Divelocked is a semi-roguelike adult game built with Twine/Sugarcube.
In Divelocked, you play as a gamer who has become stuck in a full-immersion VR game. When you're separated from your guild in a dangerous dungeon, you'll have to rely on determination, strategy, and luck to escape with your mind and body intact, because seemingly everything and everyone in the dungeon wants to transform you into a submissive, desirable plaything.
Currently, all transformation in this game is MtF, but support for starting as a girl is in development.
Current adult themes/kinks include:
Please note that while all of these are present, some are much more prevalent than others. I've attempted to list them in order of emphasis; you'll likely encounter kinks at the top of the list more often.
v1.04b now live:
Small update to fix "Improved Bloodymindedness" and "linkappend" bugs.
Previous update, v1.04a:
Relatively large update with new mechanics, new art, and new scenes. Biggest gameplay change is the skill progression system, which replaces the grind of hoping for a lucky run with great weapons with a more predictable, gradual growth in power.
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Previous Updates
v1.03b updates:
v1.03a updates:
Hotfix for several issues created by 1.03:
Also a small balance change
v1.03 updates:
First more-substantial update since I've been back: it's the weapon update.
Significant update to how weapons and enemies work;
There are a few new story-related passages to find as well.
v1.02a
Updates:
v1.02
Updates:
v1.01b
As I work on developing the big new stuff (a new area, a new captor, the next events of the story), I've made a few smaller updates worth sharing now.
Note: I'm prioritizing patches based on user feedback, so please let me know if you find an issue!
Updates:
v1.01a
First quick patch for the game; no new content, just fixing several bugs involving playability.
Note: I'm prioritizing patches based on user feedback, so please let me know if you find an issue!
Updates:
Rereviewing following some updates
No very much enjoyable. I don't usually go for games without significant multimedia, and I'd love to see images for enemies put in. There aren't that many, so one pic per enemy would be easy enough.
Simple game, easy to grasp. Plenty of fun, though a bit repetitive given the RNG mostly leading towards enemies.
The review by aloopy is comprehensive and still largely accurate. I didn't find escape to be impossible even with low stats though, simply rest to full, spam struggle, and then alternate between the two until an escape opportunity arises. This is not a particularly engaging loop, after being captured again post-escape I cheesed the encounters a bit with the back button to expedite - this mechanic does need improvement.
That being said, there are good bones here, and I'd recommend a single run playing through each of the master outcomes. I vastly preferred the paper doll in this title compared to most others I've seen, though I'd love to see equipped weapons and carried potions displayed visually (not even a gripe, just a nice to have). As far as playing through multiple times... Probably not with encounters being so repetitive and the game as a whole suffering from an excess of grind/a lack of clarity on how to improve.
This is impressive for a very early release. There are problems for sure, but for a "1.01b" release there's at least a good idea of where the developer is headed and I like it. This is a game, not just a story, but it has some really fun writing in it even so. It ticks all the boxes for me but the current release needs both balancing and quality of life improvements.
It seems like the dev is trying to create something of a mash-up of TrapQuest, Dungeon Depths, Corruption of Champions, and Skyrim mods like Sanguine's Debauchery, Simple Slavery, Deviously Cursed Loot, and Defeat, which is to say there are a lot of ideas feeding in here and the result has a certain uniqueness.
The basic exploration and combat is seriously in need of some expansion and tuning. There are only a few unique encounters, and the loot returns are arbitrary.
I'll come back to the issues with the base encounters momentarily, but the exploration part of the game is definitely not much fun right now.
Assuming you are defeated and progress into the slavery portion of the game, where, in theory, you can escape, there's a whole bunch of different content, and some nice things. While the escape portion/sub-game of this is poorly balanced and effectively broken, the idea is good and with some minor tweaks could work well.
One of the downsides (for new players) right now is how long you have to play to even discover that there are character classes and levelling. The dev does a bad job of explaining the progression system up front, doesn't even tell you about "XP" gains or anything like that, and so you feel you're doing fights and just being ground down with no progression. The progression there is, is seriously unbalanced, but the idea exists and the basic concept is fine. Like most of the things in this game the numbers need tweaking and the way it communicates with you needs to improve.
Even the basic fight experience is a little muddy, requiring you to read carefully to see the enemy HP, how much damage you took and dealt, etc.
There's a rock/paper/scissors approach where you can make three kinds of attacks. In theory, enemies should be weaker to one kind of attack. This doesn't really work out right now. Because your values in all the attacks are really low, and because weapons add evenly to all of them, and due to the random-number-generator, it ends up being difficult to figure out which attack type is most effective for a different enemy. You're also penalized for repeating a given kind of attack, so you at least have to alternate two kinds of attack, and this doesn't mix-up well with the gear progression there is right now.
There's a stat view to the left, but it's unnecessarily tiny, and lags behind everything by a step. It has no hover tips for the sometimes obscure little icons. It could be a lot better.
A few suggestions for combat:
Also, for loot generally, the player should be able to re-pick-up an item they discard as long as they don't make a new exploration action.
A lot of the time, you are struggling to get enough HP no matter how you come by it, so you don't make any choices about what potions you drink. You certainly can't afford to even consider just going for "safe potions".
Overall, the explore and fight part of the game is extremely grindy and repetitious right now, and very based on the RNG and what areas come up. Some of the area clues are kind of worthless, or maybe don't work right. This is the most tedious part of the game and I hope it can improve soon.
The random nature of exploration can be super-tedious when the randomness is streaky. There are times you won't get a chance to see a vendor for dozens of encounters, or get nothing but undead, over and over. Knowing what the hints mean is no help if you only get bad choices. Maybe any given choice set should always have one "good" choice?
The captured/enslaved part of the game is an entirely other thing... this uses some of the mechanics of the main combat (if you have to fight) but has its own stats and actions. This is quite well thought out in principle, but like combat, it needs some serious tweaks to be playable/fun. Currently, escaping is all but impossible unless you have really high dignity and determination (or whatever they're called). If you are enslaved with either of these below about 50, forget escaping... this has poor consequences for ongoing play, I'll get to shortly.
One thing I found really frustrating during an escape is that it seems like you can't use a weapon you found right after finding it. It seems like you have to find a weapon, stash it, then can use it on a later attempt. This is ... weird. Also, looking for lock picks is confusing, because you'd think you need them to get to get out of the cage to look for lock picks, but it seems sometimes you don't. It feels like you're always confronted after one action when escaping. It's very unlikely you'll get a second chance.
In general, the masters are too capricious. You should have to actually resist to get punished or bound in a serious way. If you are a completely broken shell, there's just no need for them to constantly pile more bondage items onto you. This inevitably stops you trying to regen any of your stats. Sure, there should be a point where those high stats can draw negative attention, but you should have to show some sign of resistance first.
The butt-plug restraint is one of several that spells insta-doom. The impact of the butt-plug is excessive, and because any other restraints will have to be cleared before you can remove it, you're almost certainly doomed if you get it.
If you actually resist a captor, the reactions are ... quite punishing ... and if you had any stats left at that point, they will quickly be erased.
The problem with captivity in general is that you probably won't even be able to attempt to play the escape game, you'll spend all your time broken or just struggling, and this becomes increasingly certain as the game progresses. This is OK while the content is fresh, but once you've seen the majority of it, it becomes repetitious, and all you want to do is fail as fast as you can to get to "game over" and restart at that point. This is a serious balance problem, but it wouldn't be that hard to address, plus adding more captivity content to flesh out the experience would increase how much time the player can spend in that mode before becoming totally fed-up with it.
It seems like the best approach is to struggle, if you can, until you get to 0 "lock thingy" but more often than not the master is so insistent that you are just constantly getting locked in more stuff and are exhausted, have to wait, then get locked in more, then struggle down to 2 lock, then get bound in some new thing or otherwise assaulted, so you never get a chance to try escaping even though you are totally submissive and the master is delighted.
Some suggestions for captivity:
Also, more auction content would be great; the ability to escape while at the auction house would make sense and there could be a mini-game for that.
The levelling up part of the game could do with more clarity, and perhaps should be more impactful. It takes a long time to level. The player shouldnt' be forced to level all the lower-level classes before accessing a higher level one.
The game-over options could do with a little tweaking. Reasonably, the transform changes and mental stat repair could be much more effective - as it is, even with them, you spend most of the game at the stat cap, whether for transform, or zeroed out (or close to) on mental stats. This might have been challening to the developer, but for most players it's just a bit too tedious.
Other general suggestions:
Some bugs:
Overall, this is an interesting game - and actually a game, not just a story - I hope it goes on to get more content. Right now some modest rebalancing of some probabilities/modifiers could improve what is there considerably. There's ample opportunity to add more stuff, and every component of the game suggests tons of ideas to make it better, so hopefully we'll see some of those.
The game is quite fun and the writing is excellent. My only issue is that this is listed as XXX. I would say it's more X (or R if NC doesn't count as more adult). The images are the place that falls behind in a XXX game, only showing the chest. I'm looking forward to playing more of this game, though, and nice work!
Overall a fun game with pretty decent art. Mechanics and rogue-like elements are decently fun. I think it would be nice to show more clearly what the properties of items are before picking them up (e.g. I was surprised the sharp dagger I picked up was weaker than my handaxe). Ditto for armor sets as it's not clear what they actually do. There's also a gamebreaking bug when you are given the option to change your name, where the game can't find the next passage if you change your name.