SamuKata
EroDungeons
EroDungeons

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Ero Hunters Public 0.5: More Content, Gear, Genes, and Roles

A new public version of Ero Hunters is now out on Itch, download it here.

This version comes with 110 new minibosses, 159 new genes, 20 new roles, 50+ new equipment, and more. View all changes in the Itch Devlog.

Note that this is a demo version which contains only 7 of the 15 islands. The full version 0.5.1 - for paying subscribers - will be uploaded shortly.

Comments

Greetings. First of all, congratulations on releasing version 0.5! It's great to see how far you have come. I thought this would be a good time for some feedback. I will write mainly about the combat, because this is where I have the most reference, based on the games I play. I will split my Ideas into following sections: Stakes and consequences / Party diversity / Experience and Level progression. Stakes and consequences: Currently I feel the combat is quite unexciting. If you fail an encounter you lose nothing but your current location on the map. In the dungeons you just have to begin from the start. In all situations you can just repeat battles until your level is higher and eventually win. I recommend impending features that either punish rushing into battle under prepared or encourage strategy besides the level advantage. Party diversity: You once mentioned the one party for everything issue. In EroDungeon the kidnap mechanic and cursed gear encouraged having more than 4 combat ready units. It worked great because combat was the main game focus, with countless ways of disrupting its flow. I think it was a good idea to not implement it in EroHunters because these would be too disruptive for the game. So here are some ideas: - Gear equipment during combat on allies will be locked if you retreat or are defeated. If you win you go back to your gear how it is now. When an alley falls instead of disappearing from the field they go in a KO-state. In the KO state they are moved to the back where they can't move, take action or be healed. When enemies take an action, while someone is KO, they get a free action where they equip on a KO target. Locked equipment can only be removed after spending time in a removal facility. Ideally the facility has 4 slots and can use party presets. This system would raise the stakes the longer and closer the fight gets. And if you win even with one alley standing you get rewarded and can continue as if nothing happened. - Race matchups or type matchups. The idea is that different races or type of units have an advantage or disadvantage against certain enemies. There is already some kind of race hierarchy with how some races have "unpaid internships" of other races (Bunny girls have Mules). Maybe expand on this system to encourage using different races. Experience and Level progression: Currently leveling up one party to the max will be the most effective way to progress. Leveling in the training center is mostly useless because your main party is already above the training level cap and you can also capture girls above the cap. You could add a general level cap based on your colony progress (Captured girls can exceed the current cap but not grow further). Characters at the current level cap will enter the mentor state. Mentors will distribute all their gained exp to all non mentor team mates. This would accelerate the growth of more party members and prevent brute forcing encounters with a level advantage. These are some of my thoughts. I hope you find something useful. Best Regards

Sylok


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