2.90 star(s) 7 Votes

ninjahedgehog

Member
Oct 23, 2018
342
221
Alright, some feedback.

The 'card is locked in your hand' bug seems to be whenever one makes a mistake and plays a card in the wrong spot or after you've already played a card. Once that happens with a card, that card is forever locked to your hand, immobile. Others have noticed it, I'm just adding what I've discovered to be the apparent cause.

Duos are -way- too strong--or perhaps non-duoable girls are not strong enough. Because girls that can't duo have the same range of stats as those that can duo, but those that can duo have more flexibility of how/when they can be played, there is never any reason strategically to include girls that can't duo. It doesn't give any advantage.

To that end, coffee is the only item you need. No item comes close in terms of power. The ability to lock them down to one girl, while you can use two, is simply too overpowering to ignore.
Not to mention, the way attack phase works, if you can't beat the opponent (like if they're setting up a duo) just attack first, get blocked and boringly stall the game until opponent plays worse card. If PVP was a thing games would only end hours in when someone bricks several times
 
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jonas132

Newbie
Aug 13, 2019
93
278
I'm shocked by how toxic this thread is. Sure, the game has issues, but it's never a reason to attack the developer. I hope he'll overcome all this negativity, given the passion that is at the heart of this project.

Personally, I'm just glad the game received a sequel after all those years. The first edition was also weird in terms of gameplay and story, but it scratched that collector's itch pretty well. I can see how this game can excel at that, given a little polish and bugfixes.
 

ninjahedgehog

Member
Oct 23, 2018
342
221
I'm shocked by how toxic this thread is. Sure, the game has issues, but it's never a reason to attack the developer. I hope he'll overcome all this negativity, given the passion that is at the heart of this project.

Personally, I'm just glad the game received a sequel after all those years. The first edition was also weird in terms of gameplay and story, but it scratched that collector's itch pretty well. I can see how this game can excel at that, given a little polish and bugfixes.
Not an excuse for any mean comments but most of the posts are constructive or complaining that they literally can't play the game. Most of the malice comes from the tendency of finding a game on this site that shows promise only to have a developer that works slowly or the only feedback they listen to is their very biased dick riding patreon supporters.
 
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alcanii

Newbie
Sep 3, 2017
91
259
cards getting stuck in hand when touched and not played or impossible to be played since weird never explained game rules. If this gets fixed we can evaluate the game.
 

Disgruntler

Well-Known Member
Game Developer
May 2, 2021
1,051
1,122
Additional report--First chapter of the story mode, after the witch is defeated, gives a victory speech but then immediately reverts to dialog from the first fight--putting you in a fight with 4 hearts on their side but the first deck. Easy 50 gold but...
 
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mknotultra

Newbie
Jul 19, 2023
20
54
Idk how is this "unplayable" to anyone. Only bug i've encountered is the card being locked in your hand, but it happens only if you make a mistake, and even monkeys could learn how not to make mistake in such a simple game. Its pretty good.
 

ninjahedgehog

Member
Oct 23, 2018
342
221
Idk how is this "unplayable" to anyone. Only bug i've encountered is the card being locked in your hand, but it happens only if you make a mistake, and even monkeys could learn how not to make mistake in such a simple game. Its pretty good.
Considering how long a match can go, it's not unfeesable to misclick or to get distracted and not realize your in the discard phase only to be down one hand just because of ansimple mistake in a simple game. Especially consider that to see your card stats it's wuicker to lift the card up than to right click. I'm glad that your a flawless card game machine with a mighty focus, but it really is an incredibly annoying bug.
 
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mknotultra

Newbie
Jul 19, 2023
20
54
Considering how long a match can go, it's not unfeesable to misclick or to get distracted and not realize your in the discard phase only to be down one hand just because of ansimple mistake in a simple game. Especially consider that to see your card stats it's wuicker to lift the card up than to right click. I'm glad that your a flawless card game machine with a mighty focus, but it really is an incredibly annoying bug.

You don't need "mighty focus" to not make the same mistake over and over. I would understand being mad if it was happening randomly in every match, but when you know why it happens, and when it happens, avoiding it is really easy.
 
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LewdMonkey1

Newbie
Game Developer
Dec 31, 2020
33
54
Alright, so I went over the thread quickly and saw some pretty good advices to improve the game.

First, let me just start by saying I (hopefully) could fix the game breaking bugs and the resolution. I posted an update request with the changelog and new download links (only GDrive has same link so v1.0.1 si already on that host). I went quickly over the thread and there is great feedback with good ideas to pimp up the game/game design. I will look more into it later and I thank everyone that takes the time to propose ideas.

Now, the initial replies were indeed a little bit hard to cope with. Sure, I could have posted multiple prototypes along the way I learned how to make a game, but I wanted to offer a more complete product than early work, something I unfortunatly think happens frequently on the site.

Am I a full time game maker? Hell nah. Do I like learning and thought the idea of a porn CCG game interesting? Hell yea. But I do not aspire to be a full-time developer nor to create the next Heartstone.

With that being said, I test builds the best I can but it is hard to spot bugs when I know exactly how the game runs so I am glad I received feedbacks pointing out major issues. The delivery was impactful but the content was relevant. Getting subs and followers was meaningful and am grateful for that.

So all in all, feedbacks are and will always be welcomed, even from non-patreons. I thank everyone who made positive comments or not being hard on me and I am looking toward the future with something we all enjoy that unites us; boobs and vagines.

Cheers!
 

ninjahedgehog

Member
Oct 23, 2018
342
221
Alright, so I went over the thread quickly and saw some pretty good advices to improve the game.

First, let me just start by saying I (hopefully) could fix the game breaking bugs and the resolution. I posted an update request with the changelog and new download links (only GDrive has same link so v1.0.1 si already on that host). I went quickly over the thread and there is great feedback with good ideas to pimp up the game/game design. I will look more into it later and I thank everyone that takes the time to propose ideas.

Now, the initial replies were indeed a little bit hard to cope with. Sure, I could have posted multiple prototypes along the way I learned how to make a game, but I wanted to offer a more complete product than early work, something I unfortunatly think happens frequently on the site.

Am I a full time game maker? Hell nah. Do I like learning and thought the idea of a porn CCG game interesting? Hell yea. But I do not aspire to be a full-time developer nor to create the next Heartstone.

With that being said, I test builds the best I can but it is hard to spot bugs when I know exactly how the game runs so I am glad I received feedbacks pointing out major issues. The delivery was impactful but the content was relevant. Getting subs and followers was meaningful and am grateful for that.

So all in all, feedbacks are and will always be welcomed, even from non-patreons. I thank everyone who made positive comments or not being hard on me and I am looking toward the future with something we all enjoy that unites us; boobs and vagines.

Cheers!
Glad to see you absorb the feedback. I hope you can make it work out.
 

LewdMonkey1

Newbie
Game Developer
Dec 31, 2020
33
54
Is it planned a Mac version in the future?
I don't plan on making one as I would not be able to test it. Sorry!

Good game, just needs some improvements.

Finisher Dont have gifs?
Not in this one, at least for now :)

As a CARD game, it's just garbage. A PILE OF NITPICKING.

  1. There’s no basic tutorial for beginners. (LM:There was a help button in 1.0.0 but with the display being screwd up, maybe you couldn't see it? Anyway, explanations are now in the menu when Escape is pressed)
  2. What genius thought it was a good idea to make you THROW A CARD to pass the turn to your opponent? (LM:I think with better mechanics, it is interesting to "sacrifice" a card and maybe has to change an initial strategy)
  3. Why does the DUAL CARD mechanic work whenever it feels like it? At first, I thought you needed identical cards, BUT the enemy could put completely different cards on the table, while for me it worked inconsistently. Sometimes the DUAL card simply refused to go into the SLOT and flew back into the deck. (LM:Both cards needs to have the unstriked link icon. Some will play a video if I was able to find scenes from the 2 Pornstars)
  4. What’s the deal with the (PUNISHMENT) mechanic where a card gets frozen in the deck, and you can’t do anything with it? (LM:That was a bug, fixed in 1.0.1)
  5. WHY isn’t there an option to simply skip a turn if I see I’m losing on points? There’s only the SURRENDER option, which just exits the game -_- (LM:Discarding a card ends your turn, not planning of being able to skip turn)
  6. How does the win/lose mechanic even work? If the AI attacks me and has fewer points, why doesn’t it lose a heart? And the same applies to me. If neither I nor the AI gather the necessary points during an ATTACK, it’s treated like a tie. BUT if the attacker scores more points, they obviously win. THIS IS DUMB! (LM:It's real simple, successful attack makes the opponent lose a heart.)
  7. Why can’t I (as a player) see how many cards the AI opponent has? Maybe it’s just drawing them out of thin air -_- (LM:Because you can't see other's people cards in, let's say, poker :D AI works depending on the cards placed on board and not what you draw. CPU has deck of 30 to 40 cards always).)
  8. Awful GRIND for money to buy epic cards with minimal chances, and the odds of getting what you actually want are practically zero -_-
  9. 70% of the actresses are terrible (I get it—this is subjective, but when I saw a scary one in the EPIC deck, it actually frightened me).
  10. What stopped them from adding a resolution adjustment for the interface? It’s almost impossible to read the text.
Considering this is already the second installment, I think the developer hasn’t learned from their mistakes. The game (if you can even call it that) needs a lot of rework and changes. But the developer clearly decided to invent THEIR OWN version of card games, and it’s just nonsense.

Mods could still save it (e.g., adding your own actresses and videos), BUT since this is Unity, it’s very difficult to do. (HTML-based games make this much easier; I remember a game about a CLUB where you had to attract staff and upgrade the club itself, and you could add actresses yourself.)

IN SHORT—after an hour of playing, it left me feeling completely disheartened. The only desire it sparked was to DELETE it -_-.
Beside explaining the game mechanics right from your message, I wanted to also take a moment to adress your last comment and say that, in my opinion, i DID learn a lot from the first game, even though I wasn't in charge of the programming. So I started learning and messing around in Unity and decided to start fresh rather than redo everything. So I am a simple guy who was putting up graphics element for a game created during a pandemic who ended up being able to do everything in the second game by myself. I'm not looking for praises, just wanted to clarify that.

Cheers!
 
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Disgruntler

Well-Known Member
Game Developer
May 2, 2021
1,051
1,122
Beside explaining the game mechanics right from your message, I wanted to also take a moment to adress your last comment and say that, in my opinion, i DID learn a lot from the first game, even though I wasn't in charge of the programming. So I started learning and messing around in Unity and decided to start fresh rather than redo everything. So I am a simple guy who was putting up graphics element for a game created during a pandemic who ended up being able to do everything in the second game by myself. I'm not looking for praises, just wanted to clarify that.

Best way to learn, is to do. The only way to learn how to handle bugs is to experience bugs. I'm sure I'd have done things differently if today-me could go back; but I don't regret a single minute spent on VCHH. I learned to compartmentalize the feedback into categories. Ultimately we're all here to play horny free games, so everyone has the interest of just having a good time.

If ever you want things to be portable to Mac or Linux, make sure videos are in webm format, vorbis 8 specifically. Otherwise Unity won't see the vids; one way to accomplish this is to make the source code available for one of your Mac and/or linux goons to sort out.

Something that can elevate a game of this type, is to institute some form of user-content that is easily accessible. If you make it possible for people to add girls of their own, they will want to. If you make doing so readily accessible to them, they will keep doing so. But I know moving from Unity Resources to external urls for videos and screen images requires different code. This also takes the pressure off you for making girl-content and instead lets you focus on adding game mechanics. (I can already see there's some girlpack creators looking at this)

But it's your vision--implement it as you will. Game balance is a hard tightrope to walk--it'll always feel like you're just missing the mark until you hit a sweet spot. So keep at'er, this is an art, not a science.
 

clove546789

New Member
Jun 13, 2017
5
3
Thank you for making a fix but I'm still having problems resizing the window to be able to fit the game buttons on the outside. There does not seem to be a way for me to make the screen any smaller or fix the aspect ratio, the update did help in aligning the window but not completely, at least not enough that I can play the game. Thank you.
 

ThroneAweigh

Newbie
Aug 7, 2018
59
123
Now, the initial replies were indeed a little bit hard to cope with. Sure, I could have posted multiple prototypes along the way I learned how to make a game, but I wanted to offer a more complete product than early work, something I unfortunatly think happens frequently on the site.
Something I've learned recently to cope with internet critique is that these people talk WILD because they don't have to look someone in the eye to say it. They forget they're talking to a person. They're going for the big 'own' because they think that's how you win arguments and everything is an argument on the internet. If they're coming at you crazy just write down what they dislike in one sentence then banish the comment from your mind.

If I can give you some constructive criticism that I didn't see in the thread:

UI:
  • The card inventory system would benefit from a sorting system as well as a filter (alphabetical, number of duplicates, ect).
  • Currently selling a duplicate card gets rid of the first one in the card list instead of the specific card sold.
  • An icon or sound indicating a new card draw when opening packs would be nice.
  • If the card design is more-or-less set, mousing over a card in the hand should pull it out further, potentially even push the other cards away slightly to be able to see more of the card than just the top. You might also want to consider a semicircular fan instead of a straight line across the bottom.
  • Players already did the math about values when there's a clash. If you're set on the numbers counting up, I'd do them simultaneously instead of one at a time. It's not jarringly slow, but it's an unnecessary wait.
Game:
  • Buying the $100 pack currently nets you a minimum of $100 back, so that's an infinite-money exploit.
  • Implement a deck size minimum, otherwise people can run 4-card decks to guarantee their intended hand.
  • (Unconfirmed) Coffee Break can be played after a second performer card was placed and have no effect on the score. I say unconfirmed because I *think* it happened once and I still won but I wasn't paying attention to the totals.
  • Cards without the link capability are kinda trash in comparison to the linked pairs.
  • Only being able to do one action a turn kinda sucks, and it just results in slower games since the action and finisher cards don't do anything as of right now. You could potentially assign 'types' to performers and have them gain bonuses if the action/finisher matches (maybe unlinkable cards can have a larger bonus), or allow a simultaneous play of two card categories per turn.
 
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2.90 star(s) 7 Votes