Goodwytch

Newbie
Jan 16, 2019
19
4
So, once I figured out (sort of) what I was doing then this turned into a really fun game.
Just wanted to post some positive feedback. :)
 

HentaiLuchs

New Member
Aug 23, 2018
6
0
First of all, nice game!
But there are 3 things I have encountered that distrubed me:
- After defeating the 3rd Boss (the ExBoss Women) on the cow-run, the game freezes and has to be closed.
- If you are playing as Wolf, you are combining Animal cards and Futacards (which i found pretty nice) BUT as the Animal Cards are Multicolor-Cards, the Futa-Cards with the Sup-Restriction are blocking too with the Animal-Cards, which is pretty anoying.
- The last thing is more a Question: Cards that are not used during your turn. As example you have 1 Flirt left, 0 Hearts and nothing to buy for 1 Heart, so it's useless to play. Could it not do some difference if I do so or not?

sorry for my bad english


Edit:
Just forgot, i have a future proposal for this game:
- A multiplayer-mode! Local would be enough because it is HTML, but it would be fun, if you knew other perverts
 
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random78905

Member
Sep 7, 2017
206
113
Ending a run with the money upgrade from the bribe cards caused it to show up as the succubus upgrade from the witch pack instead on the score screen.

The score screen also lagged like a motherfucker on that run to the point I couldn't even load a up a save I made at the score screen afterwards (it just caused Chrome to stop responding) though I'm not sure if that was related or not.
 

Deleted member 1571565

Well-Known Member
Aug 7, 2019
1,869
4,362
Is it just me or does the sissy deck/mechanic not work very well? I can't seem to get it to work, or rather, I guess I'm confused. cards that have a "lock" I use when locked for no effect, and the one that is close>open>closed are kinda confusing...I can't tell if it doesn't work or if I just don't understand how to work the sissy deck mechanic
 

RustyXXL

Newbie
Nov 2, 2017
83
48
- After defeating the 3rd Boss (the ExBoss Women) on the cow-run, the game freezes and has to be closed.
It actually "just" takes a relly long time for the next screen to show. Just leave it running, get a coffee and when you are back it should have loaded.
 

fakelovah

New Member
Aug 7, 2017
12
15
Big thanks for making this, one of my absolute favourite games on the site.

Also, if anyone knows where the image from "Lick It Up" (89) comes from I'd love to know. Not having a lot of luck Googling Sophie Dee + blue tarpaulin...
 

Dhao

New Member
Apr 12, 2018
1
3
Liking this quite a bit so far, though I've spotted a couple of things so far:
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I've pretty consistently had the end of story lag something (closeto)fatal when deck size gets too high, pretty sure it's the "this is the deck you won with" showcase which does it, but I have yet to get solid verification on this.

In terms of game feel there's also a couple of thoughts I have:
This comes from the perspective of me having found that the best way to play is to get a whole bunch of cycling cards, which help drown out the more useless basic cards, and then trying to inch through the various ranges and gathering as many good cards as possible.

All of the Transformations feel like there's been some good work put into them, they feel unique and so far none of them seem to out of whack with the others (though some that rely on Yellow do come off a little worse for wear).

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Also, if anyone knows where the image from "Lick It Up" (89) comes from I'd love to know. Not having a lot of luck Googling Sophie Dee + blue tarpaulin...
A reverse Image search and some further rummaging got me all the way to a Pornpros watermark, but that's the amount of effort I'm willing to put into it.
 
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lunaticbob

Newbie
Aug 6, 2016
84
237
Just Skip:
- Permanent Makeup: the Permanent Pile is not nearly worth it to spend the TF.
I agree with the caveat that in Animal Girl you take it immediately. The difference between a 3 cost and 2 cost Dog/Bunny/Cat Girl is immeasurable, and the sooner you can get the "In Heat" cards online the better.
 

Sigvald

New Member
Aug 2, 2017
4
2
Is it just me or does the sissy deck/mechanic not work very well? I can't seem to get it to work, or rather, I guess I'm confused. cards that have a "lock" I use when locked for no effect, and the one that is close>open>closed are kinda confusing...I can't tell if it doesn't work or if I just don't understand how to work the sissy deck mechanic
I can't really say much for the Sissy deck mechanic but I do have a decent understanding of how it works.

You play it as if you had no transformations until you start getting sissy cards.
The chastity card itself that locks/unlocks by itself does nothing because its a combo card.
The cards that are close>open>closed works depending on if your locked/unlocked

For example, if you pick up a card that says lock>unlock + effect means to play it you have to be locked first then play that card which will then unlock you and give you some bonus effect.

Cards that are Unlocked>Lock + Effect are the same thing just reversed, play the card when your unlocked and you will get locked up and play whatever the effect was.
Hope that helps
 

fakelovah

New Member
Aug 7, 2017
12
15
A reverse Image search and some further rummaging got me all the way to a Pornpros watermark, but that's the amount of effort I'm willing to put into it.
That was enough, thanks! For the record, it's from Cumshot Surprise.
 

Nobby

Member
Nov 15, 2017
198
309
Liking this quite a bit so far, though I've spotted a couple of things so far:
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I've pretty consistently had the end of story lag something (closeto)fatal when deck size gets too high, pretty sure it's the "this is the deck you won with" showcase which does it, but I have yet to get solid verification on this.

In terms of game feel there's also a couple of thoughts I have:
This comes from the perspective of me having found that the best way to play is to get a whole bunch of cycling cards, which help drown out the more useless basic cards, and then trying to inch through the various ranges and gathering as many good cards as possible.

All of the Transformations feel like there's been some good work put into them, they feel unique and so far none of them seem to out of whack with the others (though some that rely on Yellow do come off a little worse for wear).

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A reverse Image search and some further rummaging got me all the way to a Pornpros watermark, but that's the amount of effort I'm willing to put into it.
Anyone who's played a fair bit of Slay the Spire (or some other competitve card games, but this game feels more like it's drawing from STS) can see that a lack of resource cost on playing cards pushes the meta heavily towards card draw, which you've pointed out. But there are some extra layers of strategy that the ascensions provide that I think help balance some of the things you have a problem with.

For instance some enemies will begin to cause you unblockable damage every time you draw 3 cards for the entire fight, making over-reliance on card draw a little dangerous and turtling with card draw nigh-impossible (technically still possible with healing cards but much harder to set up and much less worth it). This kind of thing obviously doesn't hurt any of the other cards at all, giving them much more playability. You also get to see what buff you're up against BEFORE you choose which themes to put in your deck, allowing you to craft a set that is more suited for the given challenge. Adding a layer of strategy beyond the basic "ALL DRAW FTW" (which I still totally do even when I shouldn't. It's just so good.)

This also helps with one of the problems I used to have with the game (still an issue, but somewhat mitigated), the fact that spending the first easy fight doing as little damage as possible while trying to get every theme bonus. This was (and still is to a degree) overwhelmingly powerful and downright necessary to win higher ascensions, but not always the funnest way to play. Now that changing which deck themes you use each battle is possible (and strongly encouraged to deal with specific enemy buffs), it's much harder to have all themes mastered going into every fight and no longer the meta killer it used to be.


Also I somewhat disagree with your repudiation of the submit range. It serves a different purpose than other regions, but it also holds ALL of the games strongest cards.You'll have access to better block, healing, and damage cards there than anywhere else. Obviously starting there is dangerous, but you DON'T start there, you get there with a deck full of power already. Unless you pick up sex change. Which is enormously powerful in it's own right (with the major weakness of having a hard time picking up the much higher average cost of cards without the early game to buff you up).

I also disagree that red is clearly the strongest. Each range serves a different purpose. Red obviously starts with some very powerful card draw cards with high resource value, but personally I think the addition of the surveillance set makes blue a wonderful alternative to just relying on card draw (which blue has scant access to for quite some time). Surveillance is just incredibly powerful and requiring it to be played earlier in the turn (along side blue being the only color with default access to card REMOVAL) pushes away from huge deck bloat to a smaller more crafted deck (when the enemy buff calls for it anyways).

Totally agree that the permanent buy pile is almost never worth it, but it's also important in these games to put in subpar cards. If every card is a game winner then there is no game, also the permanent buy pile's higher than default numbers are an easy draw for new players, and help teach a lesson about strategy when those cards end up sinking your ship from deck bloat on mediocre cards.

It would be interesting to see them used as an upgrade instead to make them more viable, but using it as a card sale mechanic and actually gaining resources from exhausting cards you don't want at any time is far too powerful. Hell even if you gained nothing, the free ability to remove cards takes away a huge part of the game's strategy of short term power vs. long term viability. Making it cost resources is a huge maybe to me too. Removing cards whenever you want would need to be at a huge cost to make up for how very powerful it is.

Also thought I'd mention that when you leave the TF range of most of the other cards the game will begin throwing some of the earlier cards back into the mix. This seems to be entirely intentional and not a bug, though it might be worth mentioning it at some point in the game.
 
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Apollo Seven

Active Member
Game Developer
Sep 15, 2018
799
3,269
I explain this so often I should really have a stock answer somewhere, but here's why removing cards from your deck is very limited. As the game is based around your basic cards transitioning what resource they give you, removing basic card can break the game. If you remove all of your basic cards, you can make it impossible to buy new cards later on. That's why it's mostly late brain cards that remove basic cards, because if you're buying expensive brain cards late you're probably mono-brain anyway.

Because of this, the only way to improve deck quality is to buy more cards, so removing non-basic cards is generally detrimental overall. That's why this game doesn't support removing cards as a core feature like in other deck building games.

This makes draw cards very powerful, which is fine, but the biggest problem is that drawing cards and taking as many turns as you can is the best way to improve your card quality through theme upgrades as well as win. In .9 I have plans to overhaul how theme upgrades work to make stall decks give you less upgrades in the end. How many cards you draw and play will have nothing to do with how you upgrade themes, but rather how few turns you can beat your opponent in.
 
D

Deleted member 1844469

Guest
Guest
good game nothing crazy that makes the game easier to play
 

Nobby

Member
Nov 15, 2017
198
309
I explain this so often I should really have a stock answer somewhere, but here's why removing cards from your deck is very limited. As the game is based around your basic cards transitioning what resource they give you, removing basic card can break the game. If you remove all of your basic cards, you can make it impossible to buy new cards later on. That's why it's mostly late brain cards that remove basic cards, because if you're buying expensive brain cards late you're probably mono-brain anyway.

Because of this, the only way to improve deck quality is to buy more cards, so removing non-basic cards is generally detrimental overall. That's why this game doesn't support removing cards as a core feature like in other deck building games.

This makes draw cards very powerful, which is fine, but the biggest problem is that drawing cards and taking as many turns as you can is the best way to improve your card quality through theme upgrades as well as win. In .9 I have plans to overhaul how theme upgrades work to make stall decks give you less upgrades in the end. How many cards you draw and play will have nothing to do with how you upgrade themes, but rather how few turns you can beat your opponent in.

I say let people destroy their own decks. Failure is a learning experience. People generally get mad at dying from falling in pitfalls when it feels unfair. When a game shows clearly what is going to happen when you do something and then you do it and destroy yourself people (usually) don't blame the game, they blame themselves and work to do better next time. I fully stand by giving people all the rope they need to hang themselves. But of course, you've done a great job with the game so far, and I trust in your decision making. It stands as a testament to it's quality that I and so many others that generally don't like the TF fetish still play this game so much.


Making powering up contingent on winning faster is a tricky thing. I'm reminded of XCOM2, where developers tried to force players into playing riskier games that would theoretically be more entertaining and engage with a lot of the more exciting aspects of the game. They did it with time limits that didn't allow players to play at the slow careful safe pace they would have played at otherwise and the idea got a generally negative reception.

But then they switched things around a bit to rewarding players for finishing faster, rather than punishing players for going slower (which are effectively the same thing if you stop and think about it), and people found it much more palatable. Stupid human brains doing goofy things.

Still, it sounds like it could be an interesting idea, and I look forward to it.
 
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Apollo Seven

Active Member
Game Developer
Sep 15, 2018
799
3,269
I say let people destroy their own decks. Failure is a learning experience. People generally get mad at dying from falling in pitfalls when it feels unfair. When a game shows clearly what is going to happen when you do something and then you do it and destroy yourself people (usually) don't blame the game, they blame themselves and work to do better next time. I fully stand by giving people all the rope they need to hang themselves. But of course, you've done a great job with the game so far, and I trust in your decision making. It stands as a testament to it's quality that I and so many others that generally don't like the TF fetish still play this game so much.
I disagree. Having your game mechanics create unexpected fail states through natural play is bad game design. It's not like falling in a pit in Mario, it's like losing an adventure game because you missed an item an hour ago. Having to balance getting rid of cards and still being able to play the game is definitely more skill intensive in that it's something you need to learn and pay attention to, but it's bad design.

Making powering up contingent on winning faster is a tricky thing. I'm reminded of XCOM2, where developers tried to force players into playing riskier games that would theoretically be more entertaining and engage with a lot of the more exciting aspects of the game. They did it with time limits that didn't allow players to play at the slow careful safe pace they would have played at otherwise and the idea got a generally negative reception.

But then they switched things around a bit to rewarding players for finishing faster, rather than punishing players for going slower (which are effectively the same thing if you stop and think about it), and people found it much more palatable. Stupid human brains doing goofy things.

Still, it sounds like it could be an interesting idea, and I look forward to it.
In regards to your Xcom2 comparison, the new system would be positive feedback, not negative. There's no punishment for going slow, you just get rewarded for going fast, like the current "rest" period before bosses where you can chose a little buff. So the less rounds it takes to beat the opponent, the more "points" you get.

This is all just an idea anyway. I haven't even really gotten into the design of how many points, what things should cost, etc, etc. The goal is to replace the current theme upgrade system, not to land on anything specific.
 

manscout

Well-Known Member
Jun 13, 2018
1,201
1,879
To me, the main reason draw decks feel like the only way to go is because you need both eco and armor every turn, chipping away at the enemy with some TF also doesn't hurt but some decks let you ignore TF cards in favor of some big late game damage gimmick or just strong cards.

Also you start with so many basic cards that trying to make a specialized deck feels pointless most of the time, specially because at higher ascensions and against the bosses, one bad turn can do you in. So it kinda feels like the only way out is to dig yourself deeper and bloat the deck to spread out the basic cards. Also the cards that remove basic cards tend to be very expensive, and when you take them into your deck, you can't take too many of them because they become the useless cards after you flush out all the basic cards. Another thing is that it feels like the better decks rely on a single "super strong" card that you want to play as often as possible, draw cards are the only way of "bloating" a deck to avoid the basic hands while still being able to cycle through the entire deck fast enough to abuse the super strong cards.

On a related note, this is why shopholic (or whatever the name is) feels like the strongest transformation in the game, gaining armor and dealing damage when buying cards means that you can focus entirely on eco and draw cards, it also gives you better control of your armor so you can try to stall at the "sweet spots" to try to buy the strongest cards in your deck.
 
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Nobby

Member
Nov 15, 2017
198
309
I disagree. Having your game mechanics create unexpected fail states through natural play is bad game design. It's not like falling in a pit in Mario, it's like losing an adventure game because you missed an item an hour ago. Having to balance getting rid of cards and still being able to play the game is definitely more skill intensive in that it's something you need to learn and pay attention to, but it's bad design.
I would argue that it shouldn't be unexpected that removing most/all of your resource cards makes buying harder/impossible in the same way that removing all of your limbs makes jumping quite difficult. But then I would also argue that any adult on the planet should be able to look at an analogue clock and understand how to read it without being taught. So if my coworkers have taught me anything, it's that I overestimate people.
 
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4.50 star(s) 57 Votes