Dohna Dohna:Gameplay

Gameplay in Dohna Dohna combines turn-based combat and strategic resource management, and is divided into three major phases:

Beginning of turn events phase
There are 4 types of events in Dohna Dohna:
 * 1) Beginning of turn events
 * 2) Girl-Hunting map events
 * 3) Unique heroine events
 * 4) Relationship events

Usually, beginning of turn events are unlocked with new episodes of the game, and are important markers of progress towards getting new dungeons or playable characters.

To unlock new episodes, complete the pink-coloured objectives in the updates bar at the bottom of the screen during the base management phase or the top right of the dungeon selection screen during the action phase (girl-hunting option).

More about the events in the game:
 * For more on unlocking episodes and story events, see the objectives
 * For unique heroine recruitment and events, see the unique heroines
 * For other events, such as bad ends, see the CG guide.

Base management phase
The base management phase gives you a few menus and screens that let you review of your parties, complete managament actions and review your game objectives:

The main menu (top left) includes 4 options:
 * 1) Prostitutes (zinzai): Overview of your prostitutes, their stats and options to upgrade them or retire them
 * 2) Garage: This option lets you look at your captures to see if you want to add them to your prostitute line up
 * 3) Party (members): Your front and backlines for girl hunting
 * 4) Shop: An option to spend your hard earned cash for items. See items for more details

Base Overview


The character events to the right of the main menu generate 3 characters (at random?) from your party members. You can only select one of these per turn. The generated actions can have different types:

There's also a sub-menu (along the bottom of the screen) that gives you options for:
 * 1) Save/Load: available in the bottom left
 * 2) Objectives overview (text only): You can read your next game objective in pink in the bottom centre (and often other tips)
 * 3) Items: Lets you see all your currently held items
 * 4) Next: Allows you progress to the Action Phase

Calendar of events
Underneath the main menu, you'll find a calendar of events. These are the different types of events that will occur:
 * Hustle Appreciation Day - The day after people receive their paycheques, customers are more likely to have a higher Income on this day.
 * Hustle Desperation Day - A day after an incident causing people to feel indignant. Customers are more likely to do beat up on your prostitutes on this day, but they are also likely to put forth higher Income in compensation.
 * VILE/VAN sale - VILE/VAN is trying to clear their old stock. They'll be more likely to have more and better sales than other days.
 * Dohna Dohna Hot Spot Day - Nayuta's gotten intel on a spot where good zinzai are more likely to appear.
 * Haken deadline - The Haken request must be fulfilled by this day.

Prostitutes (Zinzai)
Each turn you have 2 actions to spend on your prostitutes. Make sure to use them every turn.

These can be upgraded with a certain base upgrade items.

Action phase: Hunting
After the base management phase, the player is given a choice between the "Hunting" or "Hustling" phase for that turn.

During the "Hunting" phase, the player is tasked with moving across one of many areas throughout the city to engage in battle with the ruling clan. Battles consist of turn-based fights against waves of enemies with a team of four party members, and in most cases last until the party retreats or is completely defeated. The player can switch between who is participating in the active party mid-battle, with each party member possessing distinct attributes that make them more or less effective to use against certain enemy types. Defeated enemies occasionally drop items, which can be used for a variety of useful purposes in all three of the gameplay phases.

When moving through an area in the "Hunting" phase, there is a chance that the player will encounter an enemy unit containing a female character, who can be captured for use in the "Hustling" phase if all other enemies are defeated before them. There are a wide variety of looks and attributes for women depending on the location, meaning that it is important to keep track of which kinds of women appear in which parts of the city. Occasionally, the player will encounter one of several "Unique Heroines", female characters designed by guest illustrators with unique appearances and personalities. Along with generating greater funds than other captured women, these heroines also receive unique story events and erotic scenes when used during the "Hustling" phase which make them highly valuable to collect.

Combat
Combat is turn based, with 4 moves and/or deaths per side completing a turn. Although allies (on either side) will be added when another character dies, they will not be able to act until the next turn.

The battle grid in Dohna Dohna has 4 positions per side. Much of the battle system is about manipulating the order of your characters and effectively swapping characters in and out of the reserve to make sure your targets are in range of your effective attacks.



During any of your characters moves, you can swap in another character with no penalty, which can give access to various tactics:
 * Keep quick characters as your start of battle set up, even if you don't want to use them. This allows you to swap them out for heavy hitters on their first turn.
 * Another possible tactic is to use Zappa as a tank in the first position before swapping him out. This can be effective against the dog or clown or noh mask enemies who generally target the front position.
 * Having at least 1 character with more range options in reserve can allow you to swap out a character such as Zappa or Antenna if you need to avoid hitting a target girl.

As characters gain experience based on who is in the deployed 4 characters when the battle ends, make sure to finish battles with the characters you are prioritising.

It is also advisable to always have Kuma in your final arrangement, as his passive gives all team members deployed with him at battle end a Feeling stat bonus.

Combat stats

 * Power (POW): The more POW, the more damage.
 * Technique (TEC): TEC is used to calculate Critical hit chance, the probability of one of your debuff skills affecting an enemy, affects many passive skills, and is also used to determine Speed Boosts.
 * Speed Boosts look at the gap between the player's front line's total (or average?) TEC and the enemy front line's total TEC. If the gap is large enough, one side gets a Speed Boost on the first turn only.
 * Speed (SPD): SPD determines your turn order. It can only be raised with badges.
 * Move points (MP): Move Points work a bit different from the MP you're used to. You don't actually need MP to use skills. However, using skills will use up your MP, and you will get invisible penalties when it's low:
 * -40%: SPD penalty
 * -70%: TEC and SPD penalty
 * -100%: POW, TEC and SPD penalty
 * Voltage (Vol or VP): If you get above 100 points (requires Flvl reward), you get a POW boost on certain skills, voltage skills use 100 Voltage instead of MP. Rises by taking or dealing damage or using items.
 * Feeling: Other than your Feeling levels, Feeling also directly influences the chance of a combo attack occurring with Kuma, see Kuma's combo attacks

Range and AoEs
Each skill can hit up a specific range from the character performing the skill.

This is mostly relevant for two reasons:


 * 1) There's a requirement that to capture new prostitutes you must kill the 10HP girl last, making things such as passing (using the 10HP damage item, or having only a 1 step range character or using AoEs not viable).
 * 2) The general idea is to minimize damage by killing characters who have not yet moved, or applying debuffs so they hit for less.

Skill types
There are various skill types and corresponding resistances for different enemies:


 * Blue (bullet)
 * Pink (barehand)
 * Yellow (slashing)
 * Yellow (zapping) - although it uses the same colour, the symbol is different and different enemies have resistances to this type.
 * Green (
 * Light green (support) - support skills include buffs to allies or healing type skills.

Don't underestimate buffs and debuffs. Unlike many other games, these can have a significant impact on damage, but they will expire quickly, so you need to coordinate them properly to be effective.

In addition to the normal active skills, there are also:
 * Special moves (voltage) - these require your voltage bar to be at full before they can be unleashed
 * Passive moves - each character has 2 unlockable passives.

Passing a turn
Although there is no 'pass' command, there is an item that deals 10 damage to enemies that you have in unlimited supply. It is essentially the equivalent of passing, but note that since it deals 10 damage, it cannot be used to delay killing a target girl you're trying to capture...

EXP bonuses
After winning a battle, there are a number of accomplishments that can be obtained that will contribute points towards a 1.5x and 2x exp bonus. To get the exp bonus, you need:
 * 1.5x exp: 10+ pts
 * 2x exp: 20+ pts

The possible accomplishments are:

Tips for the 2x bonus EXP:

 * Super speedy and No damage give you 2x exp, always try to get this if possible
 * Technician and Overkill are generally your safest bets for intentional accomplishments. You can always get these if you plan well and know your character damage
 * Gives 2x EXP with a 2nd turn Speedy.
 * Consider using defence debuffs like Porno's (a) to increase your overkill, or using fire crackers on a zinzai to do exactly 10 damage
 * If you can't get your Speedy bonuses, consider properly lining up a Nayuta cracker to do 10 damage to all enemies to get a Turkey or Four burger. Even just a Turkey paired with a Technician and Overkill can get you the 2x bonus.
 * Remember that you just have to kill a zinzai in your last move to capture them. This can be done simultaneously while killing other enemies, getting you Doubles or Turkeys
 * Once you get Antenna, she can obviously make your life a lot easier for getting those Turkeys and Four burgers
 * Joker's passive gives him a crit on his first attack of the day. Joker's Bonanza + a V Finish are very easy pair to get

Action phase: Hustling


During the "Hustling" phase, the player is tasked with earning money by selling women captured in the "Hunting" phase to customers. A woman's potential earnings can be increased by giving them items to raise their sexual prowess, as well as by investing money to improve the facilities in which they meet with clients. Every customer has their own distinct tastes, and are more likely to do business with the player if one of the captured women possesses a trait that they are attracted to. As a woman continues to be sold as a prostitute, her morale will steadily drop, decreasing her overall earnings when engaging with customers. In addition to maintaining the business of lucrative customers, it is important to keep up a steady rotation of women and to dispose of those whose spirits have been depleted when necessary.

As the player continues to engage in criminal activities, there are occasions when party members are placed into dangerous situations, such as getting captured by an enemy gang, and must be rescued. Bad things will happen to the party member if the player delays in saving them, and so it is imperative to come to their aid as quickly as possible.