subli

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Jul 30, 2020
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Having played a little bit more I feel like I have some feedback to give:

Overall a very interesting and addictive game. I really like the system with the three different resources and the win and loss conditions. The choice of pictures is also great.

One thing I've felt is that drawing cards is too good. I think the problem is consistency. There are a lot of situational cards: You want enough block, but too much is wasted, you want resources enough to buy the cards offered to you, if you have resource doubling cards you want them together with the resource they double and so on. The problem is that as your deck grows the chance of drawing too many of the same type of card becomes larger. You can end up with 2 cards that generate block, one that doubles your mind resources, one that gives TF equal to your mind resource and 1 TF card for instance. The solution to this is to have a lot of draw 2 or more cards in your deck, allowing you to have fewer each of the situational cards and instead focusing on drawing enough cards to get what you need. I would suggest that you look into ways of increasing consistency that don't involve drawing cards. One way would be to offer a mulligan: Giving the player the chance to discard any cards in their starting hand and drawing a new one.

Edit: One idea for a way to get the consistency of card draw without being able to play your entire deck every turn is to have cards that allow you discard and redraw. I suggest that an interracial theme might fit here. Some example cards, cost and effect would obviously need to be balanced: "Forget your boyfriend: Generate 1 lust, replace up to 1 card", "Refilling the nest: Generate 2 lust, replace up to 2 cards", "Never going back: Add 2 submission, replace up to 3 cards", "Black is better: Add 2 lust, 2 submission, until the end of the turn add 1 TF for every card you discard.

Edit 2: Guess who just beat ascension level 9 without drawing a single extra card! I've been experimenting with feet. It's ridiculous, and ridiculously luck dependent, but it can work.
 
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Apollo Seven

Active Member
Game Developer
Sep 15, 2018
799
3,270
Having played a little bit more I feel like I have some feedback to give:

Overall a very interesting and addictive game. I really like the system with the three different resources and the win and loss conditions. The choice of pictures is also great.

One thing I've felt is that drawing cards is too good. I think the problem is consistency. There are a lot of situational cards: You want enough block, but too much is wasted, you want resources enough to buy the cards offered to you, if you have resource doubling cards you want them together with the resource they double and so on. The problem is that as your deck grows the chance of drawing too many of the same type of card becomes larger. You can end up with 2 cards that generate block, one that doubles your mind resources, one that gives TF equal to your mind resource and 1 TF card for instance. The solution to this is to have a lot of draw 2 or more cards in your deck, allowing you to have fewer each of the situational cards and instead focusing on drawing enough cards to get what you need. I would suggest that you look into ways of increasing consistency that don't involve drawing cards. One way would be to offer a mulligan: Giving the player the chance to discard any cards in their starting hand and drawing a new one.

Edit: One idea for a way to get the consistency of card draw without being able to play your entire deck every turn is to have cards that allow you discard and redraw. I suggest that an interracial theme might fit here. Some example cards, cost and effect would obviously need to be balanced: "Forget your boyfriend: Generate 1 lust, replace up to 1 card", "Refilling the nest: Generate 2 lust, replace up to 2 cards", "Never going back: Add 2 submission, replace up to 3 cards", "Black is better: Add 2 lust, 2 submission, until the end of the turn add 1 TF for every card you discard.

Edit 2: Guess who just beat ascension level 9 without drawing a single extra card! I've been experimenting with feet. It's ridiculous, and ridiculously luck dependent, but it can work.
Well, whenever I put in anything that limits draw as a strategy or gives alternate incentives everybody hates it haha. There are really good no draw synergies/strategies you can take but nobody does.
 
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Ferghus

Engaged Member
Aug 25, 2017
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Having played a little bit more I feel like I have some feedback to give:

Overall a very interesting and addictive game. I really like the system with the three different resources and the win and loss conditions. The choice of pictures is also great.

One thing I've felt is that drawing cards is too good. I think the problem is consistency. There are a lot of situational cards: You want enough block, but too much is wasted, you want resources enough to buy the cards offered to you, if you have resource doubling cards you want them together with the resource they double and so on. The problem is that as your deck grows the chance of drawing too many of the same type of card becomes larger. You can end up with 2 cards that generate block, one that doubles your mind resources, one that gives TF equal to your mind resource and 1 TF card for instance. The solution to this is to have a lot of draw 2 or more cards in your deck, allowing you to have fewer each of the situational cards and instead focusing on drawing enough cards to get what you need. I would suggest that you look into ways of increasing consistency that don't involve drawing cards. One way would be to offer a mulligan: Giving the player the chance to discard any cards in their starting hand and drawing a new one.

Edit: One idea for a way to get the consistency of card draw without being able to play your entire deck every turn is to have cards that allow you discard and redraw. I suggest that an interracial theme might fit here. Some example cards, cost and effect would obviously need to be balanced: "Forget your boyfriend: Generate 1 lust, replace up to 1 card", "Refilling the nest: Generate 2 lust, replace up to 2 cards", "Never going back: Add 2 submission, replace up to 3 cards", "Black is better: Add 2 lust, 2 submission, until the end of the turn add 1 TF for every card you discard.

Edit 2: Guess who just beat ascension level 9 without drawing a single extra card! I've been experimenting with feet. It's ridiculous, and ridiculously luck dependent, but it can work.
I respectfully disagree:
  1. The block cards are there to keep you at whatever level of TF you want to be for specific cards to drop. If you're having trouble keeping up with the TF damage, you're either buying too many cards or taking too long to get to where you need to be. Consider taking starting TFs to bypass blue cards completely if you don't need them.
  2. Draw cards add consistency, yes. But having a smaller deck also adds consistency. Don't buy situational cards. Don't get sidetracked by x2 resources unless you know what you're doing. Don't buy Blue cards like Seduction and L33t Hacker if you're playing a Red/Yellow TF.
  3. I don't see how a mulligan is going to help in the long term. There's never been a time where I felt like I could have won if I just started with 5 resource cards or whatever at a low TF level. If you're consistently losing, you need to reconsider your strategy.
  4. I'm having a hard time understanding how your proposed mechanic is somehow more consistent. If you're discarding and redrawing, you're still drawing, but with a smaller hand. That's only going to punish people who already have a good hand, which is nonsense.
My guy, card games are all about synergy. If you have situational cards in your deck, that's because you're putting them in there.
P.S. You're confusing blacked with interracial. They are not synonymous.
 
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subli

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Jul 30, 2020
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  1. The block cards are there to keep you at whatever level of TF you want to be for specific cards to drop. If you're having trouble keeping up with the TF damage, you're either buying too many cards or taking too long to get to where you need to be. Consider taking starting TFs to bypass blue cards completely if you don't need them.
I think you misunderstood me. I meant that if the enemy is doing 4 - 7 damage and you have 8 block another block card doesn't do anything. Hence it is better to have a smaller number of block cards and more card draw in order to get closer to your "average" amount of block each turn rather than more some turns and less others.
  1. Draw cards add consistency, yes. But having a smaller deck also adds consistency. Don't buy situational cards. Don't get sidetracked by x2 resources unless you know what you're doing. Don't buy Blue cards like Seduction and L33t Hacker if you're playing a Red/Yellow TF.
A smaller deck does increase consistency yes, that is how I was able to beat ascension level 9 without card draw as mentioned earlier. But limiting the size of your deck is a far less powerful way to add consistency than card draw is. One reason might be the number of basic cards, fewer basic cards might make keeping your deck small a more powerful tool
  1. I don't see how a mulligan is going to help in the long term. There's never been a time where I felt like I could have won if I just started with 5 resource cards or whatever at a low TF level. If you're consistently losing, you need to reconsider your strategy.
I have beaten ascension level 10, I don't think I can be said to be losing consistenly. But I feel like the game suffers from one strategy (drawing your entire deck every turn) being far too dominant. The fact that most strategy discussions in this thread consists of people saying to just draw as many cards as possible seems to agree with me.
  1. I'm having a hard time understanding how your proposed mechanic is somehow more consistent. If you're discarding and redrawing, you're still drawing, but with a smaller hand. That's only going to punish people who already have a good hand, which is nonsense.
Card draw has two advantages: it allows you to see more cards, ensuring that you end up being able to get the cards you want, and it allows you to play a larger number of cards and getting the benefit of more cards. A discard draw effect gives you the benefit of the former without the latter allowing you to introduce an alternative to card draw that has some but not all of its benefits.

My guy, card games are all about synergy. If you have situational cards in your deck, that's because you're putting them in there.
Of course, and I want to put them there. I dislike the fact that I look at cards like purity of stupidity and go: "But does it draw a card?".


P.S. You're confusing blacked with interracial. They are not synonymous.
I'm pretty sure the term "interracial" was originally applied to that specific genre and has since gained somewhat more general use. In any case it has been used to refer to that genre specifically for decades at the very least.
 

Ferghus

Engaged Member
Aug 25, 2017
2,647
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I think you misunderstood me. I meant that if the enemy is doing 4 - 7 damage and you have 8 block another block card doesn't do anything. Hence it is better to have a smaller number of block cards and more card draw in order to get closer to your "average" amount of block each turn rather than more some turns and less others.

A smaller deck does increase consistency yes, that is how I was able to beat ascension level 9 without card draw as mentioned earlier. But limiting the size of your deck is a far less powerful way to add consistency than card draw is. One reason might be the number of basic cards, fewer basic cards might make keeping your deck small a more powerful tool

I have beaten ascension level 10, I don't think I can be said to be losing consistenly. But I feel like the game suffers from one strategy (drawing your entire deck every turn) being far too dominant. The fact that most strategy discussions in this thread consists of people saying to just draw as many cards as possible seems to agree with me.

Card draw has two advantages: it allows you to see more cards, ensuring that you end up being able to get the cards you want, and it allows you to play a larger number of cards and getting the benefit of more cards. A discard draw effect gives you the benefit of the former without the latter allowing you to introduce an alternative to card draw that has some but not all of its benefits.


Of course, and I want to put them there. I dislike the fact that I look at cards like purity of stupidity and go: "But does it draw a card?".



I'm pretty sure the term "interracial" was originally applied to that specific genre and has since gained somewhat more general use. In any case it has been used to refer to that genre specifically for decades at the very least.
  1. I don't understand your problem. It sounds like you think that draw cards make the game too easy, but you think that not drawing them is too hard. Yes, some turns will have inoptimal distribution of resources. That's part of the challenge, isn't it?
  2. Yes, that's the intended playstyle of the Feet theme. It's a poor example because it's basically effortless. If it had any more consistency, you might as well not be playing.
  3. That doesn't answer how your proposed mulligan somehow increases consistency. I think you're drawing the wrong conclusion from the discussions. The creator even replied to you saying "There are really good no draw synergies/strategies you can take but nobody does." While drawing your entire deck is a viable strategy in of itself, it's not the only strategy. It's popular because it's relatively simple to understand and fun for a lot of people. I don't see the problem with some decks being easier to play than others in a one-player game.
  4. Again, I personally don't see the point. It's literally just the same thing with a gimmick attached. It won't change the fact that people will attempt to draw as many cards as they can. If drawing cards is weighing on your conscious so much, just handicap yourself. Why impose it on everyone else?
  5. I'm going to unironically tell you that sounds like a personal problem. As stated before, you do not have to make use of drawing mechanics.
  6. Are you sure? I'm pretty sure "interracial" was an umbrella term that included white dudes on black chicks.
 

subli

Member
Jul 30, 2020
473
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  1. I'm going to unironically tell you that sounds like a personal problem. As stated before, you do not have to make use of drawing mechanics.
Don't exaggerate. I only said I thought the game would be more interesting if drawing was not as important, and offered some ideas on how that could be achieved.
 

CrookedMan

New Member
Aug 5, 2017
6
0
Response, if there's ever an 11th TF it's going to be pregnancy themed.
Hell yes.

I remember you said, sometime ages ago, that you were having trouble making that idea work because having several pregnancies over the course of a match seemed like it was compressing it into such a small timeframe it was more uncomfortable than sexy. Did you decide you didn't mind that after all, or find a different way that you'd prefer to handle it?

Wonder what the dual TFs would be for a pregnancy deck? Futa, knocking up the opponent to inflict debuffs or something? Cow seems like an obvious one. Magical Girl monster breeder?
 

Apollo Seven

Active Member
Game Developer
Sep 15, 2018
799
3,270
Hell yes.

I remember you said, sometime ages ago, that you were having trouble making that idea work because having several pregnancies over the course of a match seemed like it was compressing it into such a small timeframe it was more uncomfortable than sexy. Did you decide you didn't mind that after all, or find a different way that you'd prefer to handle it?
I decided that since the game already has men turning into women with all the bits, demons, and anime tentacle monsters; accelerated and painless pregnancy isn't THAT outlandish.
 

Harard

Newbie
Aug 23, 2016
17
32
The game is a lot of fun but the alchemist is broken on endless.
Setup:
  • Dainlty Feet and the Alchemy upgrade for a total of 6 potion slots
  • Start with 6 "draw 1" or heart generating potions (from prior round)
  • Start between 44 and 60 Transformation

Preserve your potions until Poppers appears (7 Hearts, fill your potion slots with "draw 1" potions).

From then on buy all Poppers and card draw-cards you can. That way it's very easy to draw your whole deck every turn. Make sure to start every round with 6 "draw 1" potions to be basically immune to unlucky draws.

My current setup is:
Gorgeous face, Dainty Feet, Giggly, Hourglass waist and Plump Lips

I have stopped taking new transformation after the fights a while ago and have upgraded everything but purity.

Giggly (manual refresh) is also very strong, I feel like the TF cost should be raised.
 

lopyan

New Member
Jul 27, 2017
3
1
Hell yes.

I remember you said, sometime ages ago, that you were having trouble making that idea work because having several pregnancies over the course of a match seemed like it was compressing it into such a small timeframe it was more uncomfortable than sexy. Did you decide you didn't mind that after all, or find a different way that you'd prefer to handle it?

Wonder what the dual TFs would be for a pregnancy deck? Futa, knocking up the opponent to inflict debuffs or something? Cow seems like an obvious one. Magical Girl monster breeder?

some fast pregnancy card involving mad scientist experiment or fantasy trope like orc or goblin breeding could be fun too.
Fantasy would work well with the anime design but would be dificult to make with real image or it will look too cosplay maybe.
 

Ferghus

Engaged Member
Aug 25, 2017
2,647
4,039
I don't know how comfortable you'd be with debauched stuff, but Animalgirl and Schoolgirl sounds like they'd fit the pregnancy theme. The problem is that Animalgirl might visually be too similar to HuCow and Schoolgirl might hit too close to reality.
I feel like "pregnancy" might be too open ended. Do you picture it being closer to a Red deck or a Yellow deck? Or maybe even blue, for the full on motherly nurturing experience?
 

Apollo Seven

Active Member
Game Developer
Sep 15, 2018
799
3,270
If there was one fetish you could add to TF Card Battle what would it be? (Besides pregnancy).
 

EmperorGus

Active Member
Oct 11, 2020
866
1,332
If there was one fetish you could add to TF Card Battle what would it be? (Besides pregnancy).
Well.. my fav is already covered...
So... what to add?.. what to add?
Going by the tags that are popular on F95...
Incest?
But I've no clue how that'd get worked into this game.
 

Ferghus

Engaged Member
Aug 25, 2017
2,647
4,039
If there was one fetish you could add to TF Card Battle what would it be? (Besides pregnancy).
Man, that's a tough one. How about something scifi like a sex robot or an alien? And you know, inadvertently start a world-wide invasion.
 
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subli

Member
Jul 30, 2020
473
292
If there was one fetish you could add to TF Card Battle what would it be? (Besides pregnancy).
Given that I already suggested interracial as a theme, I think you know what I'd like. Not sure it actually has enough potential content to it to create a transformation rather than a theme though.
 

CrookedMan

New Member
Aug 5, 2017
6
0
If there was one fetish you could add to TF Card Battle what would it be? (Besides pregnancy).
If pregnancy is coming, then I'm pretty satisfied, honestly. If it had to be something, monster girls or - for a theme that you could represent with real porn like most of the rest of the game - nuns? Though that suggestion of cosplay sounds appealing too.
 

subli

Member
Jul 30, 2020
473
292
I beat ascension level 10 with feet and no card draw in any of the battles. When I beat ascension level 9 with feet I hadn't beaten ascension level 10 yet, so there were some tools I hadn't unlocked that turned out to be very strong with this strategy. The first was the futunari transformation which has the very welcome ability to remove basic cards. The second was the engineer theme, which allowed me to use up my early mind which would otherwise be impossible without bloating the deck. Feet card really only show up in the 25 - 50 range, so you need block early to not blow through it without getting the cards you need. Beyond that I used mostly the same cards as at ascension level 9: feet and ass. Ass is especially good for yoga pants, since they smooth out the potential problem of drawing too many of your block cards on one turn and too few on another.

Edit: I encountered two bugs this game. The first is that when choosing a crossclass for the futunari I was offered "Wolf (Futunari)" as one option, when it should be "Wolf (Animal Girl)". I had the giggly trait and in the final round, which is when I got the wolfgirl transformation I got an error message every time I refreshed the draw pile. It didn't seem to do any harm though.

Well, whenever I put in anything that limits draw as a strategy or gives alternate incentives everybody hates it haha. There are really good no draw synergies/strategies you can take but nobody does.
I forgot to respond to this when you posted it, but I'm curious what you feel are strategies that are being underplayed.
 
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Armin

Newbie
Dec 16, 2017
73
29
I don't know how comfortable you'd be with debauched stuff, but Animalgirl and Schoolgirl sounds like they'd fit the pregnancy theme. The problem is that Animalgirl might visually be too similar to HuCow and Schoolgirl might hit too close to reality.
I feel like "pregnancy" might be too open ended. Do you picture it being closer to a Red deck or a Yellow deck? Or maybe even blue, for the full on motherly nurturing experience?
Witch/something might work well for pregnancy, using it to birth minions that give bonuses or something. Witch/futa for impregnating the opponent for debuffs. Witch/hucow maybe for getting impregnated yourself.
 
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