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Thanks the second time for your detailled analysis and suggestions!

I really like both of your suggestions, and I'll likely add both of them in the next few weeks.

I'll have to think about how to implement only allowing "useful" cards - the card limit is not hard coded to two cards, but depends on the difficulty (hard=2, normal=3 easy=5), but I guess I can find some sort of algorithm which does not punish the player on easier modes by giving them more useless cards than on hard mode.
(I had considered adding a shop level or something like that, to allow the player to sell useless cards and buy good ones, but in the end I decided that would make things too complex 😅)

(+1)

Ah! I jumped straight in hard mode, I didn't notice easier difficulties would change the copies limit.

Thinking about it more, the Boredom already penalizes you for having multiple copies of a card. I thought the card limit would be 2 on all difficulties because adding a 3rd Fondle is shooting yourself in the foot. There's only a few cards that can benefit from more copies. The Fingering and Fuck cards have their Dildo equivalent already, it's only Take Off Her Clothes that runs into that issue because it is necessary, has no alternative and doesn't care about Boredom.

If the Hard difficulty limits you to 2 copies intentionally, the duplicate cards rewards make sense. You can still win the game despite it, the Retry Bout lets you recover from terrible stripping RNG.

(+1)

Yeah I limited it to avoid players being able to spam a few good cards together with "reset boredom".

But I understand, that it feels frustrating to (by chance) only get new "crappy"/non-useful cards. I'm thinking I might adapt the picking algorithm from pure random to slightly adjusted probabilities (so that the more copies of a card you already have, the less likely it is, that another copy will be in the list, meaning players will get more new cards on average). That would benefit players on all difficulties.