It being boring is, to be blunt, the point.The old system was pretty boring and trite, I see anything besides the basic dime-a-dozen RPGM turnbased combat as an improvement.
The actual content of the game is the art, sexual content/corruption mechanics, and possibly the story.
All the game mechanics need to do is not get in the way of actually experiencing the game while letting the player choose what fetish/body-focus they want to see.
I would rather have a dime-a-dozen generic rpg combat menu where i select things frm a list than some RNG-based cardgame shit where I can't choose what i'm doing each turn.
Especially if all of your sex-tease and 'initiate sex position' moves are going to also become cards, meaning that we no longer get to choose what scenes we see.
I've played pornified slay-the-spire games before and to a one they've all be shit. Ether you get all block-cards multiple turns in a row and can't deal damage, then when the boss is winding up for a big hit you get no block cards at all and lose 75% of your health in one turn.
Your sex-cards require lust to play, but you don't have any so they just take up space in your hand like a cancer, but if you remove them from your deck then you never get to see anything good.
I've never seen one that actually worked well and was fun to play.
The players actions should not be dictated by RNG.
If there's a separate menu for the tease-attacks and position moves and only your damage and healing/block is dictated by cards?
Then it could be tolerable.
I just don't understand why you'd implement such a big change so long after working on your game.
Big reworks in the middle of your project never work out well.
Honestly, having cards forced into your deck by high lust or by enemy actions is one of the more interesting things you can do.That's a neat idea I hadn't thought of before. Depending on how you're expected to draw and play cards, it would be kind of neat to have the player's Pleasure level add cards to the deck, or having boss enemies add cards to the players deck.
I wonder if the card system going to be a new hand each round or draw x at combat start and draw 1 each round?
The problem is hand-size.
If I draw five cards at the start of my turn... how many attacks are we gonna have? How many defensive/healing moves? Can I still skip a turn when I want?
The current version of Saria Reclaimed has like four entire menus of moves. Am I going to be able to make enemies focus on whatever bodypart I want, or am I going to have to wait for RNG to give me the card I need to use that attack?
Can I take foot/armpit cards out of my deck, or will they start showing up on their own if enough enemies start focusing on those bodyparts (thus causing corruption-gain for those parts) and I can't forcibly redirect them to somewhere more interesting like her tits or clit?
Basically, card mechanics represent a loss of control for the player, and this game already has a frankly unwieldly amount of micromanagement already.
Although I must admit that none of the combat attacks are very interesting.
We had three pages of skills that you can learn, but they were all kind of mediocre?
The biggest upgrade you could do with your skill-points was beeline towards a move that lets you hit twice per turn. Nothing else really had a noticeable impact.
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