to any novel or interesting content while engaging with this mechanic. Riko's Digimon—er, I mean 'Lynx'—will still use the same AI-gen shot flashing her panties, or a closeup of her chest.
Ant this really gets into the main problem: all of the foundation is here to set up for content, and it really did learn a lot of great lessons from Boxing Club in this respect. But it misses the actual delivery of the content! While I don't resent AI art, I at least want it to support something of real substance, instead of being used as the focus with terrible writing attached. All of the H-content in this game is a serious letdown. What the dev should have done was expand on the written portion while recycling the beautiful manually drawn models; instead, he tries to supplement them by including AI-Gen pictures which poorly resemble their corresponding character, and underdelivers in the humiliation and femdom writing that the game attempts to deliver.
And it's a shame, because it clearly puts a lot of effort into its battle system, and the story is at least somewhat interesting and decently paced.
All this has made me do is remember how good Boxing Club was, and frankly, it deserves your attention a lot more than this does. Maybe Link Battlers Online 2 will be better.
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| 1784 | Mesugaki train |
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6 |
What I *thought* I would be getting was a BF-fighter. What it actually is, is a linear adventure game with puzzle/dungeon segments designed to annoy you until you give up, or otherwise reach the level boss and get a scene with her.
The designs of the girls are great, but the scenes ended up a bit one-dimensional. There's effort put into the game, but the terrible and tedious gameplay absolutely destroys it and makes it a chore to progress the story and reach the scenes, both.
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| 1603 | Monster Girl Labyrinth |
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6 | ||
| 1748 | Nightmare School~Lost Girls~ |
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6 | ||
| 1823 | Nympho Village ~Something's Up With These Chicks!~ |
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6 | ||
| 1752 | Parade Buster |
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6 | ||
| 1800 | Pleasure Of Depravity |
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6 | ||
| 1775 | Reverse R*pe Reincarnation |
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6 |
It's a very niche game-- laser-focused niche, you might say. Let me start by saying that this is quite a hardcore masochist experience; not in the sense of brutal physical imagery, but moreso that the girls in this game are very emotionally abusive. They will mock you, humiliate you, put you in unfair situations, be selfish, and exploit you from start to finish with almost no redeeming events. Now, I love evil women, and I'm okay with these gals since they can't make me feel bad. But, I've seen a lot of people instantly repelled by the girls behavior.
Suppose, though, that you can stomach this. Here, I didn't deduct any points because of the harshness of its femdom, but for the somewhat disappointing experience after having embraced what it's trying to deliver. The story is pure nukige, by which I mean it's a rather lighthearted and shallow Konosuba/adventure isekai parody (ripoff?) that serves as a vehicle for lots of H-events. While there is some worldbuilding, it's somewhat one-note, and thus almost completely relies on the character events.
Of course the girls are mean, but past that I can't say the girls are very interesting, mostly for being too one-dimensional. They are funny, but they mostly repeat the same jokes. If we compare it to the source material, Konosuba functioned by building on itself, creating in-jokes and playing with those in-jokes by reintroducing them into new scenarios that made them feel fresh. While this game tried to take such a cue from the original, it doesn't have the same freshness. You could argue that this is because the characters are not as distinct as, e.g. the iconic Aqua or Megumin, but instead remain as somewhat generic feeling slop right all throughout. Individually, the scenes are okay, but you can't invest this much into the humiliation and comedy and not have any payoff worth experiencing!
In the end, if you really want to have an experience "where the girls REALLY mock you!", then you may be able to enjoy this game, which is more rare than you might imagine. But my honest recommendation is just go play Colorlust Oni or Corruption Game.
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| 10111 | RJ01436955 |
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6 |
What a buggy mess.
At the time of this writing (12/28/25), it is a heroic endeavor to make it through the game, as you'll have to deal with constant softlocking. Furthermore, it's also unfinished, with four endings being available, but several quests started but not finished, and more content being hinted at both in-game and on the blog.
With that said, I actually liked the game. It's kind of a similar concept to Villainess Quest, but instead of being evil the heroines are wholesome. There are a surprisingly broad number of scenes per character, pretty much all being some variation of temptation. Furthermore, it's somewhat well written temptation.
While the main heroines end up a little forgettable, I liked a lot of the mob scenes, and I really liked at least two of the lead heroines. This might not be worth playing right now, but...one day, it will hopefully be finished. And on such a day, I recommend it.
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| 1592 | She is Supposed to be Dead |
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6 |
This is functionally a VN, and the early work of the great dev of Corruption Game and Colorlust Oni.
This is the purest form showcase of both his strengths and limitations in their extremes. The story is interesting. A guy's wife dies, then she later shows up at his door as a sort of doppleganger(?). While I'm a bit disappointed at the lack of agency (it's almost kinetic, but you can choose some decisions which lead to immediate bad endings throughout), as well as the inability to interact more with the main antagonist, this dev is actually a really, really talented writer.
Unfortunately, everything else is lacking. Ofc there's no gameplay, which is whatever, but I would have at least liked to have some meaningful branching story options. The art at this time has its characteristic features, but was still growing to the point of his later titles. Personally, I didn't find the erotic content of the game to be of much interest.
TL;DR it's probably short enough to be worth your time, but it doesn't really stand out either.
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| 1854 | Succubus Escape |
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6 |
The succubus is very hot. However, the puzzles are of mediocre quality, at best. Some are downright frustrating, combining the naturally clumsy controls of rpgmaker with a timer and a true game over (you'll reload a LOT). In this sense, I think the game is somewhat suffering to play through, though I do enjoy many of the scenes.
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| 1847 | Succubus Forest |
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6 |
The game makes a concerted effort to fold H-scenes into a Slay the Spire clone. To that end, it has some good ideas, but it ultimately falls short on both ends.
As a game, it falls on the easy side (which is fine), and does sidestep a common problem of designing rigid deck archetypes. Most cards are pretty generically useful, and card upgrades (in the form of gems) help the leftovers contribute meaningfully, a good idea perhaps borrowed from Monster Train. Boss mechanics are so easy to maneuver that you might as well ignore them while building your strategy.
H-scenes come in the form of the lust bar, which when filled lets an enemy do a (technically blockable) attack that, after playing a pixel animation, shuffles a curse into your deck. They also show up in the form of events between battles, where they instead blow up to half-screen live2d-esque animations. The loops are very simple in both cases, and while they are enjoyable to see, they get old very fast because the scenarios aren't interesting.
The game feels nice to play a few times, but ultimately lacks depth as a game and lacks interesting content as an eroge. I wish enemies were a little more proactive in seducing you, or had different strategies to do so, rather than every enemy using the exact same seduction mechanic.
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| 1602 | Succubus Game ~Unbeknownst to my Girlfriend, I'm Pleasure Corrupted in My Dreams~ |
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6 |
A very passionate translator for this game wrote an essay about the subtleties of the plot. I respectfully disagree; while we can paint this picture as a guy overcome by his own bad tendencies and being in denial, and the summary is accurate, but the writing really lacks a finesse to its seduction that something like the Confession Game dev has.
You have to go out of your way to lose, but worse you also have to go out of your way to be seduced, and it's from this angle that I think the plot really is full of contrivances. Anyhow, the scenes are okay, I guess.
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| 1770 | Succubus Temptation |
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6 | ||
| 1584 | The Hero's in the Making and the Demon Queen's Assassins |
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6 | ||
| 1630 | The Holy Knight and the Succubus Squire |
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6 | ||
| 1712 | The Other World |
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6 |
You get trapped in a scenario where there's zomboids and you explore different areas while triggering lots of loli-focused content. It's okay.
The main problem with this developer is that their games are hanging by the bare minimum in terms of execution, both in terms of writing and gameplay. The story is full of contrivances, and the h-scenes are fine, if predictable. I just wish there were some more interesting characters.
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| 1609 | Trap Battle Royale |
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6 | ||
| 1993 | Trapped Longing RJ400994 |
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6 | ||
| 1586 | Villainess Quest - Kalgos Temptation of the red ranger |
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6 | ||
| 10085 | Villainess Quest 0 ~Why Heroes Can Never Beat Villainesses~ |
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6 |
In short: "Ehhh". Judging purely by the concept and tags, I would have thought myself to be THE audience of this game. I love superheroes, I LOVE villainesses, and I love seduction games. Let's start with the good: the evil women are ACTUALLY evil, which is in surprisingly paltry supply among eroges. At least some of the character designs are pretty interesting, though some are...dated.
It's not a real RPG - you can blow through enemies unless you deliberately lose to them. It's also super linear, and almost all of the content is battle loss or picking between two options on a menu. As such, it's not a very compelling seduction game, and despite some of the scenarios being pretty interesting, the somewhat mid writing lets it down.
I think an important aspect of "seduction" is the whittling down of resistance and the (shallow) plausibility when a honeytrap gets presented. You know, like "I want to believe this is true, even though I know it's probably (almost certainly) fake". From this perspective, this game is a bit hardcore in its masochistic hero just jumping into completely undisguised traps to get his dick trampled on purpose. Maybe that appeals to you, but I'm not interested.
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| 1577 | Walking Through Paradise - refrain |
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6 | ||
| 1753 | YUME-SAME |
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6 | ||
| 1741 | Drain Mansion |
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5 | ||
| 1759 | Escape From Drain Town ~ Infinite Level Drain Reverse Rape for Masochists ~ |
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5 | ||
| 10126 | Escape from Ninja Girls |
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5 | ||
| 1791 | Get Violated By EVERY Girl You Encounter RPG ~MAX Volume!~ |
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5 | ||
| 1766 | Guns of Succubus |
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5 | ||
| 1719 | Honey Trap Amnesia |
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5 |
The art is clearly inspired by Gyokai of Alicesoft fame (think Dohna Dohna), and the format of the story is a straight rip of Corruption Game. Luckily for them, I love Corruption Game, and I'd be happy in theory to have more stuff like it.
Unfortunately, such a game lives or dies on the strength of its writing. Especially when it comes to Reverse NTR, what's really important is perhaps the concept of "Pretext". By Pretext, I mean the excuse the MC holds onto in order to break their moral character/loyalty to their loved one. It is absolutely critical in Reverse NTR that this is executed correctly. Hall of Corruption's writer, Ottawa, demonstrates that this can be done in a wide variety of ways that showcase the personalities and strengths of the girl doing the seduction.
Basically, all this is to say that this game sucks at it. It has some ideas as to how to go about it, but the girls aren't creative and sneaky enough, not forceful enough, and the protagonist can too easily nope out of situations. He's just about never cornered into a situation where he goes "well, it might be okay..?" or "just this once". It is even more linear and episodic than Corruption Game already was, and honestly I cannot remember any of the characters distinctly. This is picture perfect mediocre; nothing was offensively bad, maybe you can enjoy some scenes, but there's nothing worth recommending this game over.
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| 10113 | I Want to Escape, But...!! The Room Where My Hips Won't Stop - Succubus Edition - |
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5 | ||
| 2008 | Levia's Scheming Women |
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5 | ||
| 1705 | Reversi of Temptation |
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5 | ||
| 1720 | RJ01212921 |
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5 | ||
| 1896 | Runaway Ninja: Mischievous Arts of the Kunoichi |
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5 | ||
| 1591 | Succubus and the Last City |
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5 |
The art is cute, and the battle system is actually somewhat engaging. Unfortunately, the scene writing has less than the bare minimum of creativity, becoming so repetitive and boring that I started to skip it to get back to the combat.
But the combat wasn't so good as to carry the game, so I never could bring myself to finish the title.
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| 1725 | Succubus Casino |
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5 | ||
| 1706 | Succubus City ~Find out the lewd demons lurking in the city while resisting the temptations of sluts!~ |
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5 | ||
| 1578 | Temptation Coliseum |
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5 | ||
| 1840 | Zero Tolerance Hero |
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5 | ||
| 1696 | Charmed~! |
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4 | ||
| 1822 | Isekai Beach [Live 2D! Run from Horny Girls!] |
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4 | ||
| 1722 | ReturnAtis |
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4 |
It's just no good. The scenes are okay, but to quote Magia Baiser, "[Its] lewdness lacks story!" The general jankiness of the controls and engine make it struggle as a platformer, leaving it as a mediocre gallery viewer. I like the art though, and a couple scenes made it not a complete waste of time to have played.
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| 1804 | Succubus Dungeon |
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4 | ||
| 2000 | The Search for My Maid Within a Succubus Book |
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4 | ||
| 1897 | Succubus Chase ~A World Where Drinking Semen is the Norm |
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3 | ||
| 2035 | Memories of Summer - The Wicked Dark-Skinned Girls Who Seduced Me - |
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2 | ||
| 10161 | RJ01551991 |
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Planned | ||
| 10062 | The Cheating Lab -Ten Experiments to Keep Her Unhurt and Your Conscience Clear- |
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Planned |