Rogue Femme is a roguelike deckbuilder set in a fantasy world filled with monster girls. But what brought you here?


Playing as a rogue, you are summoned by the queen to save her daughter, the princess, from an area where no one returns. On this adventure, you quickly realize that anyone weak enough will be transformed in body and mind into a monster girl, fighting later travelers and corrupting them as well. Will you keep your sanity and fight through those who have already lost theirs? Or will you succumb to the corruption and join them, failing your quest?


Starting with simple cards, you fight encounter after encounter, increasing the power of your deck after each fight or in a shop. Will you make the right choices and be strong enough to finish the run? Or will you need to restart from the beginning and use your gained knowledge for a better chance the second time? A randomly generated map with different enemies will keep you on your toes, so no two runs will be the same!

About Me:

About

I'm B., and I'm currently creating the Roguelike Card Game called "Rogue Femme"! I'm a one-man army, so supporting me on Patreon/Subscribestar allows me to work more on the game and regularly update it.

Apart from increasing the speed of development with your support, you also get awesome rewards depending on the support tier you choose, like early access to the newest updates!

Patreon

SubscribeStar

And Join the Community on Discord:

Discord
The newest Version is currently live on my SubStar/Patreon!

Patreon/SubStar Version 0.2.3 Undead Set

+ 3 new Enemies from the Undead Set (Zombie, Vampire, Skeleton)
+ 6 New Cards from the Undead Set
+ New Card effect scaling dmg every time played
+ New Card effect checking yourself for Buffs
Bug fixes (hopefully):
- Events get you soft locked if appearing 2x in a row
- "This is still in development" window appearing after stage
- Demon altar Bug if you have no Basic attack.
Tell me if the bugs still appear (for me, they don't).

Public Version 0.2.2 Heavenly Set

+ 3 new Enemies from the Heavenly Set (Valkyrie, Nun, Maenad)
+ 6 New Cards from the Heavenly Set
+ New Card effect Dodge
+ New Card effect dependent on Yellow Cards in your deck
+ New Card effect changing the Cost of Cards

How to play:

-Click on each encounter until you have finished them all.
-Do not click on EXIT, or you will restart the run.
-Drag your cards from the hand onto the ally (to block) or on the enemy to attack.
-On the top of the card, the Energy needed is displayed. You have 3 Energy each round.
-If your HP reaches 0, you lose (this won't regenerate between encounters!).
-Strength and other Buffs do not carry on into the next encounter.
Leave a comment if you have any other questions :)

Planned updates: (in no particular order)

More levels per run, More cards, More enemies and bosses, Animations, Winning / losing scenes.

Check out the game made by my friends:



Updated 11 days ago
StatusIn development
PlatformsHTML5, Windows, macOS, Android
Rating
Rated 3.8 out of 5 stars
(256 total ratings)
AuthorBananaStroke
GenreCard Game
Made withUnity
Tags2D, Adult, Anime, artificial-intelligence, Erotic, NSFW, Roguelike, transformation, Transgender
Average sessionAbout a half-hour
LanguagesEnglish
InputsMouse, Touchscreen
LinksPatreon, Twitter/X

Download

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Click download now to get access to the following files:

Rogue Femme V0.2.2 Heavenly Set (Android).apk 491 MB
Rogue Femme V0.2.2 Heavenly Set (Mac).zip 219 MB
Rogue Femme V0.2.2 Heavenly Set (Win).zip 208 MB

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Viewing most recent comments 1 to 40 of 88 · Next page · Last page
(1 edit)

This is really solid for a One Man Dev team. As someone who enjoys 1. NSFW Games 2. Roguelike/lites and 3. DeckBuilders this is a really great start. The mechanic of adding another class to yours is super unique!  I don't have a problem with the current AI art (I've seen some bits of the Art from Paetron so I know you've been working towards it), it actually looks better than most AI art I see on some games here. This game reminds me a lot of another indie NSFW DeckBuilder Roguelike game I played 100% and thoroughly enjoyed,  called Last Evil which is 3D instead of 2D. 

On the constructive side, I have to agree/echo a sentiment I saw in another comment that for an H-Game it feels too static. Needs more aspects to make it more appealing as an H-Game outside of nude art. If you don't want to go in that direction then you need to hard commit to making the deckbuilding in-depth, varied, and unique. Also, the attack animations for enemies could use a little work.

Plan on being a Paetron member for a month soon to get the newest build!

(1 edit)

Also side note, do the taverns heal for a % of your max HP or is it a static number? If static it should be a % because when your max HP is 200+ after 2 elite rooms back to back, 25hp healing feels like a slap in the face.

(+1)

Hey there, thanks for the feedback+support.
I'm not the best at animations yet and like you said I'm a 1 man team. I would love to have more porn animations but it currently would take too much time and I don't want to invest that for the AI "placeholder" version.

(+1)

this is preety cool

is there new transformation in 2.2?

no, it will probably be added after most things of the stage are in place. I will write it into the changelogs and it will probably be its own update.

what is the heavenly set? 

a new set in stage 3. You can check the changelog for details.

Deleted 20 days ago

Game is solid. Although i have only played 1 round so far. I have an important note for UX concerns.

Playing Android 0.2.1 : I was completely unable to read any of the relic effects and any modified values on cards.

 The hover to read is great on computer but when half or more of the text box is obscured by my finger, I can't read what the object does. 

Secondarily, I'd like to be able to hover zoom on cards in hand during combat.

(+1)

Yes I know that the game is not perfect yet for the Phone, I'll need to update it at some point (lacking the time currently).
if you tap the card in hand during combat it should be a bit better visible (no zoom tho).
Thanks for the feedback. 

(+2)

Is a good game

AI art, as many other folks have said, but I will argue that this is the proper use of it. A solo dev using them as placeholders.

I also appreciate the dev taking things in stride instead of getting too flustered. I see a lot of folks giving flak instead of anything productive and it makes me sad.

As for my own input, my biggest wishlist item is more transformations, but I know more are being worked on, so... yay! And mg biggest complaint is that it feels like a lot of times, it is easy to build up a strong deck, especially via strength and shield increases, but bad draws can quickly ruin you when the baddies get too strong. Skill issue, I know. Also the lack of poison counterplay apart from "kill quicker" is a little ornery. The h-content feels a little lax, but I'll take what is there, especially if we get good scenes as boss rewards. Good 'ol carrot-on-a-stick gameplay.

Overall, its a fun game with promise and an ambitious developer. I'm lookin forward to more!

Hey, thanks for the feedback :)

Don't worry about other people not giving constructive feedback, I have a tough skin ;P 

I'm trying to balance the game from time to time, but currently I use my time to get to an ending of the game first :) Same goes for the visual improvements. I might add a cleanse card for the poison but I feel like heal cards are not bad either to counter the poison dmg.

I'm glad you like it overall!

(1 edit)

I'm on the latest public Android build, and I can't input a name for my save file... Help if possible. Specifically, the keyboard isn't being pulled up on entering the text box

(+1)

Never mind, I just closed and re-opened the game, it works

(+1)

I am a potato

Hello! Im trying to play the public version on Windows but when I press Start, its not starting :(


I checked the Unity logs and Im getting this, hoping to help to fix the bug

[Authentication]: Token has expired.

Waiting to load progression data.

RequestFailedException: Failed to decode and verify access token.

  at Unity.Services.Authentication.AuthenticationServiceInternal.CompleteSignIn (Unity.Services.Authentication.SignInResponse response, System.Boolean enableRefresh) [0x00034] in <80db2e525a984b35a5db27cecb36194c>:0
Rethrow as RequestFailedException: Unknown error completing sign-in.

  at Unity.Services.Authentication.AuthenticationServiceInternal.CompleteSignIn (Unity.Services.Authentication.SignInResponse response, System.Boolean enableRefresh) [0x00151] in <80db2e525a984b35a5db27cecb36194c>:0
  at Unity.Services.Authentication.AuthenticationServiceInternal.HandleSignInRequestAsync (System.Func`1[TResult] signInRequest, System.Boolean enableRefresh) [0x00142] in <80db2e525a984b35a5db27cecb36194c>:0
  at AuthService.LoginAnonymously () [0x000f5] in <a726edc527194c859be358550d39d442>:0
  at AuthenticationManager.AnonymousLoginClicked () [0x00091] in <a726edc527194c859be358550d39d442>:0
  at System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) [0x00000] in <75633565436c42f0a6426b33f0132ade>:0
  at UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () [0x00002] in <008a787f2823430aae87e927a51ccf8d>:0
  at UnityEngine.UnitySynchronizationContext.Exec () [0x00056] in <008a787f2823430aae87e927a51ccf8d>:0
  at UnityEngine.UnitySynchronizationContext.ExecuteTasks () [0x00014] in <008a787f2823430aae87e927a51ccf8d>:0

Hey there,
It works fine for me, so it's hard to tell the problem.

- Do you have a stable internet connection or do you play offline?

If no one else has this problem it will be hard to fix (maybe someone else will answer here later), sorry

Does the browser version work at least?

Thanks for answer. It happens with browser too, but Android build works just fine. Maybe is related to my Desktop PC, but I was surprised for the error, its like if I can't login to Unity Analytics.

I started with v0.1.9 and now on v0.2.0 and really enjoying the experience! I just wanted to note here an issue I have come across a few times in both versions. 

When you visit a "?" space and you get the same event and reward a second time, the game seems to soft lock for me, with the "Continue" button becoming inactive when claiming the same reward in the 2nd instance.

I've had this happen with the demon shield, as well as the glory hole when it heals 10 HP. It seemed okay when other results happened for the same ? event (demon sword, then demon shield worked fine) but when you have an identical result a second time, this seems to happen for some event types.

All that said, I am playing the Windows build on Linux via Wine, so if this issue is not possible to reproduce normally, it may be something that only happens in my more obscure situation. Either way, I figured I should mention it just in case it is impacting others too.

Regardless, I'm really appreciating the variety and high replay value of the game so far, and I'm looking forward to future updates too.

(+1)

I put it on my list to check, thanks for the feedback!

Happy you enjoy the game!

Any way for the demon tf?

(1 edit)

You need to pick demon cards in stage 2 for the demon corruption :)

Edit: Sorry forgot, it's currently only in the Patreon Version ^^"

How do you type your save name on mobile, the keyboard thingie doesn't show up?

(1 edit)

Hey there

for me it shows up :/

I can't test it for all phone versions sorry...

The Web version is not made for phones, you need to download the apk for android.

what could we expect on version 2.0?

A more or less finished stage 2.

(+16)(-9)

The "art" in this game is AI generated and lacks soul, download if you're into that...

(+6)(-10)

there is a hand-drawn version in the making, check out my patreon if you're into that...

Deleted 159 days ago

Loosing health or reaching stage 2.

(2 edits)

So i have put like 8hrs into this game the last couple of days and I have to say I enjoy it quite a bit. One thing I want to mention though poison decks although difficult to start with seem a bit broken to me. I basically created a deck were I continue to stack enough poison on all enemies before they can react once to defeat them all at once on their first turn. With this completed deck I ran through like 4 or 5 stages (not individual fights) without taking a single point of dmg.

*Additional note I played the current free version.

Thanks for the feedback, happy you enjoy the game. In the final version the game will end after stage 3. It is okay to have a "hard in the beginning, but pays out later" deck in the game :)

I don't quite understand how you can stack so much poison in 1 turn before they attack...

The key is that one orc card with 3 cost that lets you restart your turn. If you want i can provide the full deck with the actual cardnames.

(+4)(-1)

I played the barebones earlier version in the current iterration its one of the best card game/roguelikes on the site and I tried thousands over the years. The shield bash build is so far the best and furthest I got.  Love that AI art allows for such polished looking games by a single person and with extensive card collections.

(+1)

Thank you for the kind words :)

i have a small  problem idk if this a bug or something but when i played and closes the game and relogin next day, i can't progress to the place where i have been before.. it shows me the first page.

definitely not intended! Sorry this happened to you. The game usually saves when loading the map.
I would need more information though to find the cause and fix it:
- you see the finished first map and can click on anything?
- where did you leave the game (just after the bossfight?)

No like after completing few rounds after the secound boss.

Do i need to keep my internet turned on to save it? i think i had it turned off.

The game should work offline and online, but the problem might have occurred if you turn your internet off during playing (and the game still tried to save online or sth).
Sorry I didn't test this exception that well. 

(1 edit)

It could be good that the cards in the deck was sorted, right ?

You mean so you can see what card you draw next?
I don't really want that, sorry. The player would feel forced to check that out all the time, making it a tedious chore.

(2 edits)

I don't mean that, I mean when you look your deck in the map.

So when we look at the deck all the same cards are next to each other

what known transformations are there? is it the only 3 beast, myistic,slime?

For now, yes.

what does stage two mean?

The game has different stages. (2/3 are almost complete)

after the boss at the end of the map the next stage/map begins.

Hey I was wondering if there will be any demonic transformation we could see soon?

I will cook something up for Update 0.2.0, but can't tell you more yet how it will look :) (Mainly because I don't know yet)

(+2)(-6)

I am OBSESSED with your art style. Absolutely loving the game. can't wait to see more from you!!

(-1)

thanks <3

(+1)

Hey dude, loving the game so far, played it for a few months and it's great. Just wondering if you could add a zoom in feature on the cards for the future.

(+1)

Thanks :)
Currently I don't have any zoom planned. Is it too small on mobile or where would you need the zoom?

If you just want to see the images bigger, there might come a gallery feature at the end, once the game is finished.

(+1)

A gallery would work, thanks. Not just from a want to 'see the cards',it is pretty hard to see all the details in the card on mobile.

(2 edits)

That bug would be fixed in future (or already fixed in 1.8)? Because really frustrating when I lose only because I can't do anything to enemy beyond screen

Hey there,

the game is made for a 16:9 screen ratio (standard desktop). I assume you play from a IPad or something? I added screen size options, which hopefully lets you switch the size. I hope it works for your Device. If not, please let me know and I'll try to fix it.

No, on PC (just with old screen), but yeah, size switch probably will help.

Linux download?

sorry nah,
I have enough trouble with the mac versions I cannot test...

(+3)

Very fun gameplay. Corruption is cool. We should be able to fuck the bosses while transformed, though! ;)

(3 edits) (+3)(-7)

I think you shouldn't be discouraged by people whining about the AI art. Less time spent on art means more time spent on mechanics, which is a win in my book.

The intro could elaborate a little more on the pc's experience with the area. It could explain why the pc is only wearing pants, and why the pc has blue hair.

Packing a big surprise is a pretty meh card IMO. Only really meaningful alongside 0-cost cards or Stardust Connection. Outside of that it's equivalent to stunning everyone for a turn.

If the player has over 100 block, the font shrinks.

Could add a card that poisons multiple enemies. Maybe steal "Bouncing flask" from StS (Poison random target 3 times).

The dark debuff is really annoying, especially when the common encounter applies it every other turn. One idea I had is to change the dark debuff into "the next x cards you draw are hidden", and have the boss succubus apply 5-6 dark, and have the common demon girl apply 2-3. It would make the effect less punishing from non-bosses, and let card-drawing be a counterplay.

One solution to the issue with enemies' poison is to remove poison from enemies entirely. If you want enemy DoT, then they could be given a variant that isn't block-piercing, maybe named Acid or Fire. (Acid could 100% be a DoT that only damages block though).

I'm torn on the post-boss transformation. On the one hand, yay boobs, and it alleviates the common "lose for smut" problem, but on the other, it kinda removes the whole TF aspect from then on. I'm guessing there will be more transformations to be afflicted with in the future, though.

Maybe it's just personal preference, but I would like it if buying cards was a bit more like StS, with individual cards with individual prices, and knowing 100% what card you're getting before you spend the money (yeah, you get to choose, but the selection is random and shown after money is spent).

I think the gamble intent has issues. I once heard a story about Slay the Spire's development, saying that the game became much more strategic when they added the enemy intents. Yes, the gamble is just one hidden intent at a time, but still. I think it should either have the same limitation as StS's "unknown" intent (not attacking) or display a number that shows their damage IF they attack. It would also be very nice to get a clear idea of what they actually do after, but that would probably come down to vfx.

I haven't had any bad experiences with it yet, but I can see Card Steal being really harsh with the wrong rng/deck, since there is no way to prevent it and no way to get the card back (unless you have Infernal Recall and get lucky). I feel that it would make the most sense if it was a weak-ish enemy that steals a single card and returns it on death, or maybe deal x damage to prevent. Enemy moves that move cards around between deck, discard and hand could potentially be quite interesting though.

This is the second wall of text I post in this feed. I'm sorry, I can't help it.

Thanks for taking the time for this long feedback.
To address a couple things you mentioned:
- not every card needs to be perfect and some are preference based.
- I'll test the font 100+ thanks.
- the darkness in encounters is random and can be easy played around (know or check your remaining deck) also the enemy does no dmg or block that turn, which is good for the player
- there is a poison card that deals poison to 2 random enemies (slime pit)
- not everything needs to be the same as in other games
- There are pro and cons with the different enemy effects. Some decks are strong against card steal for example (high card decks) and some are bad (low card deck). This forces the player to think about the choices he will make and prevents 1 single dominant strategy.

If you don't want to post a wall of text here, you can always join the discord server and give feedback there.

(+1)

I get what you're saying, and you're right.

The problem I have with dark is how it behaves in the common ch2 encounter, where there is a second enemy. I don't want to play a memorisation game, and even then it's not rare to risk wasting heals instead of blocking. Even though I understand it's just bad luck, it's still annoying when it happens very frequently.

I'm kind of saying "if it ain't broke, don't fix it". Slay the Spire is a good game. But I fully understand wanting to not be too similar.

I will stand by my opinion on the gamble intent effectively hiding potential damage from the player. I can't really complain much about card steal though, especially since it can't steal your last hand of cards (if that part is unintentional, I say don't fix it).

(+18)(-7)

ew AI

(+14)(-5)

I'm working on a hand-drawn version by me but it will take a long time until it is finished and it won't be professional art. Keep an eye out if you are interested.

(+8)(-1)

Why are people downvoting this comment, it's cool that you are working on a hand drawn version, makes me feel more ok supporting this game knowing that the AI stuff is placeholder and not the final product. The AI art is currently the biggest flaw  this game has. 

Also why are you getting downvoted for saying you are making a hand drawn version? Like what? 

(+7)(-2)

I don't know, I guess haters gonna hate.

(+3)(-1)

The Artstyle doesn't really matter.
The Game stands on its own legs. I found your game unfamiliar with the genre then switched to slay the spire and returned since the gameplay is more interesting here. The art is not the driving factor. at least not for me.

(+2)

Meh, nothing more than practice. Too simple as a decbuilder, too static as a h game. Wanna decbuilder - Slay the Spire, h game - maybe smth else, tho for smb that game's gonna be ok as h game. But don't get me in the wrong, THAT game NOW is meh, but that doesn't means that it won't give enough knowledge to make smth cool or won't be better in the future. Keep working, and wish you best.

(+4)

Thanks I guess?

If you compare a solo developers first game to the 1% top successful games made by teams, I won't expect to win ;)

But I agree, for my next game I'll have more experience.

(+2)(-1)

I like it, good cards to play it differently and gorgeos artwork!

(+3)

as someone who enjoys both rogue likes and deckbuilders, this is a pretty fun game.  

however i noticed there may be a bug regarding relics/abilities.  It seems (on the browser version) that once i get an ability, it cannot be gotten again in following playthroughs.  I have had this happen with several relics, including both the "?" event ones and the boss rewards ones.  in following playthroughs when i choose the ones I chose in previous playthroughs, the icon does not show up, signifying i have it, and the abilities do not go off (off the top of my head i can think of the Hucow healing one, and the two beast ones related to gaining strength (start of battle or from damage), i know there are others, but those are the ones i could actually test if the abilities happened without the icon.

(+1)

Interesting, thanks for the feedback.

If I understand correctly: You lose in a playthrough and start a new run (where the relics won't work). You don't restart the game in between?

I'll have a look on clearing the temporary saves after losing the game!

(+1)

correct, only been starting a new run after a loss.  It may be of note (and i dont recall if the issue started before this or not) i did have one run where losing did not delete the saved run.  That is a bug i have not been able to replicate, however, and like i said, unsure if related.

Always appreciate a game dev who is communicative and willing to look at issues.  You rock!

(+2)

Hi, I really like the game and I’m super excited how it will develop! Are there any plans for the player to able to counter poison in the future?

It’s the only mechanic in the game I haven’t been able to plan around, so it would improve the experience a lot :)

Cheers

Hey, glad you like it :)

Currently healing or life steal cards should counter poison a bit. I might add a cleansing card at one point but when I was playing, poison usually didn't stack very high and just rushing enemies down with damage worked fine.

(1 edit)

Thanks for the reply! Poison can become annoying if you try to play a slower deck (Mystic specifically, as it bypasses armor). It basically forces you to rush things down, limiting options and strategy. Cleanse would solve this issue I think.

Also I would suggest having a look at "The Rich Get Richer", it feels way too powerful, especially when combined with "Money is Power". Other than this the cards feel really balanced!

Keep up the good work :)

I see,

yes I'm aware about the rich get richer cards. I might cap the gold at 1k to reduce the strength. Also the standard game wont be endless but capped at 3 stages, which makes it okay.

Thanks!

The error I’m getting while trying to run it on Mac is consistent with a deprecated framework that’s not supported on modern Macs. It never gets to the point of hitting the security wall.

ah that's annoying. Sorry for the trouble, I can only work with what people tell me, because I don't have a mac. It worked for someone, but maybe they knew some tricks or had a different Mac version...

(1 edit)

I have several macs, but none working in the sweet spot of 10.10 with intel i5 compatibility, which this framework would require. It was deprecated in 10.11 or 10.12, and my last intelmac made it to 10.12.

(+15)(-5)

AI art just ain't it

(+3)(-1)

I'm working on a hand-drawn version by me but it will take a long time until it is finished and it won't be professional art. Keep an eye out if you are interested.

Hello I have idea for this game, you should add some more transformation like shark or any animal should worth at it. Also could add cock transformation like it gives strength (relic) and u also add paralyze, freeze, burn. Poison seems alone damaging without psychical damage. (sorry for english >.<)

Hello, thanks for all the suggestions. Yes, transformations would be nice but sadly they need a lot of time, so I can't do them all. There is already a stun, so I don't see what paralyze / freeze would bring new to the table. burn would be similar to poison as well and most likely just make things more complicated. MAybe in a future game I'll have more elemental magic :)

(+1)

Fun and interesting game. Only issue right now is after stage 1 every build will turn into strengh one. Maybe add function to keep card types from previous stage (beast, mythical and slime)? Because chance to choose poison cards will simply dissappear untill you fight elites. Maybe even add choice to either keep stage 1 TF or stage 2 (demon, goblin and mushroom/fairy/alrune)?

Thanks for the feedback. Yes, I also noticed that poison is a bit lacking in the stage 2. Currently in the last update I added a "double poison on enemy" - card which should help. Also I'll update the shop in stage 2 soon and it will contain slime cards as well. So going for (goblin) gold cards and then using the shop could be a strat. Or going defensive should also be great in poison builds :)

(+1)

I had fun playing.

First off, its a Great game and a nice idea, so i donated to support your hard work. However if useful here's a little bit of feedback...

When finishing the first act and picking your relic it implies that you can either A stay human and get one of the Generic relics or B pick one from the 'curse' based on your deck 'corruption'. 
To me the story here is quite compelling i would i suggest that if the player picks B then they are 'Cursed' into that form and don't return to human at the start of the next act. 

Using existing assets then in act 2 you would start off as The Slime, Mythical, Beast. Using the existing relics. That way picking the relic based off shielding your character's avatar would be cursed into the female form from then on for all further battles. 

Then when completing the 2 act you could then specialize again if your corruption type is still the same. Each of the 3 would have further cursed forms to go with them. 

Mythical -> Centaur, Harpy, Mermaid

Beast -> Antro Fox, Wolf, Cat

Slime -> Lamia, Slime girl, Goblin

When picking these forms each would have a relic which changes the game to represent that style of play. For example Centaurs get bonus damage based off there current defense but take more damage to poison.

Maybe the antro fox form could give a card draw and reduce cost when hitting vulnerable targets but have to trash the card from the deck for the battle. 

Possibly the Lamia form gain life back when hitting poisoned targets but  cannot play cards with shielding?

Obviously this would take a bit more thought and a fair bit of balancing but would create a huge amount of re-playability with some something unique to this style of card game. 

Hey, thanks for your support and feedback!

The first part of your review is planned :) The player will transform and stay in this form for stage 2. There will be a different transformation or something similar in stage 2 (but it is not implemented yet).

But because the enemies are very different to stage 1, the next transformation will be not a succession from the first. Also This would leave with 9 transformations instead of 3 (so 3x more work and I have still a lot to do for the game already). I like the idea though :)

(+1)

good game. actual really fun mechanics.
But you can quite easily break the game.

If you gather 3-4 Raise max HP and Heal cards and Cards that deal damage based on money you are basically invinsible and can beat the game infinitely.
Stopped at round 12 with max gold.

Other than that really fun.
The HP loss after each round may be unnecessary. The game can be punishing as it is.

Thanks for the feedback :)

The normal Game is not planned to be infinite. (But there might be a special mode for it, so good to know what's working to go infinite!)

The Hp loss after the stages should be removed since V0.1.5.

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