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
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.
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...
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.
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?)
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.
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.
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.
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
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.
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.
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).
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.
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?
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.
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.
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.
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!
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.
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!
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.
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...
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.
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 :)
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 :)
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.
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 :)
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.
So I just spent a whopping seven hours in this game, all in a row, whish says a lot about its abillity to draw players in. I feel I completed all that there is there to complete, and while I enjoyed it I do feel that there is some areas for improvements.
First; the good. Core gameplay loop is outstanding, though it is headily loaned from elsewhere. I feel that if there was a little more content you could just slap a small price on it and call it a finished project, and it makes me happy this is just the start of the development. Each time I lost my brain said "no, you can do better," and if it didn't, then it said "no, try this." To me that is the mark of a good roguelike, and its only weakness is that I wanted more from it.
I really like the cards. I felt that there was a good amount of expressive gameplay in them, without it feeling too easy to cheese. I was kind of hoping for more synergy between the cards, but I do feel like that ios something you really have to look out for. Beware, with all card games and comedians, of a reliance on cheese.
Its not all sunshine though. Towards the end of those seven hours the gameplay started to feel shallow, mean even, with the latter stages feeling a touch on the hard side. Normally you unlock things as you go on, and it might just be because I was in the free browser version but I didn't actually find anything. It meant that there was a pretty definitive ceiling to the gameplay, where I really had to cheese to get any further. I might even consider adding a difficulty, because there is times I wanted to play it more experimentally, and it just wasn't an option.
I also feel there wasn't really enpough telegraphing. There are symbols, indicating how hard the zone is, but I feel there could be more detail, maybe alluding to what types of enemy you are going to face, or at least what kinds of enemy you aren't. I really wanted to build a specific kind of deck on occasion, and I feel the game doesn't really allow for that.
The game is basically a collection of images at this point, with a narrative set up that is never really explored. I feel with the game leaning into the TG you might have explored the theme more, though I imagine that is something the dev might start to expand later.
I will say that I feel reluctant to endorse a game with AI art. Its free, but the second the ball starts rolling I cant advise enough that the devs move away from it. A lot of the visuals really suffered from it, especially the goo-girl line of transformation.
The gooification TF ended up in a right state. The character's trousers melt into a skirt, which was an interestin, if bizarre choice. As the TF reaches the end stage they ended up blotches of flesh on the knees even in the end stage, which made for a subtly grizzly imade.
Meanwhile, the wolf and the centaur TFs barely seemed to TF at all. I ended up avoiding them, purely because they looked visually uninspired.
All in all, I think the game is worth investing in, and well worth playing.
First of all I'm really happy that you were able to enjoy my game for such a long time! For a solo dev 7h of playtime is more than I wish for (and the game isn't even finished!).
Apart from Stage 1, I haven't balanced the game much. Also difficulty systems are planned (probably similar to most games: play on difficulty 1 to unlock difficulty 2 etc.)
I might increase the Tutorial in the options menu with more details, but I feel like too much telegraphing might stop people from exploring / experimenting.
A story is always hard in roguelikes with gameplay focus and I'm also a beginner in story telling. The AI art doesn't make it easier (imposing more limits). I would prefer to have hand drawn art as well, but I don't have a budget for it and sadly no time to draw everything myself. Maybe I will replace it one day myself (but no guarantees that it will look good/better).
Time will tell how it will look like when I'm completely done with it!
I just have downloaded the game and not tested yet but as i see with the review and the preview it's a Slay of the spire nsfw version (witch.... it something i wanted for a long time cause i love rogue-like card game and having a hentai version is rare) and even if i'm not fan of IA art (there good ia art and bad ia art and i have the feeling this game have the good ia art) i will gladly play and make a more detailled review in the future ^^
Keep working and improving that game with passion and love ^^ but don't overwork too 👀 we don't want to see a solo dev getting """fucked""" by his own game 😂😂😂 or being discouraged by the bad review or idk
1) the IA art isn't a bad thing cause it make a change on game like that (and it's just battle so.... who care if it's IA or not???)
2) the way our character slowly become female/ go back to male with the health is great 😊😊 it add something new and we almost want to loose to see how we gonna look at the end XD
3) make the healing on the market free or at least cheaper cause for those who like going on the random event (like me) well.... we don't have that much gold XD
4) there too much exile/ one use card.... i now some of it would be very strong if not but... i feel like i'm only allowed to use the basic card and all the other card are need to played with strategie.... (witch is the way playing rogue-card game but still....)
5) i know the game is still on early alpha beta etc... developement and it only became more and more better with the review and idea but i would love to see a H game over screen with the transformed character 😏😏😏😏 or a little CG with the boss we defeated/ get defeated
6) i.... think it's all i have to say XD keep doing a great job and more importantly have fun
Firstly, I would like to mention that this is a fantastic game which I thoroughly enjoyed, and this is coming from a person who usually dislikes card based combat.
As the saying goes, ‘I came for the fap, and stayed for the amazing gameplay’ ;)
Now, for the actual game review time!
The AI Art: I am one of those ppl who kind of gets ‘fake-ish’ vibes when looking at AI art, but in this game, those feelings are minimal. The art itself is very neat and pretty, especially since the proportions of the monster ppl look quite realistic. There is also quite a wide variety of character art and landscape art.
All in all, great art :) a 9/10
The Combat Mechanics: I usually don’t like card-based combat games, but this game got it just right for me. As to how it managed to do so… I don’t really know, my best guess would be that every part of the entire system, from the 3 action points with a hand of five possible cards per turn at first to the different types of damage, damage negation and all the other special effects, works really well together.
Superb combat mechanics ^^ , solid 10/10
The Deck-building Mechanics: Very good, but I feel that only ppl who play for a long time would know how to fully utilize this to get a good card deck. For example, the different types of battles you can have: Red, yellow, green and bosses. It took me about 5-7 battles to realize that the type of cards you get depends on the color of the battle you are choosing. It then took me a few replays of the whole game to realize bosses give better cards. And then I only just recently found out that there is an insanely overpowered card which you can purchase from the common cards section of the shop, which is the ‘gain an extra 5 max health’ card. In my past replays, I was always stopped from progressing cuz my max health dropped to 1, but now I can continue playing the same save for a longer time.
Great mechanics, solid 9/10.
Possible improvements: Mention such things in a tutorial and maybe add a card gallery so newer players know where to get what cards and it would help facilitate them in building a stronger deck.
Gameplay: A fantastic game which was a lot of fun for me to play through. Great replayability, and allows for a few different playstyles. What I really enjoy is that you can get quite a broken deck if you want to or you can have a relatively normal deck and enjoy a struggle, by choosing what kind of deck you build, you can kind of choose the difficulty of the game. However… the poison damage side of the game is kind of… useless, for lack of a better word. Right from the start you are given a physical damage deck, so to transition to a poison damage deck is very difficult cuz you need to get rid of the physical damage cards and replace them with poison damage cards before you can start improving your poison damage deck. But if you just stay on physical damage, you can focus on improving it from the get go. And the poison damage deck doesn’t seem really better than the physical damage deck. I’ve tried about 7 poison damage runs and I have only beaten the 1st boss in 1 of them. But for the physical damage runs, all of them, except my first 5 games, I have been able to make it to at least the 3rd boss. All of this could be due to my play style, but a poison deck feels really weak to me.
Superb Gameplay, 10/10
Possible solutions: You can make different starting decks and give players a choice of what kind of starting deck they want to make the poison deck more accessible. You can also buff the poison cards
Questions:
I noticed that whenever I reach the shop space, I get to see the nice little alcove where the shop is situated in first, before I have to press the shop to access it. Are you planning on adding more buildings to the alcove where the shop is?
Would you ever let your discord server go public? I feel that much of the player base aren’t subscribing on patreon, and that it would be good for the game if you let the rest of the players in so that you can properly develop a community around your game to increase popularity
Thank you for reading my review 0w0 , I hope that my critiques weren’t too abrasive and I hope that you aren’t overworking yourself coming up with the monthly updates. I truly enjoyed your game, keep up the good work! >w<
I could add a page to explain the different rewards, but sometimes figuring things out can also be fun. A gallery is definitely planned, but it's something I'm pushing a bit for later, because I want to progress the game a bit more first.
There are currently different starter decks for the game but only accessible to certain patreon tiers, sorry. In the future it will be public at one point. I'm currently also trying to make poison more viable with new relics etc. But because poison can be really strong (especially against single targets like elites and bosses), changes will come slowly.
There was definitely an idea to have more than just a shop (maybe someone selling relics, separating healing from the shop itself, an card upgrade place to name a few). Nothing is planned in the close future and maybe it will all be added inside the shop or not at all, we will see ;P Side note: I just recently realized the size of the shop is not scaling properly with screen sizes, so no idea how the alcove looks for you, haha.
Yes the discord will be public soon! I was travelling a lot currently and had inconsistent internet/discord access. That's the reason I was waiting to make it public. Soon I will be sitting at the PC more again, so it will be easier to manage the discord and it will go public.
overworking as solodev? never... Jokes aside, thanks to the many players enjoying the game I have a lot of motivation left to finish this project and improve it as much as I can! And thanks to the Patreon supporters, I can allocate enough time, for it not to take forever.
I see what you mean, having an immersive story is definitely more important than a gallery at this stage of the game. Good luck with the world building and other story elements! :)
Oh I see, sorry for not being able to support you on patreon, I hope that the rest of the community is providing enough support for such a great game dev such as yourself ^^
Interesting, using relics to improve poison decks, does this mean that poison decks are meant to be very strong late game decks? Considering that most relics come from defeating bosses. Btw, game balancing can be very hard especially for games with complex mechanics and elements. It’s good that you are taking things slowly to figure out how to balance poison.
Wow, I didn’t know that all these ideas were even on the table, sounds like the alcove would be getting more vibrant with different mechanics in the future ;). For me, the shop takes up about ⅓ or ¼ of the screen and I can partially see the tree in the background. Btw, I love the soft art you used for the alcove, really gives the vibe that you are in a safe place and away from all the fighting :)
Nice, I can’t wait to join the discord! Btw, I hope you had a smooth journey ^^
Thank you for making such an enjoyable game for all of us ^^ , your commitment to your game is really impressive. All the best to you and your game ^w^
Great game, a little easy before the fifth floor though. I think that the bosses each have their own unique gimmick is a really cool. all in all great game hope you do well. :)
I don't normally write negative reviews but boy, does this one need it. First of all it's all trashy ai art... disgusting as it is I love rouge-likes so I gave it a try. Now, the combat is soo unbalanced it's not even enjoyable. not only are most of the cards exhaust cards, like for the strength boost sure but the rest? Why? And none of the healing cards are any good cause it gives 3-5 healing and enemies on the first level do 10-14 damage so your better off getting shields because the camps don't give much healing either. Not only do they only give 25 healing, which would be fine if it was a free option, but 75 gold?? Its such a waste, better spending 100 gold on the rare card. So if you don't have any gold the camps are useless to you, I definitely recommend making the 25 healing free and charge gold to do more healing. And don't think you wont need healing because not only do the enemies just get way stronger, you don't get all that much stronger. Heres my main recommendation for the developer, play Slay the Spire, learn how Rouge-likes work, and while there are artifacts in the game you should add more of them, give them a wide range of different effects. For example I really wanted an artifact that gives me more mana, even if the artifact has other debuffs. Sure the buttplug gives 1 mana at the start of combat but that's it. The combat in this game is designed for quick battles. All of your good cards exhaust, at a certain point you can't up your strength, and if enemies do poison damage your screwed. I can tell you've putten some good work into this game so good luck on it. And if you ever do get some real art for the game I may come back, even if its terrible art I'd still prefer it, And for anyone wanting to play it I'd suggest waiting for some more updates
Maybe one day I have the money or time to replace the art, but currently I don't, so take it or leave it. You can also play it for free even though I spent 100s hours of work on it, but don't worry about thanking me ;)
The balancing is an ongoing process and the game is still in development. My latest survey told me that it is not too difficult though (50% win every couple games, for 25% it was too easy and for 25% too hard). So you probably just need to get better instead of whining here for balance. I'm planning to implement a difficulty setting though, so feel free to replay it then. And it's also the first time where someone is assuming I didn't play Slay the Spire, funny. There will be more relics, but as solo dev, everything takes time. Relics that give you 1 Mana, NEED a strong debuff, because they give a huge advantage. They might never be available in stage 1 because of their strength. But I don't think you know how hard balancing is and I feel like you just want it to be easier, so just wait for the difficulty settings.
just thought i'd share what i would like to see in the future (just 2 things)
1. a gallery to view all the cards, and see the possible art for the enemies too, that way, you can see the late game art if you struggle to get to them
2. would like more player transformations, and an option to have the transformation pre-selected, example; a slime transformation without slime cards
my suggestions are mainly for a way for people that aren't good at the game see all the content
also, when will the starting deck option be public?
Hey there thanks for the feedback. While I would love for all skill-levels to enjoy my game, I don't think making everything accessible without succeeding in the game is the right way. This would take a part of the reward of succeeding (getting further, seeing new stuff) away from the player. I plan to have a gallery at one point but it will be unlockable with progression (e.g. seeing the enemies you have defeated). What I will probably add is an easy mode (and hard mode) to the game. But this will be added towards the end of the game and not this early in development, sorry. The starting deck option might become public, if I have another satisfying reward for my higher tier supporters in the game, currently not planned in the near future.
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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.
I put it on my list to check, thanks for the feedback!
Happy you enjoy the game!
Any way for the demon tf?
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?
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.
The "art" in this game is AI generated and lacks soul, download if you're into that...
there is a hand-drawn version in the making, check out my patreon if you're into that...
Loosing health or reaching stage 2.
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.
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.
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.
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.
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)
I am OBSESSED with your art style. Absolutely loving the game. can't wait to see more from you!!
thanks <3
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.
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.
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.
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...
Very fun gameplay. Corruption is cool. We should be able to fuck the bosses while transformed, though! ;)
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.
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).
ew AI
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.
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?
I don't know, I guess haters gonna hate.
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.
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.
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.
I like it, good cards to play it differently and gorgeos artwork!
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.
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!
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!
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.
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...
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.
AI art just ain't it
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 :)
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 :)
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 :)
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.
So I just spent a whopping seven hours in this game, all in a row, whish says a lot about its abillity to draw players in. I feel I completed all that there is there to complete, and while I enjoyed it I do feel that there is some areas for improvements.
First; the good. Core gameplay loop is outstanding, though it is headily loaned from elsewhere. I feel that if there was a little more content you could just slap a small price on it and call it a finished project, and it makes me happy this is just the start of the development. Each time I lost my brain said "no, you can do better," and if it didn't, then it said "no, try this." To me that is the mark of a good roguelike, and its only weakness is that I wanted more from it.
I really like the cards. I felt that there was a good amount of expressive gameplay in them, without it feeling too easy to cheese. I was kind of hoping for more synergy between the cards, but I do feel like that ios something you really have to look out for. Beware, with all card games and comedians, of a reliance on cheese.
Its not all sunshine though. Towards the end of those seven hours the gameplay started to feel shallow, mean even, with the latter stages feeling a touch on the hard side. Normally you unlock things as you go on, and it might just be because I was in the free browser version but I didn't actually find anything. It meant that there was a pretty definitive ceiling to the gameplay, where I really had to cheese to get any further. I might even consider adding a difficulty, because there is times I wanted to play it more experimentally, and it just wasn't an option.
I also feel there wasn't really enpough telegraphing. There are symbols, indicating how hard the zone is, but I feel there could be more detail, maybe alluding to what types of enemy you are going to face, or at least what kinds of enemy you aren't. I really wanted to build a specific kind of deck on occasion, and I feel the game doesn't really allow for that.
The game is basically a collection of images at this point, with a narrative set up that is never really explored. I feel with the game leaning into the TG you might have explored the theme more, though I imagine that is something the dev might start to expand later.
I will say that I feel reluctant to endorse a game with AI art. Its free, but the second the ball starts rolling I cant advise enough that the devs move away from it. A lot of the visuals really suffered from it, especially the goo-girl line of transformation.
The gooification TF ended up in a right state. The character's trousers melt into a skirt, which was an interestin, if bizarre choice. As the TF reaches the end stage they ended up blotches of flesh on the knees even in the end stage, which made for a subtly grizzly imade.
Meanwhile, the wolf and the centaur TFs barely seemed to TF at all. I ended up avoiding them, purely because they looked visually uninspired.
All in all, I think the game is worth investing in, and well worth playing.
Thank you very much for your long feedback :)
First of all I'm really happy that you were able to enjoy my game for such a long time! For a solo dev 7h of playtime is more than I wish for (and the game isn't even finished!).
Apart from Stage 1, I haven't balanced the game much. Also difficulty systems are planned (probably similar to most games: play on difficulty 1 to unlock difficulty 2 etc.)
I might increase the Tutorial in the options menu with more details, but I feel like too much telegraphing might stop people from exploring / experimenting.
A story is always hard in roguelikes with gameplay focus and I'm also a beginner in story telling. The AI art doesn't make it easier (imposing more limits). I would prefer to have hand drawn art as well, but I don't have a budget for it and sadly no time to draw everything myself. Maybe I will replace it one day myself (but no guarantees that it will look good/better).
Time will tell how it will look like when I'm completely done with it!
I just have downloaded the game and not tested yet but as i see with the review and the preview it's a Slay of the spire nsfw version (witch.... it something i wanted for a long time cause i love rogue-like card game and having a hentai version is rare) and even if i'm not fan of IA art (there good ia art and bad ia art and i have the feeling this game have the good ia art) i will gladly play and make a more detailled review in the future ^^
Keep working and improving that game with passion and love ^^ but don't overwork too 👀 we don't want to see a solo dev getting """fucked""" by his own game 😂😂😂 or being discouraged by the bad review or idk
Hope you will enjoy it :)
Don't worry I will finish the game, but every solodev overwork themself ;) But if you love what you do, it's fine.
I have many good reviews as well, so I don't mind bad ones (can't please everyone)
yep it's true you can't please to anyone ^^
For the review what i have to say:
1) the IA art isn't a bad thing cause it make a change on game like that (and it's just battle so.... who care if it's IA or not???)
2) the way our character slowly become female/ go back to male with the health is great 😊😊 it add something new and we almost want to loose to see how we gonna look at the end XD
3) make the healing on the market free or at least cheaper cause for those who like going on the random event (like me) well.... we don't have that much gold XD
4) there too much exile/ one use card.... i now some of it would be very strong if not but... i feel like i'm only allowed to use the basic card and all the other card are need to played with strategie.... (witch is the way playing rogue-card game but still....)
5) i know the game is still on early alpha beta etc... developement and it only became more and more better with the review and idea but i would love to see a H game over screen with the transformed character 😏😏😏😏 or a little CG with the boss we defeated/ get defeated
6) i.... think it's all i have to say XD keep doing a great job and more importantly have fun
Why can't i play as a female?
You get transformed into female. You always start as male :)
Ok, though it be fun too choose what sex you would start as
Firstly, I would like to mention that this is a fantastic game which I thoroughly enjoyed, and this is coming from a person who usually dislikes card based combat.
As the saying goes, ‘I came for the fap, and stayed for the amazing gameplay’ ;)
Now, for the actual game review time!
The AI Art: I am one of those ppl who kind of gets ‘fake-ish’ vibes when looking at AI art, but in this game, those feelings are minimal. The art itself is very neat and pretty, especially since the proportions of the monster ppl look quite realistic. There is also quite a wide variety of character art and landscape art.
All in all, great art :) a 9/10
The Combat Mechanics: I usually don’t like card-based combat games, but this game got it just right for me. As to how it managed to do so… I don’t really know, my best guess would be that every part of the entire system, from the 3 action points with a hand of five possible cards per turn at first to the different types of damage, damage negation and all the other special effects, works really well together.
Superb combat mechanics ^^ , solid 10/10
The Deck-building Mechanics: Very good, but I feel that only ppl who play for a long time would know how to fully utilize this to get a good card deck. For example, the different types of battles you can have: Red, yellow, green and bosses. It took me about 5-7 battles to realize that the type of cards you get depends on the color of the battle you are choosing. It then took me a few replays of the whole game to realize bosses give better cards. And then I only just recently found out that there is an insanely overpowered card which you can purchase from the common cards section of the shop, which is the ‘gain an extra 5 max health’ card. In my past replays, I was always stopped from progressing cuz my max health dropped to 1, but now I can continue playing the same save for a longer time.
Great mechanics, solid 9/10.
Possible improvements: Mention such things in a tutorial and maybe add a card gallery so newer players know where to get what cards and it would help facilitate them in building a stronger deck.
Gameplay: A fantastic game which was a lot of fun for me to play through. Great replayability, and allows for a few different playstyles. What I really enjoy is that you can get quite a broken deck if you want to or you can have a relatively normal deck and enjoy a struggle, by choosing what kind of deck you build, you can kind of choose the difficulty of the game. However… the poison damage side of the game is kind of… useless, for lack of a better word. Right from the start you are given a physical damage deck, so to transition to a poison damage deck is very difficult cuz you need to get rid of the physical damage cards and replace them with poison damage cards before you can start improving your poison damage deck. But if you just stay on physical damage, you can focus on improving it from the get go. And the poison damage deck doesn’t seem really better than the physical damage deck. I’ve tried about 7 poison damage runs and I have only beaten the 1st boss in 1 of them. But for the physical damage runs, all of them, except my first 5 games, I have been able to make it to at least the 3rd boss. All of this could be due to my play style, but a poison deck feels really weak to me.
Superb Gameplay, 10/10
Possible solutions: You can make different starting decks and give players a choice of what kind of starting deck they want to make the poison deck more accessible. You can also buff the poison cards
Questions:
I noticed that whenever I reach the shop space, I get to see the nice little alcove where the shop is situated in first, before I have to press the shop to access it. Are you planning on adding more buildings to the alcove where the shop is?
Would you ever let your discord server go public? I feel that much of the player base aren’t subscribing on patreon, and that it would be good for the game if you let the rest of the players in so that you can properly develop a community around your game to increase popularity
Thank you for reading my review 0w0 , I hope that my critiques weren’t too abrasive and I hope that you aren’t overworking yourself coming up with the monthly updates. I truly enjoyed your game, keep up the good work! >w<
Hey there, Thanks for the lengthy feedback :)
I could add a page to explain the different rewards, but sometimes figuring things out can also be fun. A gallery is definitely planned, but it's something I'm pushing a bit for later, because I want to progress the game a bit more first.
There are currently different starter decks for the game but only accessible to certain patreon tiers, sorry. In the future it will be public at one point. I'm currently also trying to make poison more viable with new relics etc. But because poison can be really strong (especially against single targets like elites and bosses), changes will come slowly.
There was definitely an idea to have more than just a shop (maybe someone selling relics, separating healing from the shop itself, an card upgrade place to name a few). Nothing is planned in the close future and maybe it will all be added inside the shop or not at all, we will see ;P Side note: I just recently realized the size of the shop is not scaling properly with screen sizes, so no idea how the alcove looks for you, haha.
Yes the discord will be public soon! I was travelling a lot currently and had inconsistent internet/discord access. That's the reason I was waiting to make it public. Soon I will be sitting at the PC more again, so it will be easier to manage the discord and it will go public.
overworking as solodev? never... Jokes aside, thanks to the many players enjoying the game I have a lot of motivation left to finish this project and improve it as much as I can! And thanks to the Patreon supporters, I can allocate enough time, for it not to take forever.
Thank you for responding to my feedback ^^
I see what you mean, having an immersive story is definitely more important than a gallery at this stage of the game. Good luck with the world building and other story elements! :)
Oh I see, sorry for not being able to support you on patreon, I hope that the rest of the community is providing enough support for such a great game dev such as yourself ^^
Interesting, using relics to improve poison decks, does this mean that poison decks are meant to be very strong late game decks? Considering that most relics come from defeating bosses. Btw, game balancing can be very hard especially for games with complex mechanics and elements. It’s good that you are taking things slowly to figure out how to balance poison.
Wow, I didn’t know that all these ideas were even on the table, sounds like the alcove would be getting more vibrant with different mechanics in the future ;). For me, the shop takes up about ⅓ or ¼ of the screen and I can partially see the tree in the background. Btw, I love the soft art you used for the alcove, really gives the vibe that you are in a safe place and away from all the fighting :)
Nice, I can’t wait to join the discord! Btw, I hope you had a smooth journey ^^
Thank you for making such an enjoyable game for all of us ^^ , your commitment to your game is really impressive. All the best to you and your game ^w^
Great game, a little easy before the fifth floor though. I think that the bosses each have their own unique gimmick is a really cool. all in all great game hope you do well. :)
I don't normally write negative reviews but boy, does this one need it. First of all it's all trashy ai art... disgusting as it is I love rouge-likes so I gave it a try. Now, the combat is soo unbalanced it's not even enjoyable. not only are most of the cards exhaust cards, like for the strength boost sure but the rest? Why? And none of the healing cards are any good cause it gives 3-5 healing and enemies on the first level do 10-14 damage so your better off getting shields because the camps don't give much healing either. Not only do they only give 25 healing, which would be fine if it was a free option, but 75 gold?? Its such a waste, better spending 100 gold on the rare card. So if you don't have any gold the camps are useless to you, I definitely recommend making the 25 healing free and charge gold to do more healing. And don't think you wont need healing because not only do the enemies just get way stronger, you don't get all that much stronger. Heres my main recommendation for the developer, play Slay the Spire, learn how Rouge-likes work, and while there are artifacts in the game you should add more of them, give them a wide range of different effects. For example I really wanted an artifact that gives me more mana, even if the artifact has other debuffs. Sure the buttplug gives 1 mana at the start of combat but that's it. The combat in this game is designed for quick battles. All of your good cards exhaust, at a certain point you can't up your strength, and if enemies do poison damage your screwed. I can tell you've putten some good work into this game so good luck on it. And if you ever do get some real art for the game I may come back, even if its terrible art I'd still prefer it, And for anyone wanting to play it I'd suggest waiting for some more updates
Thanks for the feedback I guess.
Maybe one day I have the money or time to replace the art, but currently I don't, so take it or leave it. You can also play it for free even though I spent 100s hours of work on it, but don't worry about thanking me ;)
The balancing is an ongoing process and the game is still in development. My latest survey told me that it is not too difficult though (50% win every couple games, for 25% it was too easy and for 25% too hard). So you probably just need to get better instead of whining here for balance. I'm planning to implement a difficulty setting though, so feel free to replay it then. And it's also the first time where someone is assuming I didn't play Slay the Spire, funny. There will be more relics, but as solo dev, everything takes time. Relics that give you 1 Mana, NEED a strong debuff, because they give a huge advantage. They might never be available in stage 1 because of their strength. But I don't think you know how hard balancing is and I feel like you just want it to be easier, so just wait for the difficulty settings.
just thought i'd share what i would like to see in the future (just 2 things)
1. a gallery to view all the cards, and see the possible art for the enemies too, that way, you can see the late game art if you struggle to get to them
2. would like more player transformations, and an option to have the transformation pre-selected, example; a slime transformation without slime cards
my suggestions are mainly for a way for people that aren't good at the game see all the content
also, when will the starting deck option be public?
Hey there thanks for the feedback.
While I would love for all skill-levels to enjoy my game, I don't think making everything accessible without succeeding in the game is the right way. This would take a part of the reward of succeeding (getting further, seeing new stuff) away from the player. I plan to have a gallery at one point but it will be unlockable with progression (e.g. seeing the enemies you have defeated).
What I will probably add is an easy mode (and hard mode) to the game. But this will be added towards the end of the game and not this early in development, sorry.
The starting deck option might become public, if I have another satisfying reward for my higher tier supporters in the game, currently not planned in the near future.