Crimson Knight Scarlet
Scarlet is the Crimson Knight, sworn to protect a small town, and she has exactly one problem: someone has laced the water supply with a legendary aphrodisiac. The whole population is losing its grip, the wells keep re-contaminating themselves, and the only cure is a legendary herb somewhere past the goblin den, the tentacle cave, and a milking ranch with unusually strong opinions about its livestock. A short Wolf RPG about a painfully formal knight trying to stay painfully formal while the entire world - shopkeepers, sauna gurus, samurai, and one very committed stadium announcer - works to make that impossible. A compact JRPG. Levels, jobs with their own outfits and field actions, an arena, shops, fishing, a quiz, stat-boosting fruit, and a Title slot that hangs joke reputations on Scarlet and changes how NPCs talk to her. Fast travel, 36 base CGs, three stages of change, and 90+ replayable scenes in the recollection room. The comedy is the point. Most of the script is one-screen gag NPCs played completely straight: a civil servant asking in flawless office keigo whether dying of frustration counts as death by rage, a samurai filing a report on the underground district in full period diction, a sauna philosopher who has achieved enlightenment and cannot explain it. Scarlet answers all of them in complete, well-formed clauses. The gap is the joke. The aphrodisiac is a mechanic, not a cutscene. Lewdness climbs as the story goes, her composure degrades with it, and the writing tracks the fall from one dropped clause to barely connected fragments. Non-consensual content, corruption, and public humiliation run through the whole thing - crowds, monsters, tentacles, and a town that has already decided what she is for. That is the premise, not an occasional scene.