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(1 edit) (+1)

Moved convo here to not clog main page.
What I meant for the balance change on naked round modifier really comes to clothes tanking being both the strongest defense, and the most potentially punished by round modifiers. Its the only reward that is completely nullified. You could argue risk/reward but it honestly feels bad the first time you have to learn that lesson. If you spread out your reward picks its not that big of a deal, but it can be a game ender despite infinite retries if you hard focus clothes tanking only to have those bonuses ignored completely while enemies still keep their other increased stats. I'm actually a bit torn on the opinion, because thematically its a great round modifier and kind of needs all-clothes to do what its meant to. Maybe a different solution could be a better approach to keep the theme but not be so punishing. How about converting clothes into hp for that round, 1:2 ratio, both sides? This should make the modifier less punishing to clothes tanks but also less of a buff for nudist purists.

Also while I'm thinking about rewards, it would be neat if crits and self-damage rewards did something beyond their effective caps. Like, extra damage reduction could add 1 max to the card's offense or give the player an hp buffer equal to the excess for that turn. Not that it would be helpful for the main run, but for endless scaling. If nothing else capping the number of times those rewards can be picked before they stop showing up.

Again, thanks for the game, sir, and for pleasant conversation. I've had openly hostile reception on itch generally if I say anything besides "good job." I appreciate being able to converse.

(1 edit) (+1)

 I've had openly hostile reception on itch generally if I say anything besides "good job."

I guess devs can be a bit defensive about their 'babies' ;-) I'm very happy to get feedback - this happens way too little on itch. The game has been played more more than 30K times by now, and I only got 31 ratings and 10 comments :/

Regarding the 'nudist area' modifier: I do understand the frustration - in my tests it was always enough to adjust the deck (remove clothes targeting cards, replace with damage cards, which your opponent cannot do) to win, with maybe a few retries. But I suppose if you were 'lucky' enough to always get and use clothes stat updates and you cannot adjust your deck because you used all free cards to upgrade, it feels pretty bad to get stuck.

I have been considering nerfing the clothes stat upgrade a bit (I think the root cause of your frustration is that the current 'perfect' min-max strategy is to always pick it, if possible). A fairly obvious way to do that, would be to X5 clothes (player starts with 10 clothes), and have the stat update add only 3 or 4. But that will probably make the first (strip) game phase longer (1-2 clothes damage when max is 2 is not the same as 5-10 when max is 10), and I do want to avoid adding more of a luck factor to the strip phase.

it would be neat if crits and self-damage rewards did something beyond their effective caps.

Yeah, I think that makes sense in endless mode. I'd need to think about how to handle this (an easy way might be to not allow stats increases to drop, if they do not have a positive effect any more, but at some stage only getting arousal and clothes updates every time is also pretty boring). It would be nice in general to include more variants than the 4 stats improvements - in previous versions I made the player choose between 'interesting' cards and the stat update, but that increases the luck factor a bit too much.
I might be able to add some special abilities (every three rounds your card deals +1 arousal or similar) to be picked instead of a stat upgrade, but I also want ot prevent making the game too complex - its a simple, fappable porn game at heart.

(+1)

I had to think about your complaint regarding modifiers a bit more - I think I've now got a good idea on how to handle this better:

I'm currently considering adding a "remove modifier" function. This would allow players to sacrifice two cards and in return to remove the modifier. This gives real weight/cost to removing a modifier (player pays 2/3 of a card level up), so players cannot just remove any 'annoying' modifier they come across - but in most cases it prevents players from getting stuck (or needing to grind the same bout many times) if a modifier is too punishing.