RPGM Monster Girl Card Clash [Devlog]

namename555

New Member
Aug 30, 2018
14
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LibraryHeader.png

Monster Girl Card Clash

Release Date: TBA
PAID PLAYEST SOON (Join the discord):
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Story:

It’s the 90s. You’re stuck in suburbia, living the same dull routine—until a strange website promises something… more. One reckless click later, you’ve summoned Syren, the Queen of Succubi. She makes you an offer: resist her charms for 60 seconds and win any wish you want. You fail. Badly. Your soul is hers, and your new “home” is a realm ruled by powerful Monster Girls.

Syren believes you’re the prophesied human destined to overthrow the queens of the treacherous “Layers.” To survive, you’ll have to face these rulers, drawing mana from them through dangerously close encounters, and unlocking cards that grant new skills and powers. Your journey will be a mix of battles, alliances, and temptations. Each victory brings you closer to going home—or to embracing the strange destiny Syren has set before you


Library_Hero.png


H-Scenes
2DCG partially animated scenes


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scene2_1(2).jpg
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scene3_1.jpg
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Gameplay:
Hub Area
– Acts as the player’s central base for preparation between dungeon runs.
Dungeon Crawling – First-person exploration of the labyrinth, starting with a forest biome.
Layered Progression – Labyrinth is split into multiple levels; first dungeon has 3 floors, with a boss on floor 4.
Card-Based Combat – Battles use a deck-building system similar to Slay the Spire, where stronger cards are acquired over time.
Level-Up Choices – Upon leveling up, players choose one of three rewards; every 5th level offers higher-tier rewards (often new cards).
Loot Collection – Enemies drop loot that transforms into random items through a common event system.
Deck Upgrades – Gold and resources collected in dungeons are spent in the hub to improve the deck.
Biome Variety – Different layers feature distinct monster girls and environmental aesthetics.
Boss Encounters – Each layer culminates in a boss battle with unique mechanics and rewards.
Hentai Content Progression – Hentai scenes unlock through progression

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Battle screen (with some placeholder assets):
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Misc Assets:
HUB_card_synthesis.png HUB_item_shop.png
HUB_Quest_board.png HUB_Restore_health.png HUB_world_map.png
Capture5.PNG Capture6.PNG
SPOILER_IMG_5103.png page2.png Syren Low Poly Front2.png
 

namename555

New Member
Aug 30, 2018
14
11
Recent Fixes/updates

- Battle Status & Debuff Display (Implemented a hover-over system for icons and debuffs in battle.)
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- Created a plugin that tracks damage modification by states and writes the updated damage value onto the card using <damage> in the card description (created something similar for <block> description tag)

- Designed a new plugin to display banners at Player Turn/Enemy Turn. Added animation: fly in from the left, slow down at center, then fly off to the right while fading out.

- Finished and implemented the Boss Battle move set

- Fixed some card functionality
currently have complete:
45 Attack Cards 17 Spell Cards 7 Power Cards (Spell pool needs expansion ~30 target to balance out the deckbuilding options.)
 
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namename555

New Member
Aug 30, 2018
14
11
Updates 8/28:
  • Drag and drop enemy selection!
    • Created a "Disable Drag Option" in the menu (also made it automatically disabled for all Spell/Power cards
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  • Added an animated loading screen
    • Added a load time/preload map to avoid blank unloaded models when entering floor

      image3.png
      image.png
 
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namename555

New Member
Aug 30, 2018
14
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Updates 9/1:

Equipment Effects Implemented!

  • Gain +1 MP next turn if you played 0 Attack cards this turn
  • Gain +1 MP next turn if you played 0 Spell cards this turn
  • On kill, trigger a skill (e.g., draw cards, add Block)
  • Recover HP at end of battle (fixed amount)
  • Attack cards with MP cost ≥ 2 deal +damage (flat bonus)
  • Start of turn: automatically call a skill (e.g., damage all enemies)
  • End of turn: automatically call a skill (e.g., damage all enemies)
  • Extra hit handling: Attack cards with 0-100% extra hit repeat invocation twice
 
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namename555

New Member
Aug 30, 2018
14
11
Received a ton of very good feedback, currently working through getting it all implemented.

Feedback changes so far:
  • Fixed loading screen constantly appearing when entering and exiting menus (replaced all scene pushes) This makes menu navigation way snappier,
  • Implemented map Equipment Menu,
  • Implemented map Options Menu,
  • Implemented map Quest Menu,
  • Implemented map Deck Menu,
All of these menus also now have keybinds but are subject to change:
Invetory = I
Equipment = U
Options = O
Quests Log = J
Active Quests = T
Deck = Y