Actually a pretty good game. I was able to beat it in one go, but it's still difficult enough to not need any balance changes. It obviously has a lot of gameplay mechanic inspirations from Slay the Spire, but there's still enough unique content that I can't say that it's stolen.
That said, there are some things I would like to see added. Just like in StS, I would like if you could see what the enemy intent is by hovering over it. It's always a guessing game, especially in boss fights where those intents are unique to the enemy.
But actually other than that, I can't really think of anything else. That's just how good this is. I like the special visuals mechanics you have around taking damage, and choosing different cards to your deck. It's a very nice experience overall, and while it does use AI art everywhere, I can understand it because the game is still good enough with it.
Just keep doing what you are doing, you clearly know what you're good at.
Love the game, funny thing being I just played the undead set all day and came to post a comment only to find the dragon set out already.
Game's really fun already, though a few balancing issues to be had.
Spikes need to be buffed, and poison needs to be nerfed. Tried to make a spike build but I could never survive long enough to bring it to fruition. Spikes are just too inefficient since they deplete so quickly compared to how much they cost. You're better off just attacking instead of using them.
Healing also needs a rework, something like 2 uses before it's banished from play that fight but it also individually heals for more. I forget the name but there's that demon card that brings back all 0 cost cards, and I would use that to farm heals every battle. I still ended up losing to a frog girl that stacked 30 poison on me...
The beast set needs more defensive moves, something like a parry move that when used on an attacking opponent it reduces their dmg whilst dealing dmg. Pierce defense would also work nicely with the theme. A reflexive parry would also work amazingly, where for each attack you reduce the dmg and deal dmg.
Would also be nice to have prestige cards or something. Cheap/weak cards that you can bring into your next runs by removing others. Something like a 0 cost 5 dmg quickswipe attack. The starter deck is just too bloated with cards you want to remove quickly to keep the rng from filling your hand with inefficient cards.
Would also be nice if the mystery events are set to not repeat each other each map. I had a map filled with the pits and lost in them all. Ended up with 3 tentacles in my deck and lost against the boss.
You could also have achievement systems to unlock cursed auras on start that make the game harder but gives some unique bonus. Like enemies regen 1 hp per round, but you heal after each win: 10 for normal/ambush or 25 for elite. Another being you start each fight with 2 strength but also with 5 weak. Similarly 2 shield but 5 fragile. Another is you lose 1 gold each turn but gain 20% more rewards from fights.
I agree with spikes from cards, but because I find it strong enough for enemies, I'll probably just increase the amount and not change how the effect behaves.
I feel like heal cards are strong enough, but I'll consider if I add a "remove X poison" on top of it. Poison has its place to counter block-decks etc. Every deck needs a weakness or it becomes boring.
I don't think the beast deck needs defensive moves. You can always go for some mystic cards etc. No one forces you to go 100% beast. An attack that also weakens could be fine though, but I'm not sure if it is needed in stage 1.
There are different starting decks for patreons. The free Version will stay with the basic starter deck for now.
There will be new events in stage 3 (they are not added yet). To counter the repeating events, I just need to add more events. This is currently only a time issue, I would love to have more events ;)
Achievements are planned in the future, but not currently. I might add a Cursed-Gamemode or something in the future after the game is finished. Starting relics that change each run will come soon though :)
Enemy spikes are ok since they either have boss lv health or have teammates. Your own spikes though tend to run out before they do anything near as effective as just attacking them even once. Would be nice to be able to run them in the deck outside super late game when you already have everything else needed to stay alive. I don't think they need more spikes though maybe multipurpose them, like something where it also gives you a little bit of block to supplement your strats instead of being the leftover card you use when there's nothing else.
Heals...are rather weak tbh. Unless you're stacking them at every opportunity you just never have enough to keep up since there'll be times you just have to soak up 20+ dmg a turn. That kind of damage would need 3-5 cards to heal back, but that'd ruin deck rng early-mid game.
An antidote would be...ok-ish, but way too situational since only a low percentage of enemies use it, I'd recommend a remedy card or something like that which cleans up debuffs instead. It'd be useful against most enemies since they tend to spam weak, vulnerable, and fragile. There's also the new dragons that use burn. It's better to not pigeon hole cards so that more players can experiment with them in the deck.
A counter move for the beast deck is almost necessary if you go beyond lv 1 difficulty. I find that the enemies just put out way too much damage beyond lv 2 so you're forced to play too defensively, but I really like the beast auras early game.
Event wise I'd say to hardcode a non-repeat, I just had 2 runs in a row where all the events were the mirror. It was nice to find out those auras stack...though also unfortunately in one I then went through a gauntlet of full teams so they all got buffed, haha!
If you're open to suggestions on events you could have an investment aura, where it takes a portion of your reward each time but then gives it back 2x after beating the stage. Another is a vampire event where you feed them hp, and the more you give the stronger a card(s) you get back. There's also the idea of bartering with goblins where you hand over 2 cards or 75 gold and get a random card.
As a side note, it'd be great to have an 'exit to main menu' button somewhere instead of exiting the game outright. I lost quite a bit of progress and still can't quite get it back because that's what I thought the exit button would do.
I'm sooo looking forward to cursed gamemodes! I think the best one would be one for starting with a reduced deck: half the attacks and blocks, no buffs, etc. You start on hardmode but don't have to waste money on culling your deck for a while!
OOH a cursed deck! Where each card comes with a debuff, like attacks give you fragile and blocks weak, but then! You have a card that does something equal to your total debuffs! Cursed decks would be an amazing mechanic of it's own!
For now I increased the spike amount a bit and added the "antidote" to the heal cards. They will now heal for X and remove X poison and X burn. (this will be live in V0.2.6). If it is enough for the spike cards has to be seen. A cleanse Card is already in game and can be used on allies after V0.2.5. But it removes everything, including buffs.
I never had too many same events in a row. Keep in mind, that there are no new events in Stage 3 yet. I like some of your ideas and will take notes for when the time comes and I work on those things ;)
The Exit button should not remove any progress, so I don't quite know what you mean.
When I first unlocked the lv 3 difficulty after much luck, I did a test run but was failing miserably I wanted to try a full mystic build but because the game quits completely I lost all progress back to lv 0-1.
Later I regained it and made a couple lv 3 files, but it seems to never stick around after leaving the game. I even tried running a build up to the boss and quiting there but it won't let me keep the option for lv 3.
Idk why my luck is so terrible though, as the first event I get in a map almost always determines the rest of them. Worst of all is I get the same results each time I try them. Which is nice for a win streak of events, but it's scary for lost streaks.
Maybe you need to reset player preferences and start fresh in the Options -> Analytics. Sounds like it is not working correctly. It should stick around. When the game is finished I definitely will ditch the online Save so it should become more stable, sorry about that.
I have a question, something that isn't really spelled out in game: is there a reason to go for hard fights? Do they drop more gold or better cards? If it's better cards, how much better? Also, could there be a way to know which enemy set they'll be from?
Yes they give more gold and give stronger elite cards. I think they are worth the risk if you are healthy enough. No, the set they are from is random, sorry.
Thanks for the feedback. I don't think the ability from the demon set that obscure your cards for 1-2 turns is too strong. - They use a turn themself - You can still see your cards Targeting - You can check your remaining deck to guess what cards you might have in the hand
Yes the next Versions are uploaded here as well. Unfortunately the visual Transformations Bug was still not fixed in V0.2.3 because I could not find the cause for it. In V0.2.4 I found the issue and it will be resolved there. The bug is happening if you pick a Relic reward that gives or removes Cards from your deck after Stage 1. In case you want to avoid it, pick another relic.
Updates are happening all 1-2 Months (closer to 1 Month usually)
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!
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.
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.
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.
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!
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 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
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.
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Actually a pretty good game. I was able to beat it in one go, but it's still difficult enough to not need any balance changes. It obviously has a lot of gameplay mechanic inspirations from Slay the Spire, but there's still enough unique content that I can't say that it's stolen.
That said, there are some things I would like to see added. Just like in StS, I would like if you could see what the enemy intent is by hovering over it. It's always a guessing game, especially in boss fights where those intents are unique to the enemy.
But actually other than that, I can't really think of anything else. That's just how good this is. I like the special visuals mechanics you have around taking damage, and choosing different cards to your deck. It's a very nice experience overall, and while it does use AI art everywhere, I can understand it because the game is still good enough with it.
Just keep doing what you are doing, you clearly know what you're good at.
Thank you for your kind words <3
The tooltip on enemy intention info is on my to do list :)
Love the game, funny thing being I just played the undead set all day and came to post a comment only to find the dragon set out already.
Game's really fun already, though a few balancing issues to be had.
Spikes need to be buffed, and poison needs to be nerfed. Tried to make a spike build but I could never survive long enough to bring it to fruition. Spikes are just too inefficient since they deplete so quickly compared to how much they cost. You're better off just attacking instead of using them.
Healing also needs a rework, something like 2 uses before it's banished from play that fight but it also individually heals for more. I forget the name but there's that demon card that brings back all 0 cost cards, and I would use that to farm heals every battle. I still ended up losing to a frog girl that stacked 30 poison on me...
The beast set needs more defensive moves, something like a parry move that when used on an attacking opponent it reduces their dmg whilst dealing dmg. Pierce defense would also work nicely with the theme. A reflexive parry would also work amazingly, where for each attack you reduce the dmg and deal dmg.
Would also be nice to have prestige cards or something. Cheap/weak cards that you can bring into your next runs by removing others. Something like a 0 cost 5 dmg quickswipe attack. The starter deck is just too bloated with cards you want to remove quickly to keep the rng from filling your hand with inefficient cards.
Would also be nice if the mystery events are set to not repeat each other each map. I had a map filled with the pits and lost in them all. Ended up with 3 tentacles in my deck and lost against the boss.
You could also have achievement systems to unlock cursed auras on start that make the game harder but gives some unique bonus. Like enemies regen 1 hp per round, but you heal after each win: 10 for normal/ambush or 25 for elite. Another being you start each fight with 2 strength but also with 5 weak. Similarly 2 shield but 5 fragile. Another is you lose 1 gold each turn but gain 20% more rewards from fights.
Hello
Glad you like the game!
I agree with spikes from cards, but because I find it strong enough for enemies, I'll probably just increase the amount and not change how the effect behaves.
I feel like heal cards are strong enough, but I'll consider if I add a "remove X poison" on top of it. Poison has its place to counter block-decks etc. Every deck needs a weakness or it becomes boring.
I don't think the beast deck needs defensive moves. You can always go for some mystic cards etc. No one forces you to go 100% beast. An attack that also weakens could be fine though, but I'm not sure if it is needed in stage 1.
There are different starting decks for patreons. The free Version will stay with the basic starter deck for now.
There will be new events in stage 3 (they are not added yet). To counter the repeating events, I just need to add more events. This is currently only a time issue, I would love to have more events ;)
Achievements are planned in the future, but not currently. I might add a Cursed-Gamemode or something in the future after the game is finished. Starting relics that change each run will come soon though :)
Thanks for the detailed feedback!
B.
Enemy spikes are ok since they either have boss lv health or have teammates. Your own spikes though tend to run out before they do anything near as effective as just attacking them even once. Would be nice to be able to run them in the deck outside super late game when you already have everything else needed to stay alive. I don't think they need more spikes though maybe multipurpose them, like something where it also gives you a little bit of block to supplement your strats instead of being the leftover card you use when there's nothing else.
Heals...are rather weak tbh. Unless you're stacking them at every opportunity you just never have enough to keep up since there'll be times you just have to soak up 20+ dmg a turn. That kind of damage would need 3-5 cards to heal back, but that'd ruin deck rng early-mid game.
An antidote would be...ok-ish, but way too situational since only a low percentage of enemies use it, I'd recommend a remedy card or something like that which cleans up debuffs instead. It'd be useful against most enemies since they tend to spam weak, vulnerable, and fragile. There's also the new dragons that use burn. It's better to not pigeon hole cards so that more players can experiment with them in the deck.
A counter move for the beast deck is almost necessary if you go beyond lv 1 difficulty. I find that the enemies just put out way too much damage beyond lv 2 so you're forced to play too defensively, but I really like the beast auras early game.
Event wise I'd say to hardcode a non-repeat, I just had 2 runs in a row where all the events were the mirror. It was nice to find out those auras stack...though also unfortunately in one I then went through a gauntlet of full teams so they all got buffed, haha!
If you're open to suggestions on events you could have an investment aura, where it takes a portion of your reward each time but then gives it back 2x after beating the stage. Another is a vampire event where you feed them hp, and the more you give the stronger a card(s) you get back. There's also the idea of bartering with goblins where you hand over 2 cards or 75 gold and get a random card.
As a side note, it'd be great to have an 'exit to main menu' button somewhere instead of exiting the game outright. I lost quite a bit of progress and still can't quite get it back because that's what I thought the exit button would do.
I'm sooo looking forward to cursed gamemodes! I think the best one would be one for starting with a reduced deck: half the attacks and blocks, no buffs, etc. You start on hardmode but don't have to waste money on culling your deck for a while!
OOH a cursed deck! Where each card comes with a debuff, like attacks give you fragile and blocks weak, but then! You have a card that does something equal to your total debuffs! Cursed decks would be an amazing mechanic of it's own!
For now I increased the spike amount a bit and added the "antidote" to the heal cards. They will now heal for X and remove X poison and X burn. (this will be live in V0.2.6). If it is enough for the spike cards has to be seen. A cleanse Card is already in game and can be used on allies after V0.2.5. But it removes everything, including buffs.
I never had too many same events in a row. Keep in mind, that there are no new events in Stage 3 yet. I like some of your ideas and will take notes for when the time comes and I work on those things ;)
The Exit button should not remove any progress, so I don't quite know what you mean.
When I first unlocked the lv 3 difficulty after much luck, I did a test run but was failing miserably I wanted to try a full mystic build but because the game quits completely I lost all progress back to lv 0-1.
Later I regained it and made a couple lv 3 files, but it seems to never stick around after leaving the game. I even tried running a build up to the boss and quiting there but it won't let me keep the option for lv 3.
Idk why my luck is so terrible though, as the first event I get in a map almost always determines the rest of them. Worst of all is I get the same results each time I try them. Which is nice for a win streak of events, but it's scary for lost streaks.
Maybe you need to reset player preferences and start fresh in the Options -> Analytics. Sounds like it is not working correctly. It should stick around.
When the game is finished I definitely will ditch the online Save so it should become more stable, sorry about that.
There seems to be an issue with the beowser version. I don't have the keyboard pull up to enter a name on Android
Hey there,
The browser Version is not made for Android. You can use it on your PC or download the apk for android
It's a very difficult game
Hey, sorry if it is a bit on the harder side. You can set the difficulty to easier (than the default) in the beginning where you enter a name :)
Is there a way to be perma wolf girl after transformation for the run
no, you are forced to be transformed differently at the end of stage 2 again.
Will this be on Steam? :)
I plan to release the hand-drawn version on steam. But this will still take a long time...
My next games might be a bit shorter and even released to steam before this one.
I have a question, something that isn't really spelled out in game: is there a reason to go for hard fights? Do they drop more gold or better cards? If it's better cards, how much better? Also, could there be a way to know which enemy set they'll be from?
Yes they give more gold and give stronger elite cards. I think they are worth the risk if you are healthy enough. No, the set they are from is random, sorry.
The enemies having the ability to obscure what cards you have on your hand is ridiculous.
Thanks for the feedback. I don't think the ability from the demon set that obscure your cards for 1-2 turns is too strong.
- They use a turn themself
- You can still see your cards Targeting
- You can check your remaining deck to guess what cards you might have in the hand
I hope this helps you :)
Will the 0.2.3 be released to the public? Or at least a version with the bug fixes (even without the new content)
Hey there,
Yes the next Versions are uploaded here as well. Unfortunately the visual Transformations Bug was still not fixed in V0.2.3 because I could not find the cause for it. In V0.2.4 I found the issue and it will be resolved there. The bug is happening if you pick a Relic reward that gives or removes Cards from your deck after Stage 1. In case you want to avoid it, pick another relic.
Updates are happening all 1-2 Months (closer to 1 Month usually)
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!
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.
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.
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.
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.
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.
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!
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
Never mind, I just closed and re-opened the game, it works
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!