In Doomspire: Captive Conquest, you command a dungeon besieged by relentless nightly raiders. Fortify your stronghold with cunning traps and loyal units, purchased and upgraded in your workshop, to repel the invaders. Capture those who dare assault your domain and drag them to your shadowy dungeon cells,  corrupt them and turn them into your loyal slaves. As your power grows, so does the danger: escalating waves of raiders and towering bosses test your strategic mastery. Manage resources, expand your defenses and corrupt your foes. Will you bend the land to your will and reign as its dark sovereign?


It would be amazing if you could comment on how the game can be improved!

Updated 1 day ago
Published 2 days ago
StatusIn development
PlatformsHTML5, Windows
Rating
Rated 3.0 out of 5 stars
(3 total ratings)
AuthorMrNoClip
GenreStrategy
TagsAdult, bdsm, corruption, Dark Fantasy, Erotic, Male protagonist, NSFW, slave, Tower Defense

Download

Download
Doomspire_ Captive Conquest.zip 232 kB

Install instructions

just install it and play for windows, have not figured it out yet for other devices

Development log

Comments

Log in with itch.io to leave a comment.

can you add a way to load saves via text currently we can save the game as text but not load.

also the alchemist potions don’t seem to have an effect( not sure if bosses only have a chance to spawn on certain day or what the conditions are but that’s my experience) 

The shadow duchess cannot be interacted with in the dungeon

The divine oracle is missing a picture at the end of her quest

Lastly when you update the game don’t take the game down until you’re ready to post the new version. Other than that keep up the good work I actually check every now and then to see if it’s updated.

Hello, can you wxplain to me what you mean by "save the game as text but not load", the loading mechanism is working fine for me. Also, thank you for the advice!

I’m not sure why but anytime I try to save the game it gives me a long code for save data that I can copy and paste. In some games you can paste that save data in game and it will load so I was just curious if you could add that feature

hmmm, i will try but no promises though

Alright, a new round of comments, focused on bugs this time:
- The issue with units not leveling up is still present, at least with the Goblin I tried this time around
- There's a typo in the code behind the captured Roseblade that prevents interacting with her
- There's also a typo with her blowjob scene, missing the RB suffix
- There might be other bosses and scenes affected, I haven't tested everything
- The gold you get from Released opponents does not match what is displayed, it seems like you get the full Capture amount?
- there's a visible </div> on the day end screen, and it only displays exp gained when you defeat a boss

Balance comments:
- The Release gold seems much better, you should be able to progress with the diaplayed amounts
- The slot unlock costs are also easier to achieve, 800 would not take too long to grind even with the intended Relaese amounts
- You can still shoot yourself in the foot if you keep Capturing and raise Threat to a level you cannot deal with and start losing. I suggest reducing Threat when a raider makes it trough, letting the player drop back to earlier levels they can actually farm.
- The damage of Bosses to traps is meaningless, the trap goes off first and there is no other raider following them
- Threat progression is weird. It takes 5 captures to reach Threat level 2, 5 times 10 exp. It takes only 3 more captures to reach level 3 because you gain 20 Threat exp per capture. This continues for later levels too.

I have finally managed to capture a boss, but I cannot do anything with them. Everytime I click on their name in the dungeon I get an error. Great concept, though i would recommend adding an end day option over on the side as it gets a little annoying to scroll down to that option every time.

Which one? I appear to have the same issue with Roseblade because of a typo: the B is uppercase in the passage but lowercase in the boss title used in the goto.

Same one. I guess we both ran into the same problem

Interesting game

There's some potential here, but there's many things to fix to make the game enjoyable.

The balance is aweful. If you Release raiders you gain no Threat, but you gain only 10 gold no matter its Threat while they steal progressively more gold, at threat level 3 if you release 2 raiders and let 1 trough you have a net profit of 2 gold. Your monsters gain exp only if you Capture a raider, but doing so also raises Threat.

The Spider does not level up. Its effective stat stay at level 1 even when the Workshop displays otherwise.

The enemies being revealed at your doorstep makes the resistance/weakness system useless. There's no point in switching traps around, you don't know what you're facing anyways.

The slot unlock cost is way too high. The first one can be achieved if you don't let too many raiders through, the second unlock for 1500 is impossible to achieve without savescumming for easy waves.

Put all that together and you get this situation: the Iron Architect appears, they take 0 damage from my Spider, they take some damage from my Magic Barrier and Spike Trap but not enough, and I get a game over.

Please play your game until it is fun before publishing it.

A few suggestions:
- make monsters gain experience for all defeated raiders until they exceed the current Threat level. A Spider level 3 gains no experience from a Threat 2 raider but the level 1 Goblin does, even if the raider is released.
- make Releasing raiders give more gold, or implement another way to gain gold without raising Threat level
- or add a way to reduce Threat or to call easier waves

Thank you for your insightful comment!

Pleass forgive me for such mistakes as I'm a new developer and I thank you for trying my game out.