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.
Been playing this a bunch the last few days, and I had some thoughts and bug reports I wanted to share. Or rather, many thoughts, enough that I hope this gets collapsed. Wall of text is go.
Poison damage is unavoidable. Very uncool ever since healing became limited in my opinion.
Shield Maiden and Shoulder plates does not show correct block value when affected by shield.
Researching doesn't seem to auto-target the player.
Relics fail to display sometimes. Could be an issue with playing multiple runs in one session.
Some of the relics are barely impactful. +1 strength does very little in this balance. +1 strength per enemy would be more interesting (+1 shield also isn't much, but that one at least doesn't come with a downside).
Shop heal feels like it ought to be percentage-based.
The Fragile effect if very meaningless against enemies. Although iirc it's never applied alone so not very big deal. Could still consider letting it have some extra effect on enemies.
Hoping for some kind of "gold stolen back" system against goblins (are they meant to steal like 50-60 gold per attack?)
Currently question-mark rooms are too likely to be an ambush. I assume this will be less of an issue when more events are made though.
I'm guessing it's planned, but having the ability to see your deck at any time would be very nice.
I understand re-doing art is never good, but I feel like Basic attack ought to have art where the sword is somewhat prominent.
Saw someone else mention the idea of transforming enemies, and that the extra work isn't worth it. It's a fun idea, and unless the problem is about changing enemy art rather than the amount of art, it might be justifiable to do something like only two stages, and only for bosses.
Again, sorry for the wall of text. I'm enjoying this game and I hope to see it improved further.
Thanks for the feedback! I will check out the bugs and fix them if I can reproduce them :) With some of the improvements I also agree. I don't really have a good solution for poison (because it is special because it can't be blocked). Maybe cards that cleanse the player, but you will still get the initial dmg. Looking at the deck will be added at one point. they steal the amount of gold for each dmg they hit you with. So better block. (might get balanced once stage 2 is further developed) TF art is especially a problem for future animation. Maybe for bosses, but more likely only as reward scenes after the fight (then you don't need to do all animations X times). Thanks for taking the time to write things out!
On poison: One idea is to have effects, or at least poison, tick at the end of the player's turn instead of at the start of the turn. This would give the player an opportunity to use potential curing cards. Alternatively, enemies could apply it with an attack, similar to the goblins stealing. Something like half of unblocked damage is applied as poison (possibly without doing direct damage, depending on specific balance).
On goblins: I did notice the blocking thing, but a: bad luck happens, sometimes you get no blocks, and b: there could be some mental bias involved, but it still feels like they steal an awful lot of gold, and I feel like I frequently find myself ending goblin fights with zero gold.
Can goblins even make non-stealing attacks? Maybe let them synchronize attacks so only one goblin is allowed to make a stealing attack per turn.
On tf art: If planned animation is the main concern, one idea is letting (some) enemies leave static "corpses" after being defeated.
Hey, The thing you just described would fit more as a "bleed" effect. Also you have to remember, that it will change for the player poison cards as well. Yeah the gold stealing will probably get a bit nerfed. Currently all attacks steal gold I think, mixing none stealing attacks into it could help. I assume with static "corpses" you mean just not animate some enemies? Not sure if the mix of animated and non animated enemies would look good.
Just to make sure we're on the same page, when you mention the bleed, you mean the idea where enemies apply DoT with an attack, right?
With "corpses" I more meant that enemies, instead of simply vanishing when defeated, would be replaced with a non-animated, non-interactive "dead" image. Kind of like Darkest Dungeon, if you've played it (except the position is unimportant so the corpse is just visual).
Absolutely love this game, but I would like to know Are u planning on adding an achievement system? There will be an end or goal to achieve at the end or just infinite combats?
Hey there, thank you very much :) The final game will have about 3 stages only (the endless mode will be something separate). This will be the goal and there will be a little bit of story sprinkled in. Other achievements would be great as well and might get added later.
Future player transformations will be different (the current way is not that great for animation etc.). But there will be something with the new enemy types, so stay tuned :)
I really enjoy this game keep, up the good work. Also i would love to see a update where you can get like a little companion from the Relicts after the level boss ( not stackable tho ) Whatever you have planned next im looking forward to it <3
Want to congratulate u on making a good ahh game. it's lewd enough but not too much, the perfect balance. Only gripe I have is the transformation sheeit is kinda wack for me. I'm not too weirded out by it but it would be great if there was a non-transformation playthrough where you stay as the dude, but maybe just look beat up or skinnier when u lose health.
Thanks for your interest in my game :) Even though the idea is good it is way too much work like you already noticed. I don't think this will ever be worth (time wise) to be put in the game, sorry.
I am running Android 14 and the installer compains that this app is not comptabile with my device. This should be a simple fix by setting the targetSDKVersion accordingly.
I think I managed to upgrade it to the newest android version. It will be live with the V0.1.1 Version. You can gladly give me feedback if it works after you play it!
This should be runnable with the newest android, but like I said, I can't test it currently because my phone is old. I might be able to test it on a newer phone in 1-2 months and see if I can fix it.
Solid game, excellent work, no question about that. But if I can add one feedback - if the art is AI generated (and if not then please ignore), I think that's ok for someone starting out with no resources; but it would be fantastic if you can buy or commission assets made by an artist, once you can afford to; instead of essentially using a program that borrows art and combines it, because then it becomes impossible to credit the artists, without which games would not be possible. I can't get you there by myself but I subbed to your patreon as a small tip for a great game.
In fact, general statement, but if it's up to me, I genuinely prefer amateur art; whether drawn by you or an amateur artist you work with. To me, it's enough that art just accurately communicate the thing it's supposed to be. It doesn't need to be fancy and detailed and shaded just right or whatever, because when I see a simple, accurate drawing, my human brain fills in every single detail (even porn). It 100% honestly doesn't make me think any better of your efforts at making a great game (and it is great) to have fancy art. But if you do get an artist, I'm happy to pay a premium for their added efforts.
The art is ai generated, but I also disagree that it is "stolen" from artists. The program doesn't borrow and combine, it learns from the art like humans do if they learn to draw (just 1000x faster). Artists don't credit the art they used to learn or where they got their style from either. Also most artists use or will use ai with photoshop etc. soon. And everyone who won't, will just be behind technology and slower (like still using a quill and ink instead of a bullet pen). Anyhow, there are downsides to ai (consistency and other limitations) that having an artist could solve but I will not be able to hire someone for a long time and the development would be 10x slower with an artist drawing every piece, but maybe it will be redrawn one day. But thank you for your feedback!
PS: I personally prefer good looking boobs over shitty looking ones ;)
"ai" art has existed in the form of "generative art" for a while now. It's just a rebrand. It's artificial, but about as Intelligent as fishing with dynamite. You get out of it what you put into it. So your enjoyment in "creating" the art is relative to your proximity of creating the actual algorithms, nuetral nets, programs, whatever you want to call the black box that generate the art that you claim to have guided into existence. I guarantee you that if you knew how it felt to make something worth making you would think you are cheating yourself of the enjoyment in creating art. I know because I've been there, and now I'm not.
Furthermore, artists talk about who they like all the time. and you can usually find out where they went to school or who they got it from. Either in a documentary, on their social media, or historically in letters that you can sometimes find In art history books. Some movements have a manifesto with signatures of working artists of the time and you can put them in the same sphere of influence in that was. But I guess you just aren't tapped in like that. Which is fine, just don't speak as the authority on it.
It's a very "idea guy" position to think that you are on the bleeding edge of art and not just hitting "generate" on the anime titties prompt. Go buy a Strathmore Bristol sketchbook and some chalk pastels and see if you can feel something knock loose in you head.
I get enjoyment from creating a game and choosing the visuals supporting it, not from prompting and pressing generate which is more work than pleasure. I used this example not to tell everyone, that I'm "on the bleeding edge of technology" but as example, why I think it is not "stolen" art. And now you talk about ai as if you know it better and you say: "you get out of it what you put into it". Maybe you should not speak as the authority on it if you don't understand the algorithm behind it ;) I'm creating a game not the next monalisa and the average player is probably happier about this art, than my bad beginner art with a never finished game.
fair, many people that don't fully understand AI art jump too the conclusion that it has to be stolen mainly because they don't really understand how training AI works as yes it does work off of existing art that you feed it but it only trains too understand said art so that it learns and creates it's own unique twists, "you want too generate something weird in the style of a famous artist" you can because well an ai can mimic an artstyle it cannot truly completely recreate the original and hence why everything the ai makes is a unique twist. I used to be mixed on AI art but i then i got into the trend myself and formed an understanding towards it that no it's not all stolen as people claim it to be, But Honestly when it comes down to it lot of people are just afraid of AI because they don't understand it which is why it gets lot of outside bad rep.. I know this will get downvoted but i don't care it's the truth. And ai art is not as easy to make as people claim it to be it's not like you write a few words and click a button often times it is a struggle to get what you actually want so making a game like this must have been tricky especially the transformation sequences... I tried it myself never got the hang of it.
I really like the game so far. though I saw some of the beast enemies are fully anthro, I was kinda disappointed the player transformation from having a beast deck is basically still human, same with the other animal one. so I wanted to ask if there are any plans to add a more furry player transformation? like if you get enough of that card type or something?
I see your point. While I'm not quite happy with the transformation myself and there will be changes to it, I still don't think I will go full furry but who knows ;)
that's fair, it's basically just my weird preference, but thought I'd ask in case it was something you might wanna do. thank you for responding and consdiering it. either way I'm looking forward to seeing the game develop :3
Are you offering to draw high quality art for me or to give me thousands of dollars to hire someone? no? Then yes, I'm still using ai art because it is better than no art at all ;) Maybe at one point, but won't happen soon.
Well, it's in the tags. And in my opinion if you can't tell the difference you should not care. Stable diffusion is a tool and most artists use or will use AI with adobe/photoshop without declaring it at all (they are just better at covering up mistakes) The game is free and I'm asking for money for my time spent for development, not just the art. Creating a game like this is not a 1-weekend-and-I'm-done thing.
Just found this game and it’s pretty good. It’s fun and the NSFW makes it better. Cards could be a bit better balanced (some cards having the same cost but being just worse than others, but seems you are already working on this), but overall it’s a good game.
Maybe add some customization to main character in later versions? I would love to start as a girl and become furry with damage, instead of becoming a girl, but that probably wouldn’t make much sense with the name of the game.
Could you please add a border to the text that displays enemy hp, it's almost impossible to read the hp of the middle enemy on the mountain map, because it's the same color as the background
While this game is obviously still far from complete, I'm pleased to see that it's actually a lot more fair and fun than previous versions. I'm looking forward to the eventual release of Act 2.
Great game, personally I am a sucker for "Slay the Spire"-like gamers and the implementation is really good, can't wait to see how the game will develop.
Little feedback:
Because there are no settings, so you are always forced to play in full screen mode all the time.
When you come back to the map after a fight, you are always at the start and this makes it a bit annoying to scroll to the current position repeatedly (especially towards the end)
The support for Android is not really optimized and everything is displayed quite small (otherwise everything works quite well and I really liked that you have to click on the map before you can drag it to the target)
Slime is definitely the strongest build. You can kill anything with poison, and by stacking healing and max hp+ you can easily come out of a run with more hp than you go in with. (This is where a buff that does not affect the player, such as more damage to enemies, would be nice so you cannot get around it so easily.)
But overall great work and i will definitely support the game as soon as i can afford it <3
Thank you for the Feedback! Here some answers: 1. I'm a self taught developer and haven't really looked into Screen size settings yet. Same goes for nr. 3. regarding android displaying :/ Maybe one day I will find time to optimize this. 2. It annoys me too but I always forget to fix it. Hopefully sooner than later ;) 4. Some say slime, some say STR, but I say a lot will change regarding balance anyways, so I won't change too much at the current state :) Don't worry about supporting with money, I'm happy for everyone who enjoys my game!
I have found a minor bug. At one iteration you nerfed the healing of "Lone Wolf" by not applying the strength multiplier to healing. Working as intended. The "human" counterpart "My heart is yours" which can be bought at inn also mechanically only boosts attack but not healing, but the card description for healing still shows scaled up values with increasing strength.
The Inn-cards seem overlocked, found another one: While the monster-healing cards have a "Depletes after play" function, the inn-cards do not.
But honestly I think the difficulty is kinda over the top now, losing 50 max HP in "new game +" and restricting the use of cards that give extra max health. I mean, I told you about this exploit in the first place, but now there is no need for those "increase max health cards" anymore since the healing is nerfed so bad you rarely reach top of your health. And blocking is outclassed so easily with poison or overpowering strength. Only viable build now are lots of free cards like ambush + lone wolf to keep at least a little repeatable healing.
But I have to say I like the new boss with that special ability.
Thanks for thee feedback on the missed card updates and the boss! You can still use the cards once per combat, so you can go infinite but it is harder. The keep playing function is a placeholder anyway so I don't intend to balance it ;) Other balancing will happen as well and I hope to make most people happy at the end!
Is there a way to determine or control what kind of transformations happen? It seems rather arbitrary. Sometimes I seem to transform based on what I was fighting previously, sometimes it's completely unrelated. I thought at first that it might have to do with the ratio of what kind of cards are in your deck but that doesn't seem to affect it.
It is the cards you take. the most cards you have in the deck from a set (min. 2) determines the transformation (starting cards don't count). if it is the same (2 beast, 2 slime) it is random or the newest, I don't remember ;)
The continue is great. It's fairly exploitable with the "raise max health" cards, 'though. But so I got the chance to deliberately tackle the oni fields, which I usually completely avoid.
Would be nice to have some rng variation in the cards you can buy in the shop.
And maybe a new card set? Maybe elemental magic? Or aquatic themed?
A real pity. It's almost impossible to win with this combat system. (I've made it to the final boss three times, and I've won one of them. After many attempts.) Thanks the answer.
You should add something meaningful to win, not just a "You win" sign. This is disappointing.
There is one hit-and-run opponent you might want to review. You can't attack back at her, but if you beat the others on the field, she'll keep attacking.
Well, It is possible to beat, so it is a matter of perspective.
also saying, "you should" do this and that as ending, on a free game in development is redundant. This won't be the end of the game, so creating an ending makes no sense.
Feel free to wait until the game is finished and got the final balance ;)
As someone who has been here since version 0.0.1 the game has changed quite a bit, expecting an indie game on version 0.0.6 to have a fully fleshed out game end when it still hasn't had other parts completed is just insane. To me it sounds like you just want to complain to complain. The only version of this I wasn't able to beat was version 0.0.3 and that was just because of my own lack in skill.
Interesting, too bad there is only one "room" for now, and you really need to have low ennemy counts from the get go to have a decent chance at winning.
i see future update has feature to keep deck over repeat, but perhaps make it a "only get to keep x ammount of cards over the next playthrough" would be better and more enticing than keeping the whole deck.
I like the transformation tid bit. Even if a bit limited, i love the wolf deck, specially for its no cost cards. So unfortunately i'll be getting more wolf transformations. Perhaps making it dependent to the ennemy you're facing at the moment of dmg is better?
Nice, although I kinda liked the UI in 0.0.4 a bit better. But I can get acquired to it. But gameplay wise I think either healing or blocking needs a buff. The whole game grows or falls with your first three encounters. If you don't have functional healing by then, you can effectively drop it. RNG is mighty, an early shop is useless with no income, an encounter can be a single 50hp wolf or 250hp madness. It's odd when first encounters are more difficult than second to last.
I have one single balancing request that might help anyone: make the healing of "Lone Wolf: Deal 3 damage, heal 3 HP" scale with strength as well. Does not need to affect the other healing cards, but this alone should help.
I tried several times to block and heal back up before turning ogre route, but it's really hard if rng is not particular nice to you.
Also: some nice image as trophy for beating the last boss would be nice, rn it is visually more attractive to lose...
You have a great project here, I really enjoyed plaing so far.
I have managed to beat the game however it does seem to be quite unbalanced with enemies having a major advantage. While most of what I would suggest seems to been addressed in the patreon 0.0.7 version, I think block needs to be buffed in some manner as enemy strength scaling quickly makes it useless It could scale with your strength or have a separate buff maybe, healing cards are a necessity currently which is fine however the shop healing needs to be increased
The game feels a bit (very) difficult. Multiple enemies in the same encounter that scale strength whittle down all my health, only for poison enemies to kill me after. Maybe make less enemies boost strength or do it in smaller amounts or less frequently? Please?
The amount of enemies is random for now. In the next version I made some difficulty adjustments. V0.0.6 is on the harder side, sorry (but not impossible)
Has anyone ever beat this since they removed the heal scaling with strength? It feels like it is impossible to gain any health anymore and the later bosses have so much health you are not going to kill them before they kill you. Farthest I have ever got was just before the final fight
Thank you for playing my game :) Here some basic strategy to win: Conserve your health with blocks and stack STR or Poison before going offensive. Healing is mostly used to counter enemy poison (that can't be blocked). There will be more strategies/changes once I implement a store and other means of getting health back in events.
For Patreons I also uploaded 2 playthroughs with different tactics.
I think have cards that heal and damage scale off of damage would be a good idea, because enemies can hit extremely hard and then heal 2-5x the healing/shield I have
In version 0.0.1 it had a card that did that but it seems the dev removed or changed how the card worked in 0.0.3 making it deal flat healing rather than scaling healing
One detail that I think that will make the overall character much better is to make them to scale, as in height of all characters and no one's head is twice bigger then other's.
Good morning, afternoon or night, I'm RogerGC, a novice english to spanish translator, I worked on Silly Wisher (Android/Ios app) translation and I am interested on join to your project, if u are interested and need more information please dm me on Discord - - > RogerGC#6682
Thank you for your interest, but at the current stage I'm not interested for translation. It would be more work for me, which I can't afford. I also don't have a budget. I'll keep you in mind for the future.
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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.
Been playing this a bunch the last few days, and I had some thoughts and bug reports I wanted to share. Or rather, many thoughts, enough that I hope this gets collapsed. Wall of text is go.
Poison damage is unavoidable. Very uncool ever since healing became limited in my opinion.
Shield Maiden and Shoulder plates does not show correct block value when affected by shield.
Researching doesn't seem to auto-target the player.
Relics fail to display sometimes. Could be an issue with playing multiple runs in one session.
Some of the relics are barely impactful. +1 strength does very little in this balance. +1 strength per enemy would be more interesting (+1 shield also isn't much, but that one at least doesn't come with a downside).
Shop heal feels like it ought to be percentage-based.
The Fragile effect if very meaningless against enemies. Although iirc it's never applied alone so not very big deal. Could still consider letting it have some extra effect on enemies.
Hoping for some kind of "gold stolen back" system against goblins (are they meant to steal like 50-60 gold per attack?)
Currently question-mark rooms are too likely to be an ambush. I assume this will be less of an issue when more events are made though.
I'm guessing it's planned, but having the ability to see your deck at any time would be very nice.
I understand re-doing art is never good, but I feel like Basic attack ought to have art where the sword is somewhat prominent.
Saw someone else mention the idea of transforming enemies, and that the extra work isn't worth it. It's a fun idea, and unless the problem is about changing enemy art rather than the amount of art, it might be justifiable to do something like only two stages, and only for bosses.
Again, sorry for the wall of text. I'm enjoying this game and I hope to see it improved further.
Thanks for the feedback!
I will check out the bugs and fix them if I can reproduce them :)
With some of the improvements I also agree.
I don't really have a good solution for poison (because it is special because it can't be blocked). Maybe cards that cleanse the player, but you will still get the initial dmg.
Looking at the deck will be added at one point.
they steal the amount of gold for each dmg they hit you with. So better block. (might get balanced once stage 2 is further developed)
TF art is especially a problem for future animation. Maybe for bosses, but more likely only as reward scenes after the fight (then you don't need to do all animations X times).
Thanks for taking the time to write things out!
Thanks for the reply!
On poison: One idea is to have effects, or at least poison, tick at the end of the player's turn instead of at the start of the turn. This would give the player an opportunity to use potential curing cards. Alternatively, enemies could apply it with an attack, similar to the goblins stealing. Something like half of unblocked damage is applied as poison (possibly without doing direct damage, depending on specific balance).
On goblins: I did notice the blocking thing, but a: bad luck happens, sometimes you get no blocks, and b: there could be some mental bias involved, but it still feels like they steal an awful lot of gold, and I feel like I frequently find myself ending goblin fights with zero gold.
Can goblins even make non-stealing attacks? Maybe let them synchronize attacks so only one goblin is allowed to make a stealing attack per turn.
On tf art: If planned animation is the main concern, one idea is letting (some) enemies leave static "corpses" after being defeated.
Hey,
The thing you just described would fit more as a "bleed" effect. Also you have to remember, that it will change for the player poison cards as well.
Yeah the gold stealing will probably get a bit nerfed. Currently all attacks steal gold I think, mixing none stealing attacks into it could help.
I assume with static "corpses" you mean just not animate some enemies? Not sure if the mix of animated and non animated enemies would look good.
Just to make sure we're on the same page, when you mention the bleed, you mean the idea where enemies apply DoT with an attack, right?
With "corpses" I more meant that enemies, instead of simply vanishing when defeated, would be replaced with a non-animated, non-interactive "dead" image. Kind of like Darkest Dungeon, if you've played it (except the position is unimportant so the corpse is just visual).
yes.
I see. But I don't see why this would help with the animations of multiple tf.
What are you useing to generate the art if I may ask?
SD1.5 with a Custom Model.
Where's the apk?
click download, choose the android version, unpack the zip, there is the apk :)
thanks I usually can't open the zip files from this site for some odd reason
the zip file won't open
It works for me...
Absolutely love this game, but I would like to know
Are u planning on adding an achievement system?
There will be an end or goal to achieve at the end or just infinite combats?
Hey there, thank you very much :)
The final game will have about 3 stages only (the endless mode will be something separate). This will be the goal and there will be a little bit of story sprinkled in. Other achievements would be great as well and might get added later.
Great! Im excited about the future of this game
Planning on more transformations?(Now that there are new enemy types)
Keep up the good work.
Thanks, I will!
Future player transformations will be different (the current way is not that great for animation etc.). But there will be something with the new enemy types, so stay tuned :)
I really enjoy this game keep, up the good work. Also i would love to see a update where you can get like a little companion from the Relicts after the level boss ( not stackable tho ) Whatever you have planned next im looking forward to it <3
Thank you :)
Maybe one day, haha
Really enjoyed the game, keep it up! Looking forward to see what you add next.
thank you :)
Want to congratulate u on making a good ahh game. it's lewd enough but not too much, the perfect balance. Only gripe I have is the transformation sheeit is kinda wack for me. I'm not too weirded out by it but it would be great if there was a non-transformation playthrough where you stay as the dude, but maybe just look beat up or skinnier when u lose health.
thanks for the feedback! Currently this is not planned, but maybe I'll add something like this in the future (after the game is finished)
ONE OF THE BEST GAMES I HAVE EVER PLAYED
KEEP GOING
THANKS!
I WILL!
Hey, thank you for the feedback!
I'm always trying to improve the game and bring it forward
The UI needs some upgrades for sure :) It is on the to do list...
But thanks for reminding me ;)
I know it's a lot of work, but could there be fights where you transform them when you damage them like they do to you?
Thanks for your interest in my game :)
Even though the idea is good it is way too much work like you already noticed. I don't think this will ever be worth (time wise) to be put in the game, sorry.
Please update the android version.
I am running Android 14 and the installer compains that this app is not comptabile with my device. This should be a simple fix by setting the targetSDKVersion accordingly.
I will have a look. But I'm not a mobile expert and my phone is 5 years old, so no guarantees!
I think I managed to upgrade it to the newest android version.
It will be live with the V0.1.1 Version. You can gladly give me feedback if it works after you play it!
Hello,
Sadly, version 0.1.1 didn't solve the behavior.
This should be runnable with the newest android, but like I said, I can't test it currently because my phone is old. I might be able to test it on a newer phone in 1-2 months and see if I can fix it.
W game like always
Solid game, excellent work, no question about that. But if I can add one feedback - if the art is AI generated (and if not then please ignore), I think that's ok for someone starting out with no resources; but it would be fantastic if you can buy or commission assets made by an artist, once you can afford to; instead of essentially using a program that borrows art and combines it, because then it becomes impossible to credit the artists, without which games would not be possible. I can't get you there by myself but I subbed to your patreon as a small tip for a great game.
In fact, general statement, but if it's up to me, I genuinely prefer amateur art; whether drawn by you or an amateur artist you work with. To me, it's enough that art just accurately communicate the thing it's supposed to be. It doesn't need to be fancy and detailed and shaded just right or whatever, because when I see a simple, accurate drawing, my human brain fills in every single detail (even porn). It 100% honestly doesn't make me think any better of your efforts at making a great game (and it is great) to have fancy art. But if you do get an artist, I'm happy to pay a premium for their added efforts.
The art is ai generated, but I also disagree that it is "stolen" from artists. The program doesn't borrow and combine, it learns from the art like humans do if they learn to draw (just 1000x faster). Artists don't credit the art they used to learn or where they got their style from either. Also most artists use or will use ai with photoshop etc. soon. And everyone who won't, will just be behind technology and slower (like still using a quill and ink instead of a bullet pen).
Anyhow, there are downsides to ai (consistency and other limitations) that having an artist could solve but I will not be able to hire someone for a long time and the development would be 10x slower with an artist drawing every piece, but maybe it will be redrawn one day. But thank you for your feedback!
PS: I personally prefer good looking boobs over shitty looking ones ;)
"ai" art has existed in the form of "generative art" for a while now. It's just a rebrand. It's artificial, but about as Intelligent as fishing with dynamite. You get out of it what you put into it. So your enjoyment in "creating" the art is relative to your proximity of creating the actual algorithms, nuetral nets, programs, whatever you want to call the black box that generate the art that you claim to have guided into existence. I guarantee you that if you knew how it felt to make something worth making you would think you are cheating yourself of the enjoyment in creating art. I know because I've been there, and now I'm not.
Furthermore, artists talk about who they like all the time. and you can usually find out where they went to school or who they got it from. Either in a documentary, on their social media, or historically in letters that you can sometimes find In art history books. Some movements have a manifesto with signatures of working artists of the time and you can put them in the same sphere of influence in that was. But I guess you just aren't tapped in like that. Which is fine, just don't speak as the authority on it.
It's a very "idea guy" position to think that you are on the bleeding edge of art and not just hitting "generate" on the anime titties prompt. Go buy a Strathmore Bristol sketchbook and some chalk pastels and see if you can feel something knock loose in you head.
I get enjoyment from creating a game and choosing the visuals supporting it, not from prompting and pressing generate which is more work than pleasure. I used this example not to tell everyone, that I'm "on the bleeding edge of technology" but as example, why I think it is not "stolen" art.
And now you talk about ai as if you know it better and you say: "you get out of it what you put into it". Maybe you should not speak as the authority on it if you don't understand the algorithm behind it ;)
I'm creating a game not the next monalisa and the average player is probably happier about this art, than my bad beginner art with a never finished game.
fair, many people that don't fully understand AI art jump too the conclusion that it has to be stolen mainly because they don't really understand how training AI works as yes it does work off of existing art that you feed it but it only trains too understand said art so that it learns and creates it's own unique twists, "you want too generate something weird in the style of a famous artist" you can because well an ai can mimic an artstyle it cannot truly completely recreate the original and hence why everything the ai makes is a unique twist. I used to be mixed on AI art but i then i got into the trend myself and formed an understanding towards it that no it's not all stolen as people claim it to be, But Honestly when it comes down to it lot of people are just afraid of AI because they don't understand it which is why it gets lot of outside bad rep.. I know this will get downvoted but i don't care it's the truth. And ai art is not as easy to make as people claim it to be it's not like you write a few words and click a button often times it is a struggle to get what you actually want so making a game like this must have been tricky especially the transformation sequences... I tried it myself never got the hang of it.
I really like the game so far. though I saw some of the beast enemies are fully anthro, I was kinda disappointed the player transformation from having a beast deck is basically still human, same with the other animal one. so I wanted to ask if there are any plans to add a more furry player transformation? like if you get enough of that card type or something?
I see your point. While I'm not quite happy with the transformation myself and there will be changes to it, I still don't think I will go full furry but who knows ;)
that's fair, it's basically just my weird preference, but thought I'd ask in case it was something you might wanna do. thank you for responding and consdiering it. either way I'm looking forward to seeing the game develop :3
This game still using AI art? Does it have any plans of getting real art?
Are you offering to draw high quality art for me or to give me thousands of dollars to hire someone? no? Then yes, I'm still using ai art because it is better than no art at all ;)
Maybe at one point, but won't happen soon.
Then maybe put that in game description.
Also I'm not the one asking for money either. :3
Well, it's in the tags. And in my opinion if you can't tell the difference you should not care. Stable diffusion is a tool and most artists use or will use AI with adobe/photoshop without declaring it at all (they are just better at covering up mistakes)
The game is free and I'm asking for money for my time spent for development, not just the art. Creating a game like this is not a 1-weekend-and-I'm-done thing.
When will the new version drop, im already a patron.
when it's ready ;)
usually ~ 1/month
alright! I'm itching for it.
Just found this game and it’s pretty good. It’s fun and the NSFW makes it better. Cards could be a bit better balanced (some cards having the same cost but being just worse than others, but seems you are already working on this), but overall it’s a good game.
Maybe add some customization to main character in later versions? I would love to start as a girl and become furry with damage, instead of becoming a girl, but that probably wouldn’t make much sense with the name of the game.
I have been waiting for this update ❤️
Could you please add a border to the text that displays enemy hp,
it's almost impossible to read the hp of the middle enemy on the mountain map, because it's the same color as the background
I will take a look, thanks for the feedback
While this game is obviously still far from complete, I'm pleased to see that it's actually a lot more fair and fun than previous versions. I'm looking forward to the eventual release of Act 2.
Just wanna ask, when would 0.0.9 be public
Usually when the next version is ready for the patreons the old one becomes public. The next version is currently taking a bit longer than expected.
Great game, personally I am a sucker for "Slay the Spire"-like gamers and the implementation is really good, can't wait to see how the game will develop.
Little feedback:
But overall great work and i will definitely support the game as soon as i can afford it <3
Thank you for the Feedback!
Here some answers:
1. I'm a self taught developer and haven't really looked into Screen size settings yet. Same goes for nr. 3. regarding android displaying :/ Maybe one day I will find time to optimize this. 2. It annoys me too but I always forget to fix it. Hopefully sooner than later ;) 4. Some say slime, some say STR, but I say a lot will change regarding balance anyways, so I won't change too much at the current state :)
Don't worry about supporting with money, I'm happy for everyone who enjoys my game!
I have found a minor bug. At one iteration you nerfed the healing of "Lone Wolf" by not applying the strength multiplier to healing. Working as intended. The "human" counterpart "My heart is yours" which can be bought at inn also mechanically only boosts attack but not healing, but the card description for healing still shows scaled up values with increasing strength.
The Inn-cards seem overlocked, found another one: While the monster-healing cards have a "Depletes after play" function, the inn-cards do not.
But honestly I think the difficulty is kinda over the top now, losing 50 max HP in "new game +" and restricting the use of cards that give extra max health. I mean, I told you about this exploit in the first place, but now there is no need for those "increase max health cards" anymore since the healing is nerfed so bad you rarely reach top of your health. And blocking is outclassed so easily with poison or overpowering strength. Only viable build now are lots of free cards like ambush + lone wolf to keep at least a little repeatable healing.
But I have to say I like the new boss with that special ability.
Thanks for thee feedback on the missed card updates and the boss!
You can still use the cards once per combat, so you can go infinite but it is harder. The keep playing function is a placeholder anyway so I don't intend to balance it ;) Other balancing will happen as well and I hope to make most people happy at the end!
Is there a way to determine or control what kind of transformations happen? It seems rather arbitrary. Sometimes I seem to transform based on what I was fighting previously, sometimes it's completely unrelated. I thought at first that it might have to do with the ratio of what kind of cards are in your deck but that doesn't seem to affect it.
It is the cards you take. the most cards you have in the deck from a set (min. 2) determines the transformation (starting cards don't count). if it is the same (2 beast, 2 slime) it is random or the newest, I don't remember ;)
The continue is great. It's fairly exploitable with the "raise max health" cards, 'though. But so I got the chance to deliberately tackle the oni fields, which I usually completely avoid.
Would be nice to have some rng variation in the cards you can buy in the shop.
And maybe a new card set? Maybe elemental magic? Or aquatic themed?
Keep it up, it's really fun.
Thanks! New sets are of course in the work :)
There might be more Rng in the game after I create more cards.
Is there a cheat code for this?
no
A real pity. It's almost impossible to win with this combat system. (I've made it to the final boss three times, and I've won one of them. After many attempts.) Thanks the answer.
The current public Version V0.0.6 is a bit too hard. With the coming updates difficulty adjustments are being made.
"A bit too hard" ;) laugh
You should add something meaningful to win, not just a "You win" sign. This is disappointing.
There is one hit-and-run opponent you might want to review. You can't attack back at her, but if you beat the others on the field, she'll keep attacking.
Good luck for the future.
Well, It is possible to beat, so it is a matter of perspective.
also saying, "you should" do this and that as ending, on a free game in development is redundant. This won't be the end of the game, so creating an ending makes no sense.
Feel free to wait until the game is finished and got the final balance ;)
As someone who has been here since version 0.0.1 the game has changed quite a bit, expecting an indie game on version 0.0.6 to have a fully fleshed out game end when it still hasn't had other parts completed is just insane. To me it sounds like you just want to complain to complain. The only version of this I wasn't able to beat was version 0.0.3 and that was just because of my own lack in skill.
Interesting, too bad there is only one "room" for now, and you really need to have low ennemy counts from the get go to have a decent chance at winning.
i see future update has feature to keep deck over repeat, but perhaps make it a "only get to keep x ammount of cards over the next playthrough" would be better and more enticing than keeping the whole deck.
I like the transformation tid bit. Even if a bit limited, i love the wolf deck, specially for its no cost cards. So unfortunately i'll be getting more wolf transformations. Perhaps making it dependent to the ennemy you're facing at the moment of dmg is better?
Nice, although I kinda liked the UI in 0.0.4 a bit better. But I can get acquired to it. But gameplay wise I think either healing or blocking needs a buff. The whole game grows or falls with your first three encounters. If you don't have functional healing by then, you can effectively drop it. RNG is mighty, an early shop is useless with no income, an encounter can be a single 50hp wolf or 250hp madness. It's odd when first encounters are more difficult than second to last.
I have one single balancing request that might help anyone: make the healing of "Lone Wolf: Deal 3 damage, heal 3 HP" scale with strength as well. Does not need to affect the other healing cards, but this alone should help.
I tried several times to block and heal back up before turning ogre route, but it's really hard if rng is not particular nice to you.
Also: some nice image as trophy for beating the last boss would be nice, rn it is visually more attractive to lose...
You have a great project here, I really enjoyed plaing so far.
I have managed to beat the game however it does seem to be quite unbalanced with enemies having a major advantage. While most of what I would suggest seems to been addressed in the patreon 0.0.7 version, I think block needs to be buffed in some manner as enemy strength scaling quickly makes it useless It could scale with your strength or have a separate buff maybe, healing cards are a necessity currently which is fine however the shop healing needs to be increased
The game feels a bit (very) difficult. Multiple enemies in the same encounter that scale strength whittle down all my health, only for poison enemies to kill me after. Maybe make less enemies boost strength or do it in smaller amounts or less frequently? Please?
The amount of enemies is random for now. In the next version I made some difficulty adjustments. V0.0.6 is on the harder side, sorry (but not impossible)
Has anyone ever beat this since they removed the heal scaling with strength? It feels like it is impossible to gain any health anymore and the later bosses have so much health you are not going to kill them before they kill you. Farthest I have ever got was just before the final fight
Hi,
Thank you for playing my game :) Here some basic strategy to win: Conserve your health with blocks and stack STR or Poison before going offensive. Healing is mostly used to counter enemy poison (that can't be blocked). There will be more strategies/changes once I implement a store and other means of getting health back in events.
For Patreons I also uploaded 2 playthroughs with different tactics.
I think have cards that heal and damage scale off of damage would be a good idea, because enemies can hit extremely hard and then heal 2-5x the healing/shield I have
In version 0.0.1 it had a card that did that but it seems the dev removed or changed how the card worked in 0.0.3 making it deal flat healing rather than scaling healing
Atleast put in the description you are using ai art.
Amazing graphic and game play design!
One detail that I think that will make the overall character much better is to make them to scale, as in height of all characters and no one's head is twice bigger then other's.
Yes, a lot will change until the end :) I'm focusing on the technical part first and finetune the graphics later.
keep at it! lookin good for first steps.
Thanks!
Good morning, afternoon or night, I'm RogerGC, a novice english to spanish translator, I worked on Silly Wisher (Android/Ios app) translation and I am interested on join to your project, if u are interested and need more information please dm me on Discord - - > RogerGC#6682
Thank you for your interest, but at the current stage I'm not interested for translation. It would be more work for me, which I can't afford. I also don't have a budget. I'll keep you in mind for the future.