- May 29, 2017
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You did play on the easiest difficulty level, right? That one is designed to allow plenty of room for mistakes and experimentation withour requiring any fancy cards. If you're immediately heading for the higher difficulties, know that they are intended for people with upgraded decks. You're not just supposed to dive straight into it. Winning on what I consider the "default" difficulty level (Challenging) is extremely difficult if you're just using the default deck, even for experienced players. Keep this in mind. I believe the tutorial tells you this too.Yesterday evening I played for a couple of hours the card game. I found it too difficult, especially for the casuals.
Ignore that screen. You're not really supposed to interact with it until you get very deep into the game and start running out of new cards to pull from booster packs. When that happens, you start getting booster points that can be used to upgrade to packs where you might still be missing cards. There is absolutely no reason for you to engage with that screen until you've played for a good, long while, and it probably won't survive the transition to the eventual final game. I considered hiding the booster screen until you start getting points, but I haven't entirely settled on whether or not I should do so. It might be a good idea.4) Oh dear and fluffy lord, does belle expect us to purchase booster packs? Does that involve real money???
Belle explained it in this post: https://f95zone.to/threads/supermodel-defenders-of-desire-v1-1-0-belle.224416/post-15870845Any particular reason why scrollback is disabled? It's such an useful thing in this type of games. Also, could be worth adding kinetic tag, unless choices are planned in later chapters. Otherwise fun game, and I disagree with menu or character/chapter selection screens looking complicated. They're actually very neatly done.
Not sure where you're getting your game list from but I can count on one hand (The list is one. One game that isn't currently abandoned doesn't already have rollback enabled) the Renpy games on this site that don't have rollback already enabled.You're presenting this as if my choice is the weird one, but I'm going to turn this back around on you. Practically no commercial VN outside of a subset of erotic VNs made in the west supports rollback. Even commercial VNs made in Ren'py disable this functionality. So why do you come at the is with the angle that I'm making a bizarre choice when I'm simply following the standard? The lack of a History menu is admittedly an oversight that will be fixed as soon as I can (which means the next version, basically), but apart from that...
That aside, my thought process is this: The current version offers no mid-chapter choices that would justify rollback. The only reason to use such functionality would be if you missed a piece of text, which History will solve (in an industry-standard way, too). The short chapters that can all be replayed easily give you an additional way to catch up on things you might have missed. In fact, the density of the writing and lorebuilding in this game encourages you to revisit previously played chapters to see them in a new light based on information you have learned since the first playthrough. On the flipside, rollback causes a bunch of issues. Worst of all would be if a bug causes it to activate in relation to the card game, because that will fuck your game up in ways that could permanently mess with your persistent save. But even in the story chapters, rollback causes issues with a lot of things, with video sticking out as a particularly sore point.
Rollback causes a lot more issues than it solves in this game. There is a place for it in some types of games, such as Long Live the Princess. But in Supermodel as the game currently works? Nah.
Use Ren'py hacks to enable rollback all you like, but don't tell me I didn't warn you when it fucks up your save.
That probably says more about the kind of western VNs you have been exposed to than about the VNs themselves. I have yet to play a non-porn (or even porn, in the case of some Japanese VNs that include it as a matter of fact) VN that allows rollback. History, sure. Rollback, no.So saying Western VN don't have rollback as a basic function seems odd to me?
The hair specifically is a technical limitation. I thought the same as you when I designed LLtP's women, and it caused me unbelievable amounts of grief and suffering trying to animate and pose them without it looking like complete ass. When designing the women for Supermodel, I deliberately set out to pick hairstyles that would allow me to freely pose them in all kinds of sexual situations without looking horrible. Most of the time (but not always) that means using shorter hairstyles. I wish it wasn't like this since I enjoy long hair as much as anyone, but if it's to be a choice between exciting sex scenes and long hair, I'd rather choose the former. I mean, there's a reason why characters like Primrose never, say, give a blowjob while the MC lies on his back. I despised that and never want to go back to those restrictions.Really liked Belle's previous game LLTP, but not really feeling this one to be honest. Everyone is talking about card side gameplay, as if it's the main point for the lack of hype for this title, but I think the main problem is a bit different.
I loved character design in LLTP and I absolutely hate it in this game. You can make the best card game ever, but if you characters are not hot in adult game, you have a huge problem. Maybe that's just my bias (don't really like short haired look and prefer women with long or medium hair), but just looking at the first page character banner killed any hype for this game for me.
Of course everyone has different taste, but I just don't believe majority of player base would be into this specific character look. Maybe Belle tried to make them unique and different from his previous game, I don't really know the reason.
Anyways, no hate, just some of my thoughts.
The language is very precise in this game. The word "attack" is only ever used to refer to dragging a card directly on top of a challenge card in the Challenge Phase to damage it. This is the only type of attack you can do. Dealing damage to a challenge card doesn't mean you're making an attack unless specifically spelled out.The cards that says "cannot be attacked" should say "cannot be attacked directly", unless being able to damage it with the "All CC take x damage" cards are a bug.
This will likely get tweaked a little over time. The point is to make it instantly recognizeable at a glance how you are doing and roughly how many resources you have at your disposal.Scale on the left is (at least at lower levels) easily overcapped then it'll say 75 or whatever above it and I presume that's the total heat and not an indication of the useable heat. It also seems somewhat unnecessary compared to just displaying those 2 numbers.
This is something I put a lot of effort into when designing the game engine. Dragging cards must feel natural and intuitive for the game to be fun. If you find it to be unintuitive, I would appreciate specific feedback about what is causing you trouble so that I can look into making adjustments.Sometimes when throwing a card in the middle to use it thinks you're trying to upgrade one and won't play, not a big deal but not completely smooth.
I have tried to make these "popups" show up as briefly as possible while still being legible. This is a balancing act between informing the player about what is going on (which can otherwise be confusing at times) while not taking up too much of their time. I feel like the current balance is roughly where it needs to be without becoming overly annoying, but again, adjustments are always possible.Likewise it got a bit annoying flashing up on the screen +1 heat, +3 useable heat, etc. in a sequence when doing stuff so its "working"... I just want to play my next card / do my next thing without having to wait around. Those bits seem pointless and get in the way, I know what was going to happen I read the card and can see the changes.
It's meant to be. All the pink model cards are meant to add complications to your decks. You will get to upgrade them in the future to make them less annoying and more useful, but not just yet.The Flame Beckons is super annoying.
I'm not sure where I will end up on this. Creating illustrations for potentially hundreds of cards is extremely difficult, especially when some of the concepts are so abstract. Using AI for some of them was a way for me to get past this. Whether or not this AI art will survive to the final versions is something I'm undecided on. Honestly, it might depend a lot on how jurisdiction in this field develops over the coming months and years. If AI art continues to exist in a grey zone like today, I might just bite the bullet and commission art from real artists, but it's not exactly like I'm swimming in money with how my Patreon/SubscribeStar has dropped after LLtP was finished.Game doesn't have the AI tag, and I'm not someone super hung up on stuff like that... but some of the cards definitely have that vibe and the style of them doesn't fit the other ones that actually feature the game's characters. I presume this'll be revisited, but if that's not the intention it should probably be reconsidered.