VN Ren'Py Supermodel: Defenders of Desire [v1.1.0] [Belle]

4.20 star(s) 6 Votes

Arrdvark

Member
Jan 23, 2018
176
210
The public release for "Update 1" was back in November, but no one posted it here for the uploaders:


According to Belle's post, this update is mostly for the card game.
 

mineral

New Member
Jul 7, 2018
12
6
I loved Long Live The Princess and I am curious where this game will take us, loving it so far!
I noticed a minor issue: the "Turned on" card has 6 heat symbols but its help says it gives 5 heat.
 

Belle

Developer of Supermodel & Long Live the Princess
Game Developer
Sep 25, 2017
3,196
10,639
I loved Long Live The Princess and I am curious where this game will take us, loving it so far!
I noticed a minor issue: the "Turned on" card has 6 heat symbols but its help says it gives 5 heat.
Thank you! That kind of thing is easy to miss. It's been fixed on my end now.
 

jadepaladin

Member
Mar 9, 2020
429
719
This is weird. I was going through some of the VNs I have installed earlier today and remembered Long Live the Princess and thought "Wonder if Belle has come out with anything new?"

Fate.
 
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rainwake

Member
Jun 8, 2019
296
1,876
1. I've gone through the story sections for Michael (1, 2), Anna (1), Phoebe (1), Anna (2, 3) & Vanguard (1). I can't proceed with anyone else's story and there's no gameplay yet. Is there supposed to be zero gameplay? (and no, it's not on pure VN mode)
Edit: Ok I missed Michael 3. Having ! markers on the portraits of who's story goes next would help tremendously. It would also make more sense to just present the story in a chronological sequence, rather than having the player look through a menu just to find where to access the next mandatory section of story.

2. Can't save. If I try to go to the main menu the game says: "Are you sure you want to return to the main menu? This will lose unsaved progress". I wish I can share my save, but I literally can't save

3. Not having rollback text for story & tutorial sections is really annoying. Sometimes I just want to re-read something, but I can't. Other times I'm skipping through a lot of text just to get to the gameplay, but sometimes I get asked to choose an option and I want to read over what was just asked

4. This is just my personal opinion, but there's far too much text before any actual gameplay. It would be preferable if you can introduce gameplay much sooner. The tutorial should be accessible as a menu option from the very beginning.

5. There needs to be a concede button
 
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Rodnarr

Newbie
Jun 28, 2017
98
83
The game auto saves after each part, you can replay anything. If you want you can replay card battles to get more/better cards. I don't really see the need to save.

I agree with some of your other points, but since the game is still in development I think much will be fixed.
 

Krepax

Member
Aug 17, 2022
109
111
2. Can't save. If I try to go to the main menu the game says: "Are you sure you want to return to the main menu? This will lose unsaved progress". I wish I can share my save, but I literally can't save

3. Not having rollback text for story & tutorial sections is really annoying. Sometimes I just want to re-read something, but I can't. Other times I'm skipping through a lot of text just to get to the gameplay, but sometimes I get asked to choose an option and I want to read over what was just asked

4. This is just my personal opinion, but there's far too much text before any actual gameplay. It would be preferable if you can introduce gameplay much sooner. The tutorial should be accessible as a menu option from the very beginning.
These are my biggest grips atm.

The game is clearly still in its early stages, but these issues need to be prioritized (and it doesn't take a lot of coding effort to implement the suggested changes).
 

Krepax

Member
Aug 17, 2022
109
111
Also, is there a "lore" reason why all the humans with special powers are female? Is the MC the only gifted male that countless prophecies have foretold? :geek: Will he have to impregnate all the female superheroines to create a new generation of super heroes? ;)
EDIT: scratch that! I've just completed a chapter with a villain that has super powers too. :censored:
 
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Belle

Developer of Supermodel & Long Live the Princess
Game Developer
Sep 25, 2017
3,196
10,639
1. I've gone through the story sections for Michael (1, 2), Anna (1), Phoebe (1), Anna (2, 3) & Vanguard (1). I can't proceed with anyone else's story and there's no gameplay yet. Is there supposed to be zero gameplay? (and no, it's not on pure VN mode)
Edit: Ok I missed Michael 3. Having ! markers on the portraits of who's story goes next would help tremendously. It would also make more sense to just present the story in a chronological sequence, rather than having the player look through a menu just to find where to access the next mandatory section of story.
You get informed which chapters open up, but I get that it can be a lot to keep track of. Still, the menu isn't complex enough that I feel it needs information overload. If you're stuck where to go next, there are only 7 quick little menus to glance at. I'm open to changing this if it becomes a problem in the long run (just like I made changes to my original vision for LLtP as usability issues cropped up), but I like to apply minimalism where I can and for as long as I'm able. Keeping an eye on this one.

2. Can't save. If I try to go to the main menu the game says: "Are you sure you want to return to the main menu? This will lose unsaved progress". I wish I can share my save, but I literally can't save
You're not supposed to save. The game explicitly tells you this whenever you go from the main menu to the game menu. Supermodel is deliberately structured so that you'll never go for more than 15 minutes tops between saves, and even if something suddenly pops up that requires you to turn off the game immediately, getting back where you left off is a breeze.

I find save game management in Ren'py can become a nightmare fast, especially for players who enjoy replaying major scenes (particularly sex scenes) and thus try to save before everything. LLtP attempted to handle some of this through the replay feature, but even that wasn't enough based on feedback I received over the years.

With Supermodel, I realized that the game's basic design allowed me to circumvent the Ren'py saves entirely and just let players enjoy the game without worrying about that stuff. Any scene in the game, any scene, can be replayed at any time without issue, and you don't have to juggle hundreds of vaguely named save games to do so.

This is a feature that's here to stay.

3. Not having rollback text for story & tutorial sections is really annoying. Sometimes I just want to re-read something, but I can't. Other times I'm skipping through a lot of text just to get to the gameplay, but sometimes I get asked to choose an option and I want to read over what was just asked
I omitted the History function from the first release but added it back in with Update 1. If you miss something, just go to the menu and choose the History function. I made sure to improve its readability compared to the Ren'py defaults.

Rollback is controversial but won't be added to this game. There's no need now that History is here, and it would only cause problems with the card game and the way I handle sounds and transitions. When choices get added to the story, rollback would be doubly dangerous because of the permanence involved.

You'll just have to get used to not having rollback in this title. On the other hand, the game is designed with this in mind.

4. This is just my personal opinion, but there's far too much text before any actual gameplay. It would be preferable if you can introduce gameplay much sooner. The tutorial should be accessible as a menu option from the very beginning.
I agree. The current tutorial is a placeholder and will be replaced with an interactive tutorial (that LLtP players should appreciate for reasons I don't want to disclose just yet). When that happens, I see no reason why it shouldn't be accessible right away.

My original design had the game start with a card match then do a little flashback to the point where the current version starts. I couldn't make this work from a pacing and story perspective, and it would have caused narrative issues when combined with the option to disable card matches. This gets worse because the story needs to get to a certain point before the card matches make sense. The interactive tutorial should hopefully fix this, but it's very complicated to write, which is why it hasn't been a priority. I originally intended to add it to the first version, but had to cut it when I realized how overdue that version already was. All things in due time.

5. There needs to be a concede button
Absolutely. I've definitely noticed that myself, and it's on my list of QoL features that we should see in one of the upcoming versions.
 

Belle

Developer of Supermodel & Long Live the Princess
Game Developer
Sep 25, 2017
3,196
10,639
Only masturbation tag?
More tags will be needed very soon (like in the next version). I get the desire to reach sex scenes quickly. As a developer of crowdfunded adult games, let me tell you that the pressure to add sex scenes as soon as possible is massive due to the reality of what draws the people and thus the money, but I'm resisting for the sake of my artistic vision and the payoff once we actually get to the juicy stuff. I want to tease the player. Even in the masturbation scene in the current version, I deliberately frame the action so as not to show too much and to keep the player desperate for more.

Personally, I get incredibly disappointed when games blow their load with sex scenes too early. Doubly so if they do so through a dream sequence, one of my biggest pet peeves. Supermodel will be a slow burn, but I assure you that it is my intention to make it worth it. Just hang in there.

Also, is there a "lore" reason why all the humans with special powers are female? Is the MC the only gifted male that countless prophecies have foretold? :geek: Will he have to impregnate all the female superheroines to create a new generation of super heroes? ;)
EDIT: scratch that! I've just completed a chapter with a villain that has super powers too. :censored:
There are no gender limits on superpowers in this setting, but there is a very specific reason why your "colleagues" in this particular story are female. It's too early to spill the beans on this yet, but the story is going places that I've seen nobody predict yet, and all these weird things happening in the story and the premise behind it will eventually make perfect sense.

Many of you will have seen me juggle a coherent story out of Long Live the Princess and its convoluted setup. Trust me when I say that I'm more than capable of repeating that stunt with Supermodel. This is a story with a clear purpose and a specific goal in mind. That's also why this is more of a VN than the open playground that LLtP was. There will be choices here, but they will be limited and come later. For story reasons, even something as basic as picking your love interest will make little sense in Supermodel. Eventually, you will understand why. Unlike LLtP, the harem option is the expected default here, and you won't be punished for it.
 

rainwake

Member
Jun 8, 2019
296
1,876
Belle

Now that I've gotten the chance to fully clear the content on Challenging. Here are some additional thoughts that I think are useful for improving the game:
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Belle

Developer of Supermodel & Long Live the Princess
Game Developer
Sep 25, 2017
3,196
10,639
Belle

Now that I've gotten the chance to fully clear the content on Challenging. Here are some additional thoughts that I think are useful for improving the game:
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1. No, not going to happen. It's designed this way on purpose. Yes, I know many other card games do this differently, but that's mostly because they feature multiple players who need to finish their turns quickly. Supermodel's card game is built around, among other things, the choice between instant reward and delayed, consistent rewards. Your combos aren't always going to trigger right away, and that's by design. Unlearn habits from other games and take Supermodel on its own merits. Changing the challenge/action structure would completely wreck the game balance and require redesigning most of the cards. And for what? People are mostly very happy with how this card game works, at least based on the feedback I've received.

2. Card draws aren't meant to be cheap. Many other card games fall into the trap where card draws are so powerful that they become the sole determining strategy to victory, and I want to avoid that. It was possible to abuse card draws in an early release of Supermodel Snapshot (the standalone card game), which forced me to introduce the Burnout mechanic. It was a little overtuned and has been toned down slightly in Supermodel Update 2. It might get further tweaks based on player feedback. The one thing you shouldn't expect is to build a deck centered around drawing huge amounts of cards every turn. I don't want you to do that. What I've seen is that, even with the overtuned Burnout, people still used the cards that allowed you to draw in most winning decks, and that's fine. As long as it doesn't dominate the "meta," that's okay. Card draw is neither weak nor overpowered, and that's how it should be.

3. Based on feedback on my Discord server, the AoE attacks (or sweepers as we call them there) are not only well-balanced but practically a requirement in any finely tuned deck, especially those that rely on Confidence. Deep Breath is one of the most useful, powerful cards in the game right now, for example, and almost every deck I've seen features 3 copies of it, including yours. As with everything else in this game, the sweepers aren't a one-size-fits-all solution to challenge cards. They're another tool in your toolbox, a piece of the puzzle. Sure, attack cards do more damage and scale with Skill engines, but they also only target one card each and struggle against abilities like Guard or the challenge card that can't be attacked directly.

4. The mistake you're making it that you think you can make one deck that fits all circumstances. That might work (with difficulty) in the current version, but you'll soon run into a brick wall in future scenarios if you continue thinking that way. If you find yourself repeatedly sitting there with a hand full of attack cards that don't match the challenge cards, you should probably try a deck with a different focus. Each of the three girls currently available as opponents has a different focus for their challenge cards (Confidence for Vanguard, Skill for Seraphim, Trust for Blink), so a deck that matches these with its engines will do better. This is deliberate. Create multiple decks and experiment with them.

5. This is a known bug that will be fixed in one of the upcoming versions. I only learned about it recently.

6. Confidence's strength is pure Heat generation and nothing more. If your deck doesn't take advantage of the excess Heat, for example by playing the big, expensive sweepers or upgrading your engines to their uppermost tiers, it's going to feel weak for obvious reasons. Confidence isn't really meant to do much apart from trivialize Heat for the player, but that comes at the cost of some utility elsewhere. As with everything else, it's all about finding the right balance in your deck. Confidence, like Skill and Trust, is meant to work in tandem with one (or two if you're willing to stretch yourself thin) other types to strengthen both. You might find it interesting to hear that early feedback during Supermodel Snapshot was that Confidence was too powerful. I see every kind of combination of types on my Discord server when people beat the higher difficulties, and these combinations typically change depending on the opponent. Try not to get too caught up in the Skill/Trust trap. I know it looks tempting on the surface, but you're not expected to have to rely on both of those. One, sure, but not both (unless you really want to, which is fine too).

7. This is a good suggestion for the card detail screen. Noted. I won't do the same for the card texts if that's what you're asking. Real estate in those small boxes is too valuable as is, so I can't waste any more of it.

8. All the things you mention here are things I also want. It's tricky to implement, however. On the other hand, the filter functionality added in Update 1 made these options much more straightforward to implement since I had to rebuild the foundation into something more flexible (sorting, in particular, is now a lot easier to add). I want to make the deck list more user friendly in the future, but I haven't entirely settled on a final design yet.

9. This won't happen. There is some "magic" happening behind the scenes to optimize booster packs, but within a single rarity, it's entirely random what you'll draw. Keep in mind that the current reward system is not final and will be changed by the time the game is finished into something that encourages you to try new difficulties on new challenges instead of repeating the same ones over and over, which means that card gain will happen more gradually over the course of the story. I always intended for players to NOT necessarily gain the cards they want so that there isn't an overarching meta that people can follow blindly instead of thinking for themselves. By ensuring that everyone won't have access to the same cards (early on, at least), any attempt at establishing a dominant meta is immediately hobbled. But this is something that will only matter in the future. For now, try to avoid relying too much on cards you don't currently have. Instead, try to work around that limitation.
 

rainwake

Member
Jun 8, 2019
296
1,876
7. This is a good suggestion for the card detail screen. Noted. I won't do the same for the card texts if that's what you're asking. Real estate in those small boxes is too valuable as is, so I can't waste any more of it.
The easiest solution would be to include a legend. As long as it's accessible at the deck building menu and on the dueling mat, it should be fine.
 
4.20 star(s) 6 Votes