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!

StatusIn development
PlatformsHTML5, Windows
Rating
Rated 3.3 out of 5 stars
(14 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

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Hi, I'm a big fan of your game! it's funny, because i started playing just for the porn, but as it went on, I was like," Oh shit, this story is actually really fun as well."  I'm very curious to know what you used to make the images. I also had a few suggestions regarding the text and images that would probably be pretty easy to fix. One thing is that sometimes the description of the scene in the text doesn't match what's happing in the picture. I also played through it like ten times trying to get all of the characters, but not once did the Jade girl ever show up. I don't know if I'm just unlucky or if it's a bug. Anyway, I loved playing your game immensely and hope you don't leave it as is. I can't wait to see where the story goes and what new characters you add. Great work!

(+1)

so are you not going to update the game anymore ? Genuinely asking

this game sux ass

i paid for spider

i assigned spider to defense

i was robbed by 2 bandits -20 gold

fuck this shit

(+1)

for the lads and ladies who wanna bust it down and don't wanna play I gotchu 

step 1: First buy both spike trap and arrow trap AS WELL AS buy one elixer of warding to lower the chance you get a boss to 0 (for now). SAVE YOUR GAME

step 2: level up both traps too level 2+ and capture only until threat level 2 where you upgrade your traps more and more but remember to buy the 3rd dungeon space. SAVE YOUR GAME

step 3: what I did was get a goblin and put it first in the list of traps (live traps auto level and the goblin is the best because of the physical and poison damage it does). SAVE YOUR GAME

step 4: make sure your traps are at least level 5 or above (you can ignore the goblin it should be level 4 ish but it doesnt matter much) and you can fight the boss (pirate) so buy 1 elixer for that and only press release until the boss spawns. YOU SHOULD BE FORCED INTO THE NEXT THREAT LEVEL BY THE BOSS THATS FINE (save game lol)

step 5: buy an elixer to bring boss chance back to 0 and grind your traps until level 10 and buy dungeon space 4 (you can still ignore the goblin she shouldn't worry you at all now so keep her at the 1st trap area) buy a magic shield and also get this to level 10 with your arrow trap and spike trap. SAVE YOUR GAME

Step 6: buy an elixer again and you can fight the next boss (steel engi). Please stay in your current threat levels until your traps are level 15+ (still ignoring the goblin) before fighting the next boss (dutch). SAVE YOUR GAME

Step 7: Get all traps to level 15+ and start upgrading them to level 20 you don't have to buy a potion anymore because you want bosses and money so CAPTURE EVERYONE and level up your traps + get 100% boss chance with elixers + get last dungeon space. Lastly SAVE YOUR GAME.

NOTE ONCE YOU GET ANGEL THERES A LITTLE PART IN THE STORY YOU CAN DECIDE ON WHAT TO DO (I'm not repeating the game just to do that other part of the story >:[ ) SO SAVE YOUR GAME ONCE YOU GET HER

once you get level 20 traps/max level on them you can steam roll the rest of the game until you get to the end (I won't spoil it so good luck :3)

Have you fixed the Shadow Duchess bug yet? Where in, once you capture her, you can't interact with her in the dungeon? Since theres no back button either, it kinda just...locks the game up.

Suggestions (from a guy that does a lot of them):
- Allow people to continue using the tricks used to break the bosses, like using "magic influence" on the Dark Knight, even after she's broken.
- Not allowing enemies to attack after they drop to 0 hit points.
- Add something to seduce Lilith, as well as the girls in the Workshop and Alchemy areas.

What tools did you use to make this?

Twine

* "$30 gold" lose the '$'

* are all of the raiders women? If so, lots of "his", "he", etc. need to be changed

* please add hotkeys to at least the basic things (continue, start night, Release/Capture)

* The font is hard to read

* the Night Begins screen usually has the start combat button too far down -- off screen

* weird to see raider with 0 health still getting to attack

* workshop should show stats of current and purchaseable defenses

* dark knigtht "Her hips twitches" -> "Her hips twitch"

* dark knight "her crimson eyes" -> "her emerald eyes" based on the living quarters image

* after capturing and enslaving dark knight, two copies appear in workshop

* dark night "live unit" defense seems to be missing an image

* more varied colors would be nice. e.g., "The raider collapses under the blow!" could be green

* pirate "suffer many folds of" -> "suffer manyfold"

* descriptions of vaginal and anal are almost identical

* pirate enslaved anal image has a weird hand/hand-print

* only dark knight appears in defense list (not pirate or architect)

* zombie is an odd choice

* "The Iron Architect beams at you through the bars, her short, wavy white hair bouncing as she tilts her head. Her brown eyes sparkle with unshaken optimism, even in the cold iron cuffs biting into her wrists." almost everything about this conflicts with the image: long hair, hair has definite blue highlights, yellow eyes, rope vs cuffs

* defiant architect anal doesn't feel very defiant

* architect "as her naked body stares back me" doesn't make sense

* architect "Do you need your pets help" "pet's"

can you elaborate more on this problem, I don't understand what you mean. "weird to see raider with 0 health still getting to attack"

(1 edit)

The combat reads as if it were in order, but most systems don't give characters a turn if they die

Trap: deals 1000 damage, raider (0/10 HP)

raider: deals 10 damage, trap (490/500 HP)

raider: notices they are dead

Now that you mention it, I think you are correct. I know that the combat system right now is a bit scuffed. Im planning to change it in the future. Maybe give some suggestions? That would be very helpful. :)

I think there are three "good" types of combat in games:


1) "auto-battler"

  • player starts combat but is otherwise uninvolved
  • combat is fast
  • minimal clicks

2) turn-based strategy

  • combat only advances on player action
  • meaningful choices at every action
  • moderate clicks

3) "real-time response"

  • player must be constantly involved
  • e.g., quicktime events, RTS, spells to affect combat
  • lots of clicks


The problem you face is that you have a combination of auto-battler (player has no agency in combat) and turn-based (combat waits on player input). I suggest you pick one and lean into it.

auto-battler: add option for 1-click combat

  • auto-advances
  • summarized combat history (e.g., total damage done and taken per defense)
  • reward choice can be made quickly
    • hotkeys, buttons further apart, consequences listed

turn-based: add combat choices

  • e.g., re-order defenses mid-combat
  • e.g., defense specials are 1/combat but activated by you
  • e.g., spells or other actions with cost & benefit
    • e.g., spend gold for damage
    • e.g., gamble by making rewards (gold, XP, scenes, etc.) better at the cost of stronger raiders / weaker defenses

Finally, the "visuals" of combat are lacking:

  • font is bad
  • once you've seen a raider once, you've read everything about them
  • once a defense has used its special once, you've read everything about them
  • no images
  • linking to above, nothing you read matters since you can't change the outcome

Some feedback :

- Deployed living units seem to start combat with a low amount of health (seems to be their health at level 1), since they die after taking smalls amount of damage.

- Shadow Duchess has some type error that prevents her from acting as a living unit.

- Goblin's "poison darts" skill is somewhat misleading: they don't do poison damage and just adds some physical damage. Not that it usually matters. A description in combat that shows status still in effect would be nice during combat.

- Would be nice to see the damage/health in the workshop

-As some people stated. Make release gold more obvious in the combat summary. And it still displays XP gained despite XP to next level not increase.

Finally, is Jadefang Warrior available in this version? If not, at what threat level is she available?


Looking interesting so far.

(2 edits)

Thank you for the feedback and for playing my game! Im not going to release the bug fixes for now. It will be part of the update that i will release very soon! Also, exp and threat exp is two different things. I will include that in the tutorial. JadeFang warrior will be accessible at the threat level after divine oracle. However, the current version ends before you are able to capture her.

idk if it’s a bug where you can only have 5 bosses even with 100% rate

can you elaborate on the problem you are facing? It seems to be working fine for me.

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

(+2)

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.