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5 Screenshots

About This File

Source/Creator Page: https://ci-en.dlsite.com/creator/11490/article/676931

A while back, this creator made a game called Girigiri Dungeon. Well, he's been working on a remake of it for a while and has finally managed to finish a trial version of the game. The premise is pretty much the same as before: You play as the blue haired girl and you partner up with other girls to take on the dungeon. Your objective: make them desperate and wet themselves at the end of the dungeon without wetting yourself.

The game play is somewhat similar to the original, you get numbered cards which when used will advanced you that number of spaces. Events will occur based on the tile such as: Monster battle, teleport you forward, or even brushes where you can relieve yourselves. You an also apply various goddess blessings to reap benefits in exchange for accelerating your character's desperation. However, for there are some new additions to this game such as more art, a new bladder gauge with a sphincter meter, and chapters with story events.

This trial only has the first chapter with two events each as well as a free mode which will generate simple events based on the girls' desperation levels. This is all that as been made for the game so far, there is no current full version. 



Original game
There is also a ENMT version by quicksort which you can find searching the name. 
The original game also had a version 2.0.2 update that I don't see on this forum but you can get it via here: https://ux.getuploader.com/omogame/download/163 (pass:omo)
The newer version added in an additional girl as well as some new tiles.

 

Creator's Twitter: https://twitter.com/11ty_02 
Creator's Pixiv: https://www.pixiv.net/en/users/452669

 


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This game is fantastic! I think I'll leave a summary/guide here since there's no full translation yet:

Our blue-haired protagonist Noelle can't hold it on her way home and wets herself, but finds the feeling quite nice.
(About a week later?) she applies to be an adventurer and hears a disembodied voice, none other than that of the Omorashi Goddess, whose power comes from people wetting themselves. She explains that recent efforts to install more bathrooms have drained her of her former power, and that she noticed Noelle's recent tendencies to engage in holding (omnipresence and all that).
The goddess offers her a deal: make other adventurers wet themselves, in exchange for some divine favor.
The dungeon cannot be entered alone, and so Noelle finds a nearby girl, Yufia(?) to invite to her party. From there the adventure begins...

The author has posted a temporary guide here, to substitute for a proper in-game tutorial. The following is either taken from there or something I figured out by playing:

There are 2 characters (beside Noelle) and 4 "endings" -

  • Yufia Chapter 1 Normal Route
  • Yufia Chapter 1 If Route (idk why it's called that, i'd call it "alternate route" or something)
  • Colette(?) Chapter 1 Normal Route
  • Colette Chapter 1 If Route

Normal route will always happen on your first playthrough; playing again will unlock a choice at some point that leads to the If route.
After playing chapter 1 of each character, you unlock free-play (pick any pair of characters and basically do an endless run)

Controls:

  • Confirm - Left-click / Z
  • Cancel - Right-click / X
  • Skip text - Hold Ctrl

When you get to the first menu (7 options in front of the goddess statue), the first one is "chapter select" which is where you start a run. In these chapters, your characters' desperation has no impact on the events that happen or the ending you get.

After your first run, the Omorashi Goddess introduces Golden Pieces. After each run thereafter, you receive:

  • 1 piece for every time someone leaked
  • 4 pieces for every time someone barely made  it to the toilet
  • 8 pieces for every time someone wet themselves

(Either party member counts for this)
These can be exchanged for blessings, which provide some benefit and accelerate Noelle's bladder.

You cannot manually save in the middle of a chapter, but the game autosaves after each section. In addition, quitting the game will save automatically.

Overworld:
Use a card to advance the number of spaces on it. The space you land on will trigger (enemy, treasure, etc). When entering a fight, enemies on neighboring tiles will also be involved.

Tile types:

  • Enemy
  • Bush (chance of enemy)
  • Rune (blue orb looking thing - gives runes, the shop currency)
  • Treasure - gives items
  • Priest(ess?) - heals the party
  • Bandit - free item
  • Adventurer - free potion
  • Witch - free buff
  • Merchant - sells stuff (discounted)
  • Magic circle - differing effect based on color
    • Red - drain MP
    • Green - warp forward
    • I forgot the others oops
  • Trap - deals damage (gray), inflicts poison (green)
  • CHECK - Cannot be passed, triggers story event

Basically all the people are useful, don't hesitate to land on those tiles

Combat:
Use a card to attack the enemy. Multiple neighboring cards of the same color will be used together, and may result in your characters casting a corresponding spell (otherwise they use a normal attack). 4 or more of the same color will hit all enemies(?)
If either party member hits 0 HP, you automatically flee. Fleeing this way twice results in game over (with a wetting scene).
By default, your party members automatically consume HP and MP potions when possible. This can be changed in the settings.

Free-play tips:
Later areas are longer and contain more enemies.
You can choose whether to stop at rest stops as long as your party members are not desperate enough to enter automatically.
Rest stops of areas that are multiples of 3 (3, 6, 9...) are seat toilets, the rest are squat toilets.
You can choose to go in the bushes when nearing the limit. This decision stays until the next rest stop (If you choose to pee and then somehow hit the limit again, you will automatically pee again)
After desperation reaches 100%, the sphincter meter starts to deplete (hitting 0 will result in wetting)
Reaching a rest stop with a low sphincter meter will result in wetting in the bathroom (almost made it).

Let me know if I missed anything or if you have other questions!

Link to comment

Been playing this game (including older version) for quite a while, haven't figure out a reliable way of making girls other than Noel to wet themselves, if anyone have any ideas?😂

On 8/2/2022 at 5:17 PM, ZirconiumPen said:

This game is fantastic! I think I'll leave a summary/guide here since there's no full translation yet:

Our blue-haired protagonist Noelle can't hold it on her way home and wets herself, but finds the feeling quite nice.
(About a week later?) she applies to be an adventurer and hears a disembodied voice, none other than that of the Omorashi Goddess, whose power comes from people wetting themselves. She explains that recent efforts to install more bathrooms have drained her of her former power, and that she noticed Noelle's recent tendencies to engage in holding (omnipresence and all that).
The goddess offers her a deal: make other adventurers wet themselves, in exchange for some divine favor.
The dungeon cannot be entered alone, and so Noelle finds a nearby girl, Yufia(?) to invite to her party. From there the adventure begins...

The author has posted a temporary guide here, to substitute for a proper in-game tutorial. The following is either taken from there or something I figured out by playing:

There are 2 characters (beside Noelle) and 4 "endings" -

  • Yufia Chapter 1 Normal Route
  • Yufia Chapter 1 If Route (idk why it's called that, i'd call it "alternate route" or something)
  • Colette(?) Chapter 1 Normal Route
  • Colette Chapter 1 If Route

Normal route will always happen on your first playthrough; playing again will unlock a choice at some point that leads to the If route.
After playing chapter 1 of each character, you unlock free-play (pick any pair of characters and basically do an endless run)

Controls:

  • Confirm - Left-click / Z
  • Cancel - Right-click / X
  • Skip text - Hold Ctrl

When you get to the first menu (7 options in front of the goddess statue), the first one is "chapter select" which is where you start a run. In these chapters, your characters' desperation has no impact on the events that happen or the ending you get.

After your first run, the Omorashi Goddess introduces Golden Pieces. After each run thereafter, you receive:

  • 1 piece for every time someone leaked
  • 4 pieces for every time someone barely made  it to the toilet
  • 8 pieces for every time someone wet themselves

(Either party member counts for this)
These can be exchanged for blessings, which provide some benefit and accelerate Noelle's bladder.

You cannot manually save in the middle of a chapter, but the game autosaves after each section. In addition, quitting the game will save automatically.

Overworld:
Use a card to advance the number of spaces on it. The space you land on will trigger (enemy, treasure, etc). When entering a fight, enemies on neighboring tiles will also be involved.

Tile types:

  • Enemy
  • Bush (chance of enemy)
  • Rune (blue orb looking thing - gives runes, the shop currency)
  • Treasure - gives items
  • Priest(ess?) - heals the party
  • Bandit - free item
  • Adventurer - free potion
  • Witch - free buff
  • Merchant - sells stuff (discounted)
  • Magic circle - differing effect based on color
    • Red - drain MP
    • Green - warp forward
    • I forgot the others oops
  • Trap - deals damage (gray), inflicts poison (green)
  • CHECK - Cannot be passed, triggers story event

Basically all the people are useful, don't hesitate to land on those tiles

Combat:
Use a card to attack the enemy. Multiple neighboring cards of the same color will be used together, and may result in your characters casting a corresponding spell (otherwise they use a normal attack). 4 or more of the same color will hit all enemies(?)
If either party member hits 0 HP, you automatically flee. Fleeing this way twice results in game over (with a wetting scene).
By default, your party members automatically consume HP and MP potions when possible. This can be changed in the settings.

Free-play tips:
Later areas are longer and contain more enemies.
You can choose whether to stop at rest stops as long as your party members are not desperate enough to enter automatically.
Rest stops of areas that are multiples of 3 (3, 6, 9...) are seat toilets, the rest are squat toilets.
You can choose to go in the bushes when nearing the limit. This decision stays until the next rest stop (If you choose to pee and then somehow hit the limit again, you will automatically pee again)
After desperation reaches 100%, the sphincter meter starts to deplete (hitting 0 will result in wetting)
Reaching a rest stop with a low sphincter meter will result in wetting in the bathroom (almost made it).

Let me know if I missed anything or if you have other questions!

The purple(other) Magic Circle seems to give the girls a wave of urge if they are desperate

Link to comment
On 8/2/2022 at 5:17 PM, ZirconiumPen said:

This game is fantastic! I think I'll leave a summary/guide here since there's no full translation yet:

Our blue-haired protagonist Noelle can't hold it on her way home and wets herself, but finds the feeling quite nice.
(About a week later?) she applies to be an adventurer and hears a disembodied voice, none other than that of the Omorashi Goddess, whose power comes from people wetting themselves. She explains that recent efforts to install more bathrooms have drained her of her former power, and that she noticed Noelle's recent tendencies to engage in holding (omnipresence and all that).
The goddess offers her a deal: make other adventurers wet themselves, in exchange for some divine favor.
The dungeon cannot be entered alone, and so Noelle finds a nearby girl, Yufia(?) to invite to her party. From there the adventure begins...

The author has posted a temporary guide here, to substitute for a proper in-game tutorial. The following is either taken from there or something I figured out by playing:

There are 2 characters (beside Noelle) and 4 "endings" -

  • Yufia Chapter 1 Normal Route
  • Yufia Chapter 1 If Route (idk why it's called that, i'd call it "alternate route" or something)
  • Colette(?) Chapter 1 Normal Route
  • Colette Chapter 1 If Route

Normal route will always happen on your first playthrough; playing again will unlock a choice at some point that leads to the If route.
After playing chapter 1 of each character, you unlock free-play (pick any pair of characters and basically do an endless run)

Controls:

  • Confirm - Left-click / Z
  • Cancel - Right-click / X
  • Skip text - Hold Ctrl

When you get to the first menu (7 options in front of the goddess statue), the first one is "chapter select" which is where you start a run. In these chapters, your characters' desperation has no impact on the events that happen or the ending you get.

After your first run, the Omorashi Goddess introduces Golden Pieces. After each run thereafter, you receive:

  • 1 piece for every time someone leaked
  • 4 pieces for every time someone barely made  it to the toilet
  • 8 pieces for every time someone wet themselves

(Either party member counts for this)
These can be exchanged for blessings, which provide some benefit and accelerate Noelle's bladder.

You cannot manually save in the middle of a chapter, but the game autosaves after each section. In addition, quitting the game will save automatically.

Overworld:
Use a card to advance the number of spaces on it. The space you land on will trigger (enemy, treasure, etc). When entering a fight, enemies on neighboring tiles will also be involved.

Tile types:

  • Enemy
  • Bush (chance of enemy)
  • Rune (blue orb looking thing - gives runes, the shop currency)
  • Treasure - gives items
  • Priest(ess?) - heals the party
  • Bandit - free item
  • Adventurer - free potion
  • Witch - free buff
  • Merchant - sells stuff (discounted)
  • Magic circle - differing effect based on color
    • Red - drain MP
    • Green - warp forward
    • I forgot the others oops
  • Trap - deals damage (gray), inflicts poison (green)
  • CHECK - Cannot be passed, triggers story event

Basically all the people are useful, don't hesitate to land on those tiles

Combat:
Use a card to attack the enemy. Multiple neighboring cards of the same color will be used together, and may result in your characters casting a corresponding spell (otherwise they use a normal attack). 4 or more of the same color will hit all enemies(?)
If either party member hits 0 HP, you automatically flee. Fleeing this way twice results in game over (with a wetting scene).
By default, your party members automatically consume HP and MP potions when possible. This can be changed in the settings.

Free-play tips:
Later areas are longer and contain more enemies.
You can choose whether to stop at rest stops as long as your party members are not desperate enough to enter automatically.
Rest stops of areas that are multiples of 3 (3, 6, 9...) are seat toilets, the rest are squat toilets.
You can choose to go in the bushes when nearing the limit. This decision stays until the next rest stop (If you choose to pee and then somehow hit the limit again, you will automatically pee again)
After desperation reaches 100%, the sphincter meter starts to deplete (hitting 0 will result in wetting)
Reaching a rest stop with a low sphincter meter will result in wetting in the bathroom (almost made it).

Let me know if I missed anything or if you have other questions!

Also there seems to be a hunter(NPC) what does he do?

Link to comment
16 hours ago, DevShooter said:

Been playing this game (including older version) for quite a while, haven't figure out a reliable way of making girls other than Noel to wet themselves, if anyone have any ideas?😂

The purple(other) Magic Circle seems to give the girls a wave of urge if they are desperate

Some potions give a diuretic effect which is shown by the yellow arrow (ie the double potions and the larger hp/mp pots). I think the larger the arrow the bigger the diuretic effect is but i'm not entirely sure. For each zone you complete in free mode, the next zone will be longer. You always re enter at the farthest zone you've reach. So just fill up their diuretic gauge and keep trying to go through higher zones. I've been having success at 10+. 

As for the old game, it has a much more complicated system. First of all, the potion gauge is also the diuretic gauge. The more potions they drunk, the faster they will fill up. Second, your characters have cold, hot and neutral states. These are shown a red or blue character next to the potion gauge (or nothing if you're neutral). You can cycle through them  by either landing on a red or blue puddle, or drinking a potion that alters your state (either warms you up or cools you down). Your state will only alter by one level at time (ie hot > neutral > cold, can't do hot > cold) and you can only drink potions when you have missing health. In the hot state, they can drink more and get desperate slower while when cold they can't drink as much but will get desperate a lot faster. To fill them up quickly you get them into the hot state to make them drink a lot and then make them cold. Remember once someone hits 60% (I think) you will be forced to stop at the rest stop. Usually you will use the first two zones to gather items, the 3rd zone to fill them up a bit, and the 4th final zone to get them really desperate. The goal of this game is trigger a wetting event at the rest stop rather than wetting during the dungeon. 

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7 hours ago, 7deadlysins said:

Some potions give a diuretic effect which is shown by the yellow arrow (ie the double potions and the larger hp/mp pots). I think the larger the arrow the bigger the diuretic effect is but i'm not entirely sure. For each zone you complete in free mode, the next zone will be longer. You always re enter at the farthest zone you've reach. So just fill up their diuretic gauge and keep trying to go through higher zones. I've been having success at 10+. 

As for the old game, it has a much more complicated system. First of all, the potion gauge is also the diuretic gauge. The more potions they drunk, the faster they will fill up. Second, your characters have cold, hot and neutral states. These are shown a red or blue character next to the potion gauge (or nothing if you're neutral). You can cycle through them  by either landing on a red or blue puddle, or drinking a potion that alters your state (either warms you up or cools you down). Your state will only alter by one level at time (ie hot > neutral > cold, can't do hot > cold) and you can only drink potions when you have missing health. In the hot state, they can drink more and get desperate slower while when cold they can't drink as much but will get desperate a lot faster. To fill them up quickly you get them into the hot state to make them drink a lot and then make them cold. Remember once someone hits 60% (I think) you will be forced to stop at the rest stop. Usually you will use the first two zones to gather items, the 3rd zone to fill them up a bit, and the 4th final zone to get them really desperate. The goal of this game is trigger a wetting event at the rest stop rather than wetting during the dungeon. 

yea, the old game I do know but still quite challenging as the puddles changes both states, and its a bit random for the hot and cold magic too, Colette is pretty hard as she will go for a stop as soon as she hits 40%

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On 8/3/2022 at 8:48 AM, DevShooter said:

Also there seems to be a hunter(NPC) what does he do?

They give you an overworld card (used to move forward).

I had a long conversation with the game's developer (Lity) and came out with tons of information that the game doesn't yet explain anywhere:

At the top-right of each character's status there is an "excitement level". Excitement increases when attacking (especially with multiple cards) or when drinking certain potions. It decreases on its own over time and resets to 0 at the start of each area.
Higher excitement increases the following stats:

  • Outgoing damage
  • Chance to multi-attack
  • MP usage

Different characters increase excitement at different rates (Colette increases faster than the others, for instance)
While characters are desperate, their excitement doesn't increase as much (except for Noelle, whose excitement increases faster in that case)

The card system is a bit confusing:
In the top left there's a bar representing the drop rates of different card colors. Using cards in battle increases their colors' respective drop rates. This bar also resets after each area.
Your cards' colors are consistent, but their numbers randomize at the start of each combat. When the battle ends, cards return to what they were before.
In the overworld, a card's number refers to how many spaces it moves, and its color has no impact.
In combat, a card's number determines both how much it influences the color drop rates and how much it increases excitement. Its color determines its element of magic. Adjacent cards of the same color are used together for more powerful attacks, and using more cards produces a higher-level spell.
After every combat turn, each card's number decreases by 1 (cards which would become 0 instead loop over to 9).

Basically what this means is you want to use up your non-matching cards in the overworld so that when a battle happens, you'll have enough matching cards to unleash powerful attacks. Using lots of the same color in battle will also cause more of those cards to appear, enabling more combos.

Attributes:
Attack - Increases outgoing damage of most spells (the others state which stat affects them)
Finesse - Increases debuff intensity, elemental weakness bonus, and chance of inflicting status effects
Speed - Increases chance of going earlier in the turn order as well as performing and dodging multi-attacks
Spirit - Increases healing, buff intensity, and chance of resisting status effects

Link to comment
10 hours ago, ZirconiumPen said:

They give you an overworld card (used to move forward).

I had a long conversation with the game's developer (Lity) and came out with tons of information that the game doesn't yet explain anywhere:

At the top-right of each character's status there is an "excitement level". Excitement increases when attacking (especially with multiple cards) or when drinking certain potions. It decreases on its own over time and resets to 0 at the start of each area.
Higher excitement increases the following stats:

  • Outgoing damage
  • Chance to multi-attack
  • MP usage

Different characters increase excitement at different rates (Colette increases faster than the others, for instance)
While characters are desperate, their excitement doesn't increase as much (except for Noelle, whose excitement increases faster in that case)

The card system is a bit confusing:
In the top left there's a bar representing the drop rates of different card colors. Using cards in battle increases their colors' respective drop rates. This bar also resets after each area.
Your cards' colors are consistent, but their numbers randomize at the start of each combat. When the battle ends, cards return to what they were before.
In the overworld, a card's number refers to how many spaces it moves, and its color has no impact.
In combat, a card's number determines both how much it influences the color drop rates and how much it increases excitement. Its color determines its element of magic. Adjacent cards of the same color are used together for more powerful attacks, and using more cards produces a higher-level spell.
After every combat turn, each card's number decreases by 1 (cards which would become 0 instead loop over to 9).

Basically what this means is you want to use up your non-matching cards in the overworld so that when a battle happens, you'll have enough matching cards to unleash powerful attacks. Using lots of the same color in battle will also cause more of those cards to appear, enabling more combos.

Attributes:
Attack - Increases outgoing damage of most spells (the others state which stat affects them)
Finesse - Increases debuff intensity, elemental weakness bonus, and chance of inflicting status effects
Speed - Increases chance of going earlier in the turn order as well as performing and dodging multi-attacks
Spirit - Increases healing, buff intensity, and chance of resisting status effects

oh thanks so much, have been wondering what do these elements do for quite a while already, the info is great!

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On 8/3/2022 at 8:34 AM, DevShooter said:

The purple(other) Magic Circle seems to give the girls a wave of urge if they are desperate

Tiles I forgot (there are probably more):

  • Pink circle removes all statuses (positive and negative).
  • Tornado removes some of your cards.

I've also been informed that the Omorashi Goddess's name is Yurine (not sure if I skipped over this earlier or if it's not revealed until later)

On 8/2/2022 at 5:17 AM, ZirconiumPen said:

If either party member hits 0 HP, you automatically flee. Fleeing this way twice results in game over (with a wetting scene).

Actually, fleeing twice in any way results in a game over. The intention was that the party gets lost from running too much and can't get to a rest stop in time, but this part hasn't been implemented yet. In addition, whenever you would game over in free-play, instead you just lose the ability to advance to the next area.

On 8/4/2022 at 1:18 AM, 7deadlysins said:

You always re enter at the farthest zone you've reach.

I'm pretty sure you can select which zone you start at, but it defaults to (and can't go past) the furthest one you've reached.

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7 hours ago, Antotron said:

Hello! Can you  help me with that?

image.png.17ff9240e0b46b9b059fb04788925106.png

P.S. I use japanese locale.

Did you extract the file using Japanese locale? If not, there may have been some problems with filenames.

I did some searching, and apparently you can fix this issue by renaming the game folder such that there are only English characters? I'm not sure of this though.

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