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RPGM Monster Girl Card Clash [Devlog]

namename555

Newbie
Aug 30, 2018
18
17
46
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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scene1_5(5).jpg
scene1_6(2).jpg
scene2_1(2).jpg
scene2_11.jpg
scene3_1.jpg
scene3_24.jpg
scene4_1.jpg
scene4_16.jpg


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

Capture.PNG

Capture2.PNG

Battle screen (with some placeholder assets):
Capture3.PNG

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

Newbie
Aug 30, 2018
18
17
46
Recent Fixes/updates

- Battle Status & Debuff Display (Implemented a hover-over system for icons and debuffs in battle.)
1.PNG

- 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

Newbie
Aug 30, 2018
18
17
46
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
      image2.png
  • Added an animated loading screen
    • Added a load time/preload map to avoid blank unloaded models when entering floor

      image3.png
      image.png
 
Last edited:
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namename555

Newbie
Aug 30, 2018
18
17
46
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

Newbie
Aug 30, 2018
18
17
46
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
 
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namename555

Newbie
Aug 30, 2018
18
17
46
Lots of fixes!
  • All equipment in the trinket slot were broken, now they work!,
  • Fixed quest board quest appearing twice bugginess.,
  • Removed map text "Lustbloom Hollow 01" name appearing in the hub/other random locations,
  • If the lost cat approaches player from behind, player now turns around and faces the lost cat.,
  • Hub menus now are all automatically closed when entering the hub, even if they were open previously.
  • Hub menus now can only be opened one at time, and appear in the same location (to the right of Syren)
  • Hub Quest Board now displays when a quest is ready to be turned in. (i.e. "lost cat is ready for turn in!"),
  • Made it more clear when player picks up a mushroom from the floor.,
  • Item menu no longer automatically opens when looting a chest,
  • Made it more clear that berry bushes can be walked into,
  • Fixed the poison tool tip "take X damage each turn" to display the exact damage that player will take.,
  • Fixed the autosave functionality
  • Fixed Mana eruption combo card not giving mana (All discard effects give +1MP when Mana eruption has been played that turn),
  • Added hotkey "ESC" to open the options menu,
  • Added "Return to Title Screen" and "Exit Game" to the options menu with a "are you sure?" confirmation.,
  • Minimap now responds and reflects the player's current direction,
  • Fixed minimap randomly zooming after speaking to an NPC
 
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namename555

Newbie
Aug 30, 2018
18
17
46
  • Fixed H-scenes to not be so zoomed in,
  • Added custom mouse cursor
  • Updated the "choose card" script to instead let players choose a card by clicking it (instead of the choice window)
  • Changed the encouter rate to be slightly less,+2-3 tiles when navigating floors.,
  • Level up reward is now a forced action, when player levels up the reward panel will appear in front of player.,
  • Level up reward now includes a card choice EVERY level up, this should make deck progression more enjoyable.,
  • Fixed a bug where the quest tool tip was not automatically updating after battles.,
  • Made the battle transition animation a bit faster,
  • Moved the first kill 5 quest to the starting area,
  • When player's have a SLAY X quest, encounter rate for that creature is increased.,
  • Fixed a bug where quests sometimes have to be accepted twice.,
  • Made equipment menu navigation more intuitive.,
  • Made it so the whole game can now be played with WASD instead of WASD + Mouse (Mouse still works, but the game should be able to be played 1 handed for obvious reasons),
  • During battle, turn will now automatically end if there's no cards to play and you've already used an item.,
  • Updated game flow to be Floor 1 > HUB > Floor 2 > HUB > Floor 3 > HUB > BOSS,
  • When player is navigating world map, if a floor has already been visited, they can choose to return to that floor.,
  • Players no longer need to return to quest giver to turn in a quest, now they can turn in any quest at any HUB location.
 

namename555

Newbie
Aug 30, 2018
18
17
46
  • Fixed Zoom not centering for certain NPCs,
  • Fixed bug where the level would disspearing when zooming in on floor 2 NPC,
  • Fixed NPC visual bug where sprite would dissapear if two of the same sprite used the same animation,
  • Fixed bug where BGM music would sometimes stop after battle.,
  • Enemy intention is now 100% accurate when self buffed.,
  • Fixed the location of certain message boxes cutting off screen.,
  • Spaced out the card selection rewards,
  • Made shop selling more intuitive, after selling an item the window does not disappear anymore.,
  • Repositioned shop text to not overlap,
  • Fixed card "cost cutting" bug, only 1 of the chosen card(s) becomes 0 cost, and it will not retain after battle is complete.,
  • Fixed bug where enemy intent would remain when enemy slain, now when enemy is slain the intent disappears.,
  • Fixed loot RNG drop rates on floor 2/3 to not roll multiple times,
  • Made it so all buffs/debuffs are automatically removed after battle, so they do not retain between battles.,
  • Created a reroute for whenever "Uncaught TypeError: Cannot Read Property 'position' of null". If this error occurs, the game shouldn't crash anymore.,
  • Made is so you turn towards the potion seller if the event is triggered while facing in a different direction. (applied to all NPCs),
  • When player enters a new floor, they now face the correct direction.,
  • Fixed the discard zone to no longer show card arts,
  • Fixed floor 3 crystal events to be one time use, and they now handle the events correctly.
 
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namename555

Newbie
Aug 30, 2018
18
17
46
Updates:
  • fixed Bug where camera changes directions when exiting battle,
  • fixed bug where Seductive Purse did not draw two more cards if you draw an attack.,
  • Added slight penalty for running away from fights,
  • Fixed text overflow on a few items,
  • Fixed certain chests infinite respawning loot,
  • Implemented scene transition to all cutscenes (previously there were only 2),
  • Change HUB UI positioning slightly,
  • Nerfed "BIG DECK BOMB" doing infinite damage,
With these updates, I've finally got through all the feedback from "playtest 9-1". Again, thank you everyone who left feedback. It was incredibly helpful. What's coming next?
  • More dynamic and interesting enemy battles. (enemy movesets, multiple enemies, etc),
  • Add more story beats/H related content sprinkled through each dungeon.,
  • 10 new attack cards, 10 new spell cards, 5 new Power cards.
 
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