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Many thanks! I recently added a patch that improved Card tooltips, if you played that version (v0.1.11) could you elaborate which areas I can improve the tooltips? I'll do my best to make things clearer!

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Off the top of my head:

  • You can't always see in the card selection screen what card is produced by another card (e.g., Voyeur doesn't show what a Jack is)
  • When you can see the secondary card, it's not possible to see tooltips for keywords
  • It's not clear what constitutes having sex (when the tooltips says engaged? the illustrations suggest there are multiple engaged states) or what effects having sex has, and thus why statuses like pinned matter
  • It's not obvious that Bluff applies a minimum of one turn of horny
  • One of the artifacts (I forget the name) says enemies begin with "-6 willpower damage," which I initially interpreted as meaning they start with six extra willpower
  • Some of the cards say "slick" in the bar immediately below the image. I couldn't figure out what that meant
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Many thanks! 

  • You're absolutely right, Voyeur's card preview isn't working currently as it's a sort of Power effect; I'll get ontop of fixing this!
  • I was thinking about how to handle this. Maybe I can have them in the same list on the right, but make it clear somehow that they're for the created card? Or maybe it's clear enough anyway since it's all just keywords?
  • That's a fair point. I refactored this sytem a couple months ago to make it more concrete, but the UI hasn't really acknowledged that yet. When the donut sex icon has a coloured circle outline it means engaged, the first state is still open to change as it's more like a "taunt" or "pre-sex" stage. This isn't really shown anywhere in the game so thank you for pointing it out! I need to make that much much clearer
  • That's actually a bug with Bluff. Thanks for letting me know, will work it into the next fix!
  • Maybe it would be clearer if I removed the minus icons from the placeholders as the actual text explains what it's doing? Take x damage or Heal x damage. Take -x damage can be misleading as you say
  • Ah I missed that Slick comment. That's a Card upgrade. Slick means +1 card draw. 2 of the Shop's cards will come with a random card upgrade. Maybe I should add card upgrades into the Card Effect tooltips? Might get a bit bloated but would clear things up a bit

Many thanks for taking the time to write those up for me, I'll work on resolving them and getting them into a patch within the next day or two.

It seems you've played a decent amount and have a good handle on things, do you mind sharing how you find the difficulty and balance? This is something I need to work on with feedback from the community over time, so any thoughts will be very helpful!  

You missed it because I added it while you were replying. ;)

Overall, I think the balance is fine for the first floor; maybe a little on the easy side. I would keep an eye on the power scaling as you add more floors; my experience is that you tend to either thrash the Minotaur or not make it that far, which means that second floor enemies may need to be much stronger than first floor ones to remain challenging.

Individual cards/artifacts/enemies often vary wildly in power, but that's to be expected in a game of this nature, especially one this young. It's not really a problem IMO, but I can draw your attention to specific examples if you care to start working on balancing them already.

Ahh I was too eager!

That's interesting, on F95zone it's a very common sentiment that the game is way too difficult. I'm working on a local patch which addresses many of the issues you raised! Thanks again for the feedback :)

I agree, the balance currently isn't great, and as you said a lot of it is because I'm trying to keep in mind that the plan is this game will span for 3-4 floors, not just 1. Originally there were more fights, more card upgrades, better rewards etc, I've gone through dozens of iterations of major changes to end up here so I think it's going in a good direction!

In the new patch I'm reducing most of Floor1s weak/medium difficulty enemies' Max Willpower/Arousal to make the fights faster and reduce chip damage. I also improved the visibility of Sex Types and changed the Enemy Attack Patterns to show more clearly that enemies become more dangeorus in a given Sex Type. So now there's a lot more feeling of "Oh crap, I'm stuck in Anal and taking a beating" vs the Corrupted Hero, whereas before it wasn't clear at all that Anal was more dangerous. It is highlighting a lack of Sex Type cards to help move, and it adds a lot of value to the cards which currently have it. I'm probably not gonna change too much with them for now as I want to see how it's all received by the community first.

Bit waffley, but anyhow big patch coming in the next 1-2 days! Be interested to hear your feedback if you get time to give it a try!