Infernus: The Descent by Team Infernus
About
We decided to make a lewd game for the jam. This is the story of a succubus on a journey to reclaim her power. The more you get the worse you are. (Get it? Because you're evil.)
How to Play
Mostly clicking and WASD or Arrow Keys to move through Hell.
Disclaimer
As a jam game there is limited content right now but we plan to add more stuff later.
Screenshots

Replies to Feedback
We know a lot of you mentioned animations and sounds, and they were on our to-do list but didn't get done in time for the submission deadline. We didn't want to violate the rules of the jam by adding them so we focused on bugfixes. Now that we've fixed our major bugs, we're planning on creating a post-jam build that adds content.
As a lot of you have mentioned, the combat is lackluster right now. Going forward, a large focus of the content we add will be expanding the combat system with new enemies, abilities, and items.
Ratings
| Overall | 1072th | 2.758⭐ | 120🧑⚖️ |
| Fun | 1061th | 2.571⭐ | 121🧑⚖️ |
| Innovation | 1067th | 2.436⭐ | 119🧑⚖️ |
| Theme | 1139th | 2.034⭐ | 119🧑⚖️ |
| Graphics | 498th | 3.611⭐ | 119🧑⚖️ |
| Humor | 434th | 3.207⭐ | 113🧑⚖️ |
| Mood | 897th | 2.826⭐ | 111🧑⚖️ |
| Given | 25🗳️ | 21🗨️ |
I was a bit lost initially (when I went to hell) and didn't have much concept for the controls when starting.
Though after I got going, it was a lot of fun. A menu/intro with some controls would have helped inform me a bit more so the impact of figuring out how to play is a bit less abrupt.
I was totally not expecting that initial sprite in hell... heh
Hope you get good ratings in Art and humor you earned it you little pervs ;)
That said, the graphic nature of the game seems completely arbitrary andI didn't see any reason for it to be lewd.
So... The gameplay is basically meeting dogs, slashing once and attacking 3 times, repeat until dead, go back to the office and come back with more health, and repeating until... What?
Repeated the same thing until 100 energy to see what happened. Then 130. Found a gate that didn't do anything. Then got bored and left.
The game needs to give me a lot more direction so I know what to look for and what to expect. And the core gameplay is completely predictable and not challenging.
Artwork is really awesome, you made it like a pro! But, as for me, gameplay needs more work. For example, mouse click to walk seems to fit this game better than WASD. Also, game flows too slow and getting more boring every time I go back to HQ to restore health.
P.S.: Maybe I'm not patient enough for this kind of games, but really, how many energy do I need to find something more powerful than an old sword?
Let me know when it's working so I can actually rate
Nice and clean graphics though the lack of animations somewhat diminishes it. Also is this game beatable? I wandered in Hell collecting energy but couldn't do nothing else.
For a game like this I'd recommend RPG Maker MV, you can do a lot more faster, as long as it's an RPG.
The art and character design is nice.
Good work!
And never the less, loved the art, really well done.
Overall interesting entry and I appreciate that u did something out standing xD
Pls feel free to play and rate my game: https://ldjam.com/events/ludum-dare/40/split
All the best!
Pretty (Ludum) DAREing I must say.
Looks pretty good, but definetly needs some audio/animations and improvements concerning gameplay.
The fights are avery repetitiv´.
Even though this probably isn't for most people, I think you deserve some credit for bringing something like this to an LD.
The game could use some music tho. Otherwise my eyes hurt a little bit from some of the scenes :D Gj.
This was definitely different from what I've played and judged on this _Ludum Dare_ so far, that's for sure! However, differently to some reactions I've seen before, I believe if someone wants to do a non-safe for work game for a game jam that's mostly made up of safe for work games, they should have the creative liberty to do so, and for that, I say kudos to your team! :tada:
Now, in regards to the experience itself, it was actually really nice. For a game made in three days, there were definitely a lot of points with depth, from the equipment options, to having to mix-and-match attacks to make sure you didn't fall in hell, to the progressive storyline and the whole succubus themes were engaging. The art style was also pretty interesting and the amount of artwork involved was also surprising.
However, despite all the ideas, it felt like there was a lot added in already with the plans for expansion at mind, which isn't a bad thing, of course, but it would have been nice to see a more core focus of the experience developed during the _Ludum Dare_ period. There were a lot of ideas and systems here and there but I personally think it would have been better to just focus on just a small group of mechanics and try to add as much depth to it as possible. Instead, a lot of the gameplay felt shallow than and I honestly that could have been performed better, especially with the latter parts of the game starting to feel repetitive and grind-y as another comment has mentioned above. It would have been nice to have some sort of sound behind as well, even if it were just simple loops or audio cues.
However, despite this harsher feedback, I insist, I enjoyed the experience, and the lewd part of it was luring. [In behalf of our team](https://twitter.com/WhalesAndGames), I once again applaud your choice to going through with the adult theming, and will definitely keep up with the hellish succubus shenanigans you guys come up with next. Cheers! :whale:
However, I think you did a good job within the time limit. Congrats!

I have so many mixed feelings about this game, sexual themes aside (which I actually find rather impressive. My friend told me this was also submitted to the Lewdjam. We would have participated there, but it overlapped). On one side, it had a lot of artwork and mechanics, which included free roaming, fighting, some simulation and resource gathering of sorts.
On the other, it ended up being a jack of all trades, master of none. The amount crammed in 3 days is astounding, don't get me wrong. Thing is, it gets monotone and boring really fast. The grind never becomes easier, the CG scenes slow it down even further, and overall, many mechanics like room building or equipment seemed lackluster or incomplete.
There's a lot of room for improvement. If anything, this is a case of setting a high scope and then running out of time. If you decide to go for a bigger post-release version, make things more dynamic for the players. Equipment drops, leveling up, incorporating CG into special skills, add sex-based mechanics to the rooms, or whatever you consider that would add some extra impact to the player's inputs. And embrace the sex appeal of the game. Make it incorporate into the game in non-intrusive ways or as an actual mechanic.
That aside, this is still a solid entry. Well constructed, but with some notorious areas of opportunity. We're looking forward to seeing your future projects! :whale:
Except the explicit content, this is a simple (common?) game style, yet fun to play. I need to play more, because I didn't find that fabulous bra, and that's making me crazy because the map is not very wide…
Good (blow?) job anyways. ;)
It's quite impressive what you managed to put together in just a few days especially with the high quality artwork. The content is certainly there but unfortunately you didn't manage to add the necessary depth, so gameplay feels a bit prototype-ish, I would assume time to have become an issue in the end.
I think going into the castle to fight a boss that could only be beaten with leveling up the character (maybe finding some random treasure) might have rounded off the game some more even without designing a lot more monsters. This could have been achieved by keeping captured folk in the dungeon to auto-generate energy (maybe the secretary could have accomplished this during your absence) which in turn would have allowed leveling up the character (so no further assets required). Upgrading the cell might have allowed to keep more than one creature captured which again might have increased auto-generated energy and added a little more to accomplish. I know you accomplished a lot and you were likely burning at both ends towards the end, but I think some cheap coding tricks may have made the game feel a little more complete without too much effort (unless you added the boss fight of course).
Gameplay-wise the game could use a little more polish to make clicks register a bit more snappily. I tried to grind through the fights quickly but for this speedy play style it felt like I had to click twice for every action until it registered.
One specific technical issue: I am running on a 16:10 resolution and the mouse cursor does not fit the clickable menu entries, which is especially frustrating on the battle screen, since it forced me to click the option above the one I actually wanted.
Apart from that I think you are a on a very good way to make a good adult-oriented browser game that could find its audience easily. I would encourage you to keep working on it and make it a full length experience.