Walland

New Member
Mar 16, 2018
2
0
I’d strongly support whichever option moved closer to making it fully compatible with community-made mods. There’s a lot of love for this game but because of the quirks of its legacy code it’s hard to build on it. If a new or ported version allowed users to import their own images/videos and even implement their own ideas for cards and mechanics, that would be the dream. Afaik despite the popularity of deckbuilding games right now, no-one’s done (or even attempted?) this.
 

Apollo Seven

Active Member
Game Developer
Sep 15, 2018
837
3,521
I’d strongly support whichever option moved closer to making it fully compatible with community-made mods. There’s a lot of love for this game but because of the quirks of its legacy code it’s hard to build on it. If a new or ported version allowed users to import their own images/videos and even implement their own ideas for cards and mechanics, that would be the dream. Afaik despite the popularity of deckbuilding games right now, no-one’s done (or even attempted?) this.
That would be b/c. For B custom images would be pretty easy to implement, but not custom cards. The way the The Monster Within codebase is set up reading card data off a json or something wouldn't be hard, but it would be pretty confusing for the person modding since I made it with the idea that only I would ever touch the code and make cards.
 

meleaguance

Member
Mar 2, 2021
301
347
If it were more easily moddable, I'd make a gay deck and reverse the transformation so you start off girls and try to transform each other into alpha guys.
 

ninjahedgehog

Member
Oct 23, 2018
300
203
That would be b/c. For B custom images would be pretty easy to implement, but not custom cards. The way the The Monster Within codebase is set up reading card data off a json or something wouldn't be hard, but it would be pretty confusing for the person modding since I made it with the idea that only I would ever touch the code and make cards.
You know ppl would love to try it anyway lol. Don't understimate ppl's ability to make it make sense
 

Thronico

Member
Sep 11, 2017
116
406
That would be b/c. For B custom images would be pretty easy to implement, but not custom cards. The way the The Monster Within codebase is set up reading card data off a json or something wouldn't be hard, but it would be pretty confusing for the person modding since I made it with the idea that only I would ever touch the code and make cards.
Increasing the moddability of this game would likely send it into one hell of a resurgence in popularity. I always come back to this game every now and again, but the lack of modding potential remains to be a massive disappointment for me.

Just look at the insane amount of HTML porn gif games on this site. Streamlining the ability for anyone with the know-how to create new content (decks, interactions, animations, gifs, etc...) should be a no-brainer if you're looking to make ANY improvements to this almost-masterpiece, imo.
 

Paraz

New Member
Sep 5, 2019
5
0
Is the game translated from somewhere? The wording is so broken and confusing I don't understand how certain mechanics work
 

cock man

New Member
May 6, 2020
3
2
That would be b/c. For B custom images would be pretty easy to implement, but not custom cards. The way the The Monster Within codebase is set up reading card data off a json or something wouldn't be hard, but it would be pretty confusing for the person modding since I made it with the idea that only I would ever touch the code and make cards.
More moddability is absolutely what this game needs imo, I'm incredibly surprised there's not a sizeable modding community for this game as it seems like a perfect fit. Cards (to my non-programmer ass, so I'm wrong) seem relatively easy to add, and there aren't complex animations or art styles you need to conform to with the whole real porn/hentai sometimes theme we got goin on. Also, I think out of the three ABC options, it may be the best move to do a bit of all three and add maybe a light content update alongside an engine upgrade/sequel announcement. If there needs to be mod support (engine change?) added to make it more approachable, I feel like that would draw more attention and a large influx of players to the game for sure and set up attention for a sequel ;)
 

Ferghus

Engaged Member
Aug 25, 2017
2,866
4,387
More moddability is absolutely what this game needs imo, I'm incredibly surprised there's not a sizeable modding community for this game as it seems like a perfect fit. Cards (to my non-programmer ass, so I'm wrong) seem relatively easy to add, and there aren't complex animations or art styles you need to conform to with the whole real porn/hentai sometimes theme we got goin on. Also, I think out of the three ABC options, it may be the best move to do a bit of all three and add maybe a light content update alongside an engine upgrade/sequel announcement. If there needs to be mod support (engine change?) added to make it more approachable, I feel like that would draw more attention and a large influx of players to the game for sure and set up attention for a sequel ;)
I think the hardest part of adding cards isn't the numbers or the pictures, it's new, complex mechanics that behave drastically different to what exists. There are some decks that very unique mechanics compared to other decks, and the option to mod has to be strong and flexible enough to make it work. Otherwise, you'll most likely just have reskinned cards rather than true additions.
 
  • Like
Reactions: rKnight and ViviX12

ninjahedgehog

Member
Oct 23, 2018
300
203
I think the hardest part of adding cards isn't the numbers or the pictures, it's new, complex mechanics that behave drastically different to what exists. There are some decks that very unique mechanics compared to other decks, and the option to mod has to be strong and flexible enough to make it work. Otherwise, you'll most likely just have reskinned cards rather than true additions.
Well if we get our hands on a good modding tool/framework, the first custom decks will be simple additions using already existing mechanics. We won't get completely new mechanics until we learn how to manipulate the engine or how to balance
 

Ferghus

Engaged Member
Aug 25, 2017
2,866
4,387
Well if we get our hands on a good modding tool/framework, the first custom decks will be simple additions using already existing mechanics. We won't get completely new mechanics until we learn how to manipulate the engine or how to balance
But how do you add framework support for something you don't know people will try to do?
 
Oct 4, 2020
54
19
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 recently decided to check this game out, was very intrigued by the mechanics, considered doing a long writeup about how I thought they could be improved (to be clear, I think the game is good as-is, I just also think it could be better), and then thought "nah, they've moved on to this other game, it's not worth the effort when they're not going to be paying attention or working on it anyway".

Well, now I guess I'll have to do it after all :p

Anyway, mostly I'd say do whatever you want/you're motivated to do, but without yet doing the deep-dive review I'd like to, here's some things I'd like to see at a high level, in no particular order:

- Iteration on the mechanics (as opposed to expansion of the mechanics). I think there are ways the core design could be improved. If and when I write a more in-depth review, this is going to be what I focus on, because I Have Thoughts.
- Tweak card balance to better enable playing with whatever cards you want. This is delicate, because you don't want player choices to be meaningless in a tactical sense. But right now, it feels like the gap between the best cards and the worst cards is such that I won't really get to see the content that's attached to the worst cards without choosing to build a bad deck.
- More variety in the art/gifs, and art/gifs for cards that don't have any right now, just so there's more fresh content to discover. Relatedly, work on the presentation of the gifs within the UI/layout. Gifs on the bottom I have to scroll to, gifs on the side are too small, gifs on the top are disruptive b/c the play area moves. What I'd suggest is having a dedicated area for images/gifs that just shows something static/background-y if there's nothing else going on.
- Sound.
- More open-ended theming. MtF itself isn't really my thing, but I do like corruption, and this game (like a lot of other MtF content) is in a lot of ways close to being that. I have no objections to it being what it is, but I personally would enjoy it if I could choose to have a female character at the start that's being corrupted/brainwashed in an otherwise similar manner, and it sounds like other people would also appreciate tweaking the premise in parallel ways.
- EDIT: Better in-game tutorial/explanation of some of the effects, and/or a game log. There are some things I find hard to parse from the iconography alone.
- EDIT: There are also some image path bugs that could use fixing.

I realize that's a lot of stuff, but I'm not saying "please go do all of this", just "it would be cool if the avenue you took supported these kinds of things". And clearly some of that could be driven through modding, rather than modifying the core game.
 
Last edited:

Ferghus

Engaged Member
Aug 25, 2017
2,866
4,387
I recently decided to check this game out, was very intrigued by the mechanics, considered doing a long writeup about how I thought they could be improved (to be clear, I think the game is good as-is, I just also think it could be better), and then thought "nah, they've moved on to this other game, it's not worth the effort when they're not going to be paying attention or working on it anyway".

Well, now I guess I'll have to do it after all :p

Anyway, mostly I'd say do whatever you want/you're motivated to do, but without yet doing the deep-dive review I'd like to, here's some things I'd like to see at a high level, in no particular order:

- Iteration on the mechanics (as opposed to expansion of the mechanics). I think there are ways the core design could be improved. If and when I write a more in-depth review, this is going to be what I focus on, because I Have Thoughts.
- Tweak card balance to better enable playing with whatever cards you want. This is delicate, because you don't want player choices to be meaningless in a tactical sense. But right now, it feels like the gap between the best cards and the worst cards is such that I won't really get to see the content that's attached to the worst cards without choosing to build a bad deck.
- More variety in the art/gifs, and art/gifs for cards that don't have any right now, just so there's more fresh content to discover. Relatedly, work on the presentation of the gifs within the UI/layout. Gifs on the bottom I have to scroll to, gifs on the side are too small, gifs on the top are disruptive b/c the play area moves. What I'd suggest is having a dedicated area for images/gifs that just shows something static/background-y if there's nothing else going on.
- Sound.
- More open-ended theming. MtF itself isn't really my thing, but I do like corruption, and this game (like a lot of other MtF content) is in a lot of ways close to being that. I have no objections to it being what it is, but I personally would enjoy it if I could choose to have a female character at the start that's being corrupted/brainwashed in an otherwise similar manner, and it sounds like other people would also appreciate tweaking the premise in parallel ways.
- EDIT: Better in-game tutorial/explanation of some of the effects, and/or a game log. There are some things I find hard to parse from the iconography alone.
- EDIT: There are also some image path bugs that could use fixing.

I realize that's a lot of stuff, but I'm not saying "please go do all of this", just "it would be cool if the avenue you took supported these kinds of things". And clearly some of that could be driven through modding, rather than modifying the core game.
I think purposely including objectively bad cards is actually an effectively part of game balance.
  1. If all your card choices were good, you wouldn't be spending significantly less time in the deckbuilding phase. You would either need to decrease the amount of cards available to purchase or make enemies more lethal to offset this.
  2. If you were to make better cards worse and worse cards better to close the gap, you'd end up with a lot of redundant cards.
What having objectively bad/worse cards to dilute the shop effectively does is that it gives you a larger pick of cards to choose from without either making it too easy or too hard to make an effective deck. If we were to say, limit it to just 3 cards a turn to offset there not being bad cards, you might spend much more turns than you intended to get the card effect you need. Oppositely, if you kept the number of cards the same but made enemies hit harder, you might get knocked out of the TF range you want before you can get the card you want. With slightly worse cards, you might not have a perfect deck, but you aren't completely screwed if RNG doesn't spit out the exact card you want.

Regarding the other points,
  • Additional gifs/images and sound would make the game significantly larger in file size. If you compress sound, it sounds shitty.
  • While I'd also like more variety, it becomes exponentially more difficult to add more decks if you made a separate story path for each one. If the game has 13 decks, you'd need to rewrite 13 decks worth of lines to remove all references of TF, for example. If there are 3 distinct themes, the dev would need to basically write 3 different story branches every time he makes a new deck. That's extra effort and time he could be spending on making a new deck.
 
  • Like
Reactions: ViviX12
Oct 4, 2020
54
19
I think purposely including objectively bad cards is actually an effectively part of game balance.
I agree. That's why I said it's delicate. But sufficiently bad cards that you have no reason to pick effectively gate content in a way that doesn't apply to a "regular" deck builder like Slay the Spire. Maybe you can always win on ascension 0 no matter how bad your cards are, I haven't tried that - it might be a solution to that problem.

Additional gifs/images and sound would make the game significantly larger in file size. If you compress sound, it sounds shitty.
Err, okay? So don't compress the sound, and have a larger file size. Is there some reason why this game needs to be small/below a certain size?

While I'd also like more variety, it becomes exponentially more difficult to add more decks if you made a separate story path for each one. If the game has 13 decks, you'd need to rewrite 13 decks worth of lines to remove all references of TF, for example. If there are 3 distinct themes, the dev would need to basically write 3 different story branches every time he makes a new deck. That's extra effort and time he could be spending on making a new deck.
I'm not really concerned with a full-blown alternate story. Just some tweaks around the edges. I don't honestly care *that* much if it isn't even entirely consistent/is an afterthought - happens a lot in these kinds of games, I'm pretty used to it. Just so long as it doesn't outright break things.

That being said, I understand that it's not likely to be the dev's priority. There's a reason I mentioned modding, after all. But there's no harm in mentioning what I'd be interested in.
 

TheCommedian

Member
May 31, 2018
116
106
Dear Mr. Apollo Seven ,
it's a shame that Aura sheet card games (is it climbing?)
is in the Steam rankings.
I would like to provide you with storytelling, game mechanics and a new IP for a French card game inspired by Qwent (classic), the game can be adapted to sexual and non-sexual.
It has a solid gameplay almost as much as your master works.
As well as storytelling as I am a nationally quoted writer. This with the sole purpose of having been able to contribute to something that "annihilates" all mediocre games.
You have shown the power of card games and you must lead them to a new light, a new era for triple H.
The figures, the joker and the aces become "icons" but above all we remaster Yugioh Forbidden Memories.
 

TheCommedian

Member
May 31, 2018
116
106
Sexodia. Great name for such a game.
for a card you mean... :sneaky:
actually a character inspired by Lilith Diablo IV was planned, intent on freeing the powerful latex Sexodia that sissifies and sealing him in latex making him orgasm until they dies and draining them.
 
4.50 star(s) 59 Votes