- Dec 31, 2020
- 35
- 60
The version number would indeed be useful. I just have a tendency to forget things, with the first game I would always forget to change it hahah. But yeah +1 for that.First of all, I appreciate the fact that you haven't disappeared after publishing your game, as is unfortunately often the case. The game has a certain charm and great potential. I encourage you to continue in this direction to make it an excellent title.
Important point:
I noticed something that might be confusing: I couldn’t find the version number of the game in the interface. I saw your post announcing the update and downloaded the "new version," but once in the game, there’s no clear indication of the current version. Is that intentional?
Ideas:
- Make the videos that appear during actions ephemeral (automatically cut off). This could enhance the desire to rewatch them by creating a sense of rarity. I think this would be more effective than the current loops.
- Limit the rounds to a maximum of 2 hearts for each participant (player and AI), regardless of the difficulty level. Currently, 4 hearts make the game feel too long. The difficulty would then rely on the "strength" of the available cards rather than the number of rounds.
Optional:
Add multiple videos per act, with 2 or 3 random variations for the same act and actress. This would provide more diversity.
Bugs detected:
- If the AI attacks while no character has been placed (on the player's side), there is indeed a loss of heart (expected behavior).
- However, if a character has been placed (player), no heart loss is recorded for the player (bug).
Question:
As the game’s developer, what is your overall vision for the combat system?
- For example, do you see it as a sort of competition between actresses, each trying to outshine the other? Perhaps like a contest where the goal is to reach climax first?
I’d be curious to hear your perspective and inspirations!
As for the videos, I had the feeling that it would frustrate people if it was only played once. There is also 3 random videos per action per Pornstars, + some duos also have 3 random videos.
I also thought that reducing the number of player's lives would be weird instead of increasing the number of lives of the CPU the harder it gets. But I'll keep that idea close
The loss of lives depends on the sucess of the attack. If no Pornstar cards are present, the player should lose a heart. If one is present but defense is below the CPU's lewd level, the attack is successful and a life is lost for the Player. I think what you thought was a bug was in fact intended, correct me if I'm wrong!
I like your idea of the climax, let's say instead of lives. Like each successful attack increases the climax and once reached the game ends with something, maybe something to do with the Finisher cards I don't know. Honestly, I'm open to changes regarding that.
Yup, I thought about the matching bonuses too! I think that would be interesting to apply the bonus with only certain abilities that cards would have in the future or an ability would boost the bonus by X% or something... still thinking about it for now!been trying to think of a way to make the action and finisher cards have a meaningful in game mechanic. Right now my current idea is to add bonuses if you match certain actions with finishers. like +10 attack if you match blowjob with facial.
Great idea! I will definitely be keeping this one for a future update! Thanks a lot for your constructive feedback, it is much appreciated!idea and a suggestion:
Here is an idea and a suggestion for improvement for the Grind mode:
The idea would be to have three victories to achieve for each difficulty level. Each victory would help progress the hearts next to the corresponding difficulty. Once three victories are achieved, the next difficulty is unlocked, and the player earns a free card pack (which could either unlock immediately or be collected in the shop).
It is important to note that once the rewards are obtained, the hearts reset for the corresponding difficulty, allowing players to redo the challenges to unlock a pack again.
However, the unlocked difficulty levels remain accessible once unlocked.
I recently posted a poll on my Patreon for the game mechanics overhaul that should be done. I took a lot of suggestions I had here and came up with 2 main ideas, and proposed an hybrid version too. I don't have the final results yet but so far, there would be abilities added and make the Finisher card matters. I will keep you updated about that in about a week, along with a new version with various bug fixes and improvements.
Cheers!
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