v2 Dev Build Release
Night Labyrinths » Devlog


V2 Changelog:
-New stage after the sewers added. -Boss maps added to the Courtyard and Sewer. -Full screen H attacks have been added for some enemies. There are 9 in the current build. These enemies have a pink or red outline and have a chance of activating the attack. -Player stats reworked (see in-game explanation in the 'How to Play' menu). -Lots of skills were changed and new ones added. -The cap limit of each skill can now be seen when selecting them. -Skills that are maxed out will not show up for selection. -Added a reroll option for white and pink skills for a cost. -Skill preference is now determined by a tension threshold, prep actions no longer change it directly but instead lower this threshold. This change was made to provide more interaction between the normal and pink skills. -Removed collection items, instead there are recurring items that will permanently increase your stats. These can also appear in the shop. -Level select reworked to show the chance of the stat increase items appearing. From High, Normal, to Low based on how many were collected in that stage. -Shop now carries a set of randomized items that change upon returning from a dungeon. The last two items are always upgrade items. -Enemies now have properties applied to them (basically things they do). -Enemy info screen added. By pressing the interact button you will now see what each enemy can do and which properties they have. -Placement traps will stay active longer
Well, I wasn't able to complete it like I said I wanted to in the last update, but here's the next version. Full screen CG attacks, enemies now have properties, a new area, reworked skills. There's more content overall.
If there are any bugs I missed let me know. I'll try to fix them ASAP
Bug Fixes:
-Fixed an issue where the Cool Drink item can be sent to storage from the Lost Package, leading to a bugged out inventory if retrieved and sorted. -Fixed an issue where the second page of the storage wasn't working properly (when scrolled down). -You no longer need to wait for your own placed traps to disappear for the stairs to appear on boss floors.
Files
NightLabyrinthsV2.zip 55 MB
8 days ago
Get Night Labyrinths
Download NowName your own price
Night Labyrinths
Status | Released |
Author | mminitdev |
Genre | Role Playing |
Tags | Adult, Dungeon Crawler, Eroge, Monsters, Roguelite, Slime, Tentacles, Turn-based |
More posts
- A sign of lifeJan 27, 2025
- v1 Dev Build ReleaseMay 19, 2024
- v0 Dev Build ReleaseJan 03, 2024
Comments
Log in with itch.io to leave a comment.
Is there a place to follow this game's development that isn't just Itch.io? Considering their recent, delisting of nsfw games?
https://twitter.com/mminit_dev
Yeah. just my twitter page. I was hoping itch.io would be the go to but things seem shaky now.
Would you consider incorporating dynamic h CGs or h-animation into this game or the next one? The game's visual style is impressive, but static CGs cannot fully showcase the charm of the girls.
Looking forward to your next update! The girl you created looks very attractive.
Liking the new stages!
I'm having some issues with the storage - I'm only able to reliably access the first 10 items, and then item slots 11 to 20 both have their value blanked out, but attempting to retrieve them gives me an "inventory is full" message, and attempting to sell them instead attempts to sell whatever item would be in that location if the storage *wasn't* scrolled down, and failing if no item exists in that slot.
Perhaps more gamebreaking, I ran into a strange issue where I somehow ended up with a Cool Drink in my inventory - I think it may have somehow ended up in my storage and I retrieved it from there? but I unfortunately don't entirely recall. However, this errant Cool Drink item somehow also caused itself to duplicate whenever I used the Sort Items function - including filling up the entire second page of the inventory, beyond the mere four slots I had unlocked. Even getting rid of all the excess Cool Drink items still caused additional items to appear in my inventory - I ended up looking up the save file to see if I could figure out what the problem was, and it seems like somehow the Cool Drink item duplication shenanigans had caused a number of items to be relocated into item slots that I had not yet unlocked, and further uses of Sort Items would cause these items to multiply into my empty inventory slots without being appropriately emptied out?
I made a backup of the save file in case you want me to try to put it somewhere if you want to have a look at it yourself for debugging purposes.
I see the issue with the cool drink, it's because I forgot to remove it from the pool of items that the Lost Package item pulls from (it used to be a regular item in V1), so it has a chance to get sent to storage when it shouldn't. I'm assuming that's what led to the storage bug, but I'll do more testing. I'll need to look into the storage issue more, but for now I'll upload a fix for the cool drink.
Edit: I also see the issue with the second page of storing not being read correctly, thanks
Been looking forward to this for months, had a great time with the update!
Some thoughts and suggestions:
- I find the game has gotten too easy. I might be in the minority, but I liked failing the levels at first and gradually becoming stronger with each attempt. This time I cleared a lot of the levels first try. Perhaps a difficulty setting?
- Additionally; maybe the higher difficulty setting could put a multiplier on your earnings, or perhaps there could be a currency for unlocking the gallery in the full version, and the Hard mode lets you gain it faster. Just a suggestion, it's nice when a difficulty mode has an incentive, but I'd be happy with a simple higher difficulty too.
- The grapples didn't auto-progress for me, like they did in an old preview of yours. Is this a glitch? The settings didn't change anything.
- This is somewhat subjective, but I'm hoping to see some more intense stuff in the long run; the inanimate objects in the third level were pretty neat, but it felt like it scaled the lewdness back a bit. Might just be an unfortunate side-effect of me waiting for the demo so long, and this being the "final" level at the time. A problem this game wouldn't have in the full release.
- I think enemies that can displace you could be a lot of fun. Maybe one that carries you around and potentially puts you into a tight spot. Maybe something that knocks you back whenever it hits you. Maybe a tentacle monster that can lock on to you and then pull you towards it.
- Another idea; aphrodisiac status-effect that temporarily adds ~50 lewdness to the protagonist, then either vanishes or deteriorates over 3 turns.
- VERY subjective, but I hope we can see her full legs and feet more in future CGs. Real shame that she's wearing such lovely legwear and we never get to see her legs in full. But that's just me, can't hurt to ask lol
- A woods/dark garden area could be fun for a new biome. Would love to see more beastial/insectoid monsters or plants perhaps.
Thanks for playing
-For difficulty, it was originally a bit harder and required more careful play or grinding, but the few playtesters found it difficult. I erred on the side of making it so you don't need to grind to get through it. Perhaps for one of the prep actions I'll make it so you take more damage or something, so that it can function as a difficulty option.
-Auto progressing grapples were just for the purposes of recording the preview video. I always intended for the player to proceed manually since it lets them look at them.
-Noted on the h-content. I'm not sure if what I end up adding will meet everyone's expectations but I'll try. I'll try to add more leg stuff.
Thanks for always being so receptive to feedback! Hopefully I/we don't come across as too negative or demanding. This is one of the releases I'm the most excited for these days, and each demo has been a blast so far.
Hey since you made the new version and this is an adult game, then answer this one, what if for the next version, you can include a nude skin with no glasses and unbraided hair as alternate wardrobe? Will you add that in the next version of your game?
I'm not sure if I want to change her design that much with all the art assets in the game, that sounds too specific and would add to the development time.
I meant as an alternate costume, where players can decide if she can try on different outfit and hairstyle or sometimes go all nude and no glasses.
But seeing that it's going to take more time to make, perhaps take your time to create a nude skin for the character and if its done i can try it out.
Very good, would you like to add the function of previewing the full CG after completing the level later?
Yes a gallery will be added, it's what the table with the board in her room is for. I just didn't get around to adding it in this version, but hopefully for the next one.
loved your previous game!!! Keep up the good work
My Review:
I came across this game by total chance, and I just have to say I LOVE IT!
It’s been a long time since I’ve seen a solid dungeon crawler like this, and the fact that it’s also a roguelike? Please, just take my money already.
That said, while the game is clearly still in early development, the foundation feels strong and full of potential. I’d love to see a community form around it too—maybe a Discord server or even just enabling threads on the Itch.io page for discussion and feedback.
No matter what direction you choose to take, you’ve already made a strong impression on me. I’ll be following this project closely and supporting it all the way!
Ideas for improvements / changes:
Perks System:
"Look at that. Maybe them bullets done your brain some good." – Doc Mitchell, Fallout: New Vegas
Not sure what the long term plan is here, but it’d be cool to see a perk system implemented, something you can unlock during runs (maybe after boss battles), and pick one per run. It could add that personal touch to playstyles or just add more spice to the gameplay. Tying it into the "detective" theme, like the red-string conspiracy board near the bed, you could even collect “evidence” that functions as unique perks you equip? Just a thought.
Greater Difficulty Options:
"The Grim Reaper doesn’t disappear… he catches up." – Unknown
I’m a huge fan of challenge modes. A cool idea would be a “Grim Reaper” mechanic that shows up if you take too long on a stage.... unstoppable, game-over if it catches you, but avoidable if you stay quick. Maybe each level (based on theme) has it's own unique chaser enemy?
Another idea could be optional survival elements, like a more complex food/drink system. Currently, consumables offer buffs, but maybe they could have additional uses or drawbacks in a survival-style mode?
The Glasses:
"Glasses, where are my glasses?" – Velma Dinkley
I love the glasses, I think they could be a little more helpful. Maybe if equipped, they could reveal +1 extra tile of the map? When a map is cleared of enemies, it can drag a bit just hunting for that last tile. This would help streamline that without changing core mechanics.
Gun Mechanics:
"And when that doesn't work… use more of them." – The Engineer, TF2
A risk-reward system for guns could be great! For instance:
Guns can hit one tile further ahead (since they’re ranged).
But! They make noise, alerting enemies from further away.
And if an enemy is too close (melee range), you do 50% less damage due to poor accuracy or panic.
Ranged weapons in games like this is always powerful, but I love the idea of having to move around the map in order to fight instead of just standing still.
More info:
"Knowledge, IS POWER!"-Unknown.
While I like how clean the UI is at this point, I would like to see my stats displayed while i'm running around. maybe a little window that we can toggle on and off to the bottom left of the screen?
Resolution Support:
I’m currently playing on a 2560x1440 monitor, and while I get that the current resolution might be tied to the art or UI layout, I’d love an option to scale the game window to match my display. If not possible due to asset limitations, that’s totally understandable—just thought I’d mention it.
Thanks if you read all of this, and I wish you luck!
Thanks for playing, and for all the detailed feedback and thoughts. I'm not sure if I'll implement them, but I did read it all. As for the larger resolution, I don't have a monitor that big but I'll see what if there's something I can do.
good game
Sorry to be *that* guy but, is there any way to play on Android?
I don't have any plans to do an android port, sorry. Maybe there's another way to play Unity games on android?
I see.
If I offered to compensate you, would you reconsider and how much would you charge?
What was the reason to take away the death screen where the character is being fucked? Was looking forward to this for a long time, really liking this new update
A lot of people wanted mid-gameplay scenes over those, it was probably the thing that was asked about most so I put all my drawing effort into that. Drawing those and all their variations (and implementing them in the game) took a lot of time and I was unable to commit to animation on top of that, it's too much for one person to do. Another thing is that I received little to no feedback at all regarding the game over animations, so I don't think people really cared about them, or they just weren't good enough for anyone to care. I'll add the existing ones and any other unused art to a gallery in a future build.
Thank you very much. Is there a chance you will release final version on steam?
I'm not sure, maybe? Though I always thought about putting a "normal" game on steam first.
Can you add more girl&girl action? Thank you
Thank you for finding this. I'll take note of it.
Was so excited to try this new version. Thanks for your hard work 🙏
Been looking forward to this! Thank you for the update. ^_