I would be very happy about having an undo button in the game
This is... complicated. There are gameplay reasons why I might not want an undo button (the randomness of some cards, in particular, would be ruined by undo functionality), but the primary reason is that Ren'py's rollback feature does not play nice with Python code that is as complex as what I have made for this game. I use rollback during testing, and it's an unpredictable mess that I would want my players to have to deal with.
You will get rollback during the other parts of the game, but I think we'll just have to live with the card game not having any of that. Ultimately, it won't matter that much (see below).
instead of having to lose everything and start all over because of one mistake (having to lose substantial progress and start something from scratch is a HUGE pet peeve of mine in gaming).
It's a pet peeve for me too. I hate repeating myself in games, at least if the time commitment for each failure is large. That's why I've made sure to design this game so that each card match is brief, typically over within 10 minutes or less, and it's why there is a turn limit of 10 turns. Additionally, there is no penalty for losing, neither here nor in the full game, so the only thing you actually lose by losing is the small amount of time you spent on that specific match.
This is going to be a balancing act, but I don't think it will be a genuine problem once we get to the full game. Playtesting and time will tell, but we'll deal with that problem when we get there. For now, just know that I'm well aware of this challenge and try to avoid it or at least minimize its impact.
why did you decide to limit the Engine/Upgrade cards to a maximum of 5? Was it primarily for the sake of play balance, or was it more of a practical consideration, that you didn't want to have to design a play area that could accommodate unlimited cards?
Game design is almost always iterative. You start out with a concept, playtest it, tweak it, playtest it some more, tweak it some more, and so on. Snapshot started out quite a bit simpler and less focused than it is today and only evolved whenever my testing revealed that parts of the design were lacking or problematic.
The card limit is one of those things, and it started out because of the limited screen estate. I want to avoid having cards overlap except in unusual circumstances, and testing showed that the ideal size of both your hand and the play area was 5 cards. That was why I set that number. However, once it was set, I could go about balancing everything to be enhanced by this limitation since limitations add neat tactical layers to most games.
I suppose I don't have to spell out the reasons why the card limit makes your decisions on what cards to play interesting. What I can add is that it makes card design considerably more straightforward, particularly when it comes to balance. If I design a new Engine card, I know that it's going to take the place of a card that might generate 1-3 Heat per turn in the play area. Knowing that, I can make better decisions about what power level that card needs to compensate for this sacrifice. If there was no card limit, the math (yes, math. I do a lot of math and even compose spreadsheets when designing this game) would be so complex as to be unusable, and the entire game would be designed in the playtesting phase. That's not a good approach for a one-person team.
I was doubtful about both card limits at first, but as I played around with them, they grew on me until I came to love them. Right now, I consider them part of Snapshot's "secret sauce" and wouldn't want to get rid of them. And best of all, they open up avenues for powerful cards that let you bend these limits, such as Coffee. Imagine a card that lets you have another Engine in your play area! Isn't that exciting? Or a Challenge card that reduces the number of cards you can have in play. Isn't that frightening?
I love it.
I concur with what others have said about the text being hard to read. It might be nice to just have a tooltip with larger text on hover (that can be turned off in Options for people who don't need it).
Tooltips and hover effects are both things I wanted to avoid with Snapshot due to how the interface is meant to work equally well on touch devices as on computers. Besides, Ren'py isn't Unreal Engine or Unity; every graphical effect or interaction I add to the cards massively increases the code's complexity and the chances of obscure, hidden bugs that are next to impossible to track down.
For example, I would have
loved to have the cards in your hand float slowly around at the bottom of the screen like in most other digital card games, but this comes with such a huge degree of risk, both of bugs and of making the code impenetrable even to myself, that I can't take the chance to implement it.
Having said all that, I would recommend that anyone complaining about the cards' font sizes have a look at screenshots from other popular digital card games on the market. You'll find that most of those games
don't show you any text at all, instead hiding it until you click or hover over the cards. To me, that makes the game stop feeling like a card game and reduces my enjoyment of the whole thing. It's something I wanted to avoid despite how much screen estate it would have freed up.
I want Snapshot's cards to look like
cards. If that's going to make the game cumbersome to a subset of the player base who has poor eyesight, then that's a damn shame and something that we're all just going to have to live with. As mentioned above, I'm a one-person team. While I want to keep my games accessible, I can only do so much with the time and money available to me. And no, despite what glaurung said above, there isn't room to increase font sizes for any but the most basic of cards.
The zoomed-in cards are there with a mere double-click. Use this to learn your cards, and know that you'll get so familiar with them after a few games that you won't really have to read them anymore. Once you start building your own deck, it becomes
your deck with
your cards. You're going to remember each and every one of them at a glance.
Are the girls in the card art all featured in Defenders of Desire? I think the girl on Flattery is my favorite.
The 3D-generated images all feature characters from Supermodel: Defenders of Desire (you can see them in the previews from the main menu). The 2D art is AI-generated and is only thematically related to the game and the cards, so you won't see the girl on the Flattery card in the game.
I went for this mix of art styles due to practical reasons. I started out making it all 3D, but the workload for that was massive, and the cards ended up looking too similar. As a result, I'm doing a mix of styles now, and I think it works quite well.
I figured it out soon enough, but it might not hurt to emphasize more in the tutorial that cards don't cost Heat during the challenge phase.
I guess it couldn't hurt. Noted.
Especially in the full release, when the modeling gets more sexy, it would be nice to have a button and/or hotkey that makes everything but the background image disappear so you can just look at the superhero babe for a little while.
This will be your reward for winning a photo shoot. You will get to browse every image you unlocked during the match at your leisure, seeing as they represent the photos you took. The plan is that these images get permanently unlocked in a gallery of some kind. Doing unusually well in a match might unlock bonus images that are lewder than the others.
Since the active challenge cards reduce your final Heat score at the end of the game, it might be helpful to have that number on display (like maybe have a red number in parenthesis next to your current Heat total).
Sure, it might not be a bad idea to do something like that. I've made a note of that as well.