Apollo Seven

Active Member
Game Developer
Sep 15, 2018
837
3,521

If you like the game or just want to support me, consider buying it. Either way, thanks to everyone who's played and enjoyed my games.

I still have no plans to make more content for TF Card Battle. There are some cool mods people have been working on though. Hopefully some of those come to fruition.
 
Sep 27, 2020
197
180
really fun game.
question is there ever a reason to not play a card in hand?
It seems like it gets discarded when you end turn. I wish we were able to hold cards in our hand like other deck builders.
 

DuniX

Well-Known Member
Dec 20, 2016
1,233
822
question is there ever a reason to not play a card in hand?
It's more of a question of when as sometimes the order matters based on the various card effects.
There is a button that plays all the basic cards.
I wish we were able to hold cards in our hand like other deck builders.
You can with some card effects and TF traits you buy.
Potions are also basically resources that you can save between turns.
 

Ferghus

Engaged Member
Aug 25, 2017
2,866
4,388
really fun game.
question is there ever a reason to not play a card in hand?
It seems like it gets discarded when you end turn. I wish we were able to hold cards in our hand like other deck builders.
Depends on the card and situation. Some cards are one-use, some cards may be better played later, and for some bosses, playing certain cards either hurt you or make them stronger.
 

uncommonsence

Member
Oct 24, 2021
218
163
hi. just wanted to ask if it's ok that `camgirl` card adds nothing to the 'upgrade' counter? Screenshot from 2024-05-24 11-20-25.png
played a bunch of them, but that 1 is from `crotch grab`

same question regarding `strategic operation` and the rose (but it was `changed` so that may be the reason)
 
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Ferghus

Engaged Member
Aug 25, 2017
2,866
4,388
How the hell do I play this game? The interface is incredibly confusing.
Basically, every turn you draw X amount of cards (the ones on the bottom) that are played for free (save for a few exceptions). The starting cards will usually give you resources to spend on buying new cards (the set of cards on top). As your level of transformation increases, what cards available to purchase start to phase out in favor of increasingly more fetishy cards, which tend to cost more but are also generally more powerful.

The goal of the game is to manage your resources, including your deck size and TF level, and build a powerful deck in the first phase that will allow you to defeat the boss in the second phase of each round. You will need to juggle purchasing cards that bring in more resources with cards that will protect you or damage your opponent. You ideally want to get a working deck as fast as possible to keep your hand size and TF level low, but you also can't keep your TF levels too low if you want to access more powerful cards. So you have to take hits and deploy shield cards tactically to farm the cards you want before they get phased out. Some fetishes (thematic deck sets) optimally work in low TF levels and some require you to be quite transformed. The boss fight phase doesn't let you buy cards. You'll have to inflict enough TF damage or deploy enough resources (which will deal minor TF damage to the boss) to defeat them before your own TF caps out.
 

Shazz23

Member
Mar 24, 2022
124
57
Basically, every turn you draw X amount of cards (the ones on the bottom) that are played for free (save for a few exceptions). The starting cards will usually give you resources to spend on buying new cards (the set of cards on top). As your level of transformation increases, what cards available to purchase start to phase out in favor of increasingly more fetishy cards, which tend to cost more but are also generally more powerful.

The goal of the game is to manage your resources, including your deck size and TF level, and build a powerful deck in the first phase that will allow you to defeat the boss in the second phase of each round. You will need to juggle purchasing cards that bring in more resources with cards that will protect you or damage your opponent. You ideally want to get a working deck as fast as possible to keep your hand size and TF level low, but you also can't keep your TF levels too low if you want to access more powerful cards. So you have to take hits and deploy shield cards tactically to farm the cards you want before they get phased out. Some fetishes (thematic deck sets) optimally work in low TF levels and some require you to be quite transformed. The boss fight phase doesn't let you buy cards. You'll have to inflict enough TF damage or deploy enough resources (which will deal minor TF damage to the boss) to defeat them before your own TF caps out.
Thank you!
 

Apollo Seven

Active Member
Game Developer
Sep 15, 2018
837
3,521
I'm seriously considering doing some new work on TF Card Battle. I've got a couple options and I'd like to know what people would be interested in.
A: Just more content added to the HTML version. The easiest thing but the least interesting to me personally.
B: Porting the game over to the The Monster Within engine. Wouldn't be that much work, although has issues with art. I don't know if people really want that over just playing the HTML version though.
C: Make a full-fledged TF Card Battle 2. This would be very far off, I'm talking years from even starting production. But I could start exploring design space and such if people like the idea.
 
Sep 27, 2020
197
180
I'm seriously considering doing some new work on TF Card Battle. I've got a couple options and I'd like to know what people would be interested in.
A: Just more content added to the HTML version. The easiest thing but the least interesting to me personally.
B: Porting the game over to the The Monster Within engine. Wouldn't be that much work, although has issues with art. I don't know if people really want that over just playing the HTML version though.
C: Make a full-fledged TF Card Battle 2. This would be very far off, I'm talking years from even starting production. But I could start exploring design space and such if people like the idea.
If you are planning on spending time on this I would ask for TF card battle 2 but I would like to ask how it would be different from tf card battle one. if the answer is "better/more art/images" than I do not think TF Card battle 2 is the answer. I would recommend upgrading the engine so future content additions are easier.

If there is a plan to change mechanics than I would really like to know what you have planned and if you are interesting in hearing ideas.
 
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Apollo Seven

Active Member
Game Developer
Sep 15, 2018
837
3,521
If you are planning on spending time on this I would ask for TF card battle 2 but I would like to ask how it would be different from tf card battle one. if the answer is "better/more art/images" than I do not think TF Card battle 2 is the answer. I would recommend upgrading the engine so future content additions are easier.

If there is a plan to change mechanics than I would really like to know what you have planned and if you are interesting in hearing ideas.
A TF Card Battle 2 in theory would have different mechanics. How different, I don't know at the moment. I don't particularly have many ideas at the moment. But we're talking something that would probably start development around 2027, so there'd be a lot of time to figure that out.
 
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manscout

Well-Known Member
Jun 13, 2018
1,265
2,068
I'm seriously considering doing some new work on TF Card Battle. I've got a couple options and I'd like to know what people would be interested in.
A: Just more content added to the HTML version. The easiest thing but the least interesting to me personally.
B: Porting the game over to the The Monster Within engine. Wouldn't be that much work, although has issues with art. I don't know if people really want that over just playing the HTML version though.
C: Make a full-fledged TF Card Battle 2. This would be very far off, I'm talking years from even starting production. But I could start exploring design space and such if people like the idea.
I don't really mind playing the html version, so unless you are interested in adding a number of more technically ambitious features (e.g custom window size/placement for the porn GIFs, easier modding tools, etc), I don't know if porting it to a new engine on its own would add much to it.

Now if we're talking about a full blown sequel, I don't really know how the mechanics could be expanded, but I guess I'd just say that my favourite part of this game was how the porn interacted with the "progression" in the game, both in terms of game-state of the individual matches (stronger cards involving more hardcore sexual acts as a desperation tool only usable with your "near death" mana) and of the overarching campaign (mainly the hybrid decks, was fun to see what porn footage and themes you had to find to make those work), so I would like to see more mechanics that try to expand on that design.
 

ViviX12

Engaged Member
Jan 5, 2019
2,711
3,946
A TF Card Battle 2 in theory would have different mechanics. How different, I don't know at the moment. I don't particularly have many ideas at the moment. But we're talking something that would probably start development around 2027, so there'd be a lot of time to figure that out.
Prospect of a sequel made me think about TFCB with all own art and the card effects interacting much more with the current state of the player than just playing a same porn gif every time. Not sure if full on playing an animation with the player character as in current tf or having it be reduced to static images, ik either would require a lot of assets regardless of whether 2d or 3d.
I do realize it's also very ambitious and unlikely to be viable, but damn it'd be cool.
 

ninjahedgehog

Member
Oct 23, 2018
300
203
A sequel sounds fun but the appeal to me for porting it to the monster within engine is to make the game easier to mod beyond just image replacing. At least that's the convo I remember years ago.
 

saddict

New Member
May 4, 2019
11
11
A or C I'd say.
A because you still have some bugs to fix and also more content is always good and we could get very quick results. I yearn for more! I especially would like to see more enemies and their transformation pics as well as more players transformation pics.
If you go for C: I suggest having the cards just describing the 'actions' (instead of porn gifs on them) and for the porn part having those actions applied directly to a drawn or 3D-modeled player character so you can watch the transformation life, e.g. getting bigger breasts etc.
 

EtPerMun

Newbie
Sep 24, 2017
32
13
I'm kinda torn.

A would be very nice, and have results soon.
B might be interesting, as I'd really like the ability to have the GIFs in a separate window (which is impossible for HTML, I believe). Currently, they're either in the way, or get buried below the played cards.
As for C, as others have said, if you have ideas for significant changes, it would be interesting, but otherwise I'd go with A (or B).
 

Konpon

Active Member
Jun 30, 2020
625
656
I would say B, but only go for C if you find a new core to build upon. That said, if you are going for A or B, what deck types would you add? For that matter, what card sets would you also add between the :unsure: ♥ ⚠ types? Also, can I request a Magical Girl + Animal Girl deck combo? Or MG + School Girl? On other thing, when doing dual transformations in single battle, there is no back button to return to single TF selection. Maybe that would be a helpful thing to add.
 

sx421

New Member
Jun 21, 2022
6
13
I'm seriously considering doing some new work on TF Card Battle. I've got a couple options and I'd like to know what people would be interested in.
A: Just more content added to the HTML version. The easiest thing but the least interesting to me personally.
B: Porting the game over to the The Monster Within engine. Wouldn't be that much work, although has issues with art. I don't know if people really want that over just playing the HTML version though.
C: Make a full-fledged TF Card Battle 2. This would be very far off, I'm talking years from even starting production. But I could start exploring design space and such if people like the idea.
Option 2/B could attract a much wider audience to the game and could lay a foundation for your sequel game in the future. In the process of moving to the new engine, you could add a few token updates - new modifiers, new card set, doesn't necessarily need to be full transformation/class - a few updates would bring people back and make previous players engaged again (assuming they beat the game or saw most of the content in the past). Concerning art, what about a batch workflow to crop all the images and process them through img2img on very low settings? The img2img step to add some faux detail if the problem is a question of resolution on some existing images... much more involved if the source files for the (PS or INDD?) templates no longer exist though.
 
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