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nobstar

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A member registered Mar 09, 2025 · View creator page →

Creator of

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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.

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 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.

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Thanks again for the suggestions: the update is now live.

See devlog

A forfeit button and changes to card pull sound like goods ideas! I'll take a look into implementing these.

I'll leave the "nudist area" modifier as-is. Sure, it can make bouts too easy - but it depends on the build ("clothes-tank" players who invested in updating their clothes stat, or who have a levelled-up "rip off" card do not get to use that advantage for that one bout, while players who are weak on clothes get a bonus).

Update looks good.
Thanks 🥰

The app also gives some malware protection (not relevant for browser games, but for Windows/Linux stuff), so I'd definitly recommend it. 

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I've considered it - but what is the reason you'd want that (browser is very easy to use and has no security risk for players)?

If it's for offline play, I'd recommend you use

both will download browser games from itch and make them available offline.

Or is there any other reason you'd like a standalone download? 

PS. The Mitch App will probably work (to play any itch browser game offline), but I have not tried it out myself.

Its browser only (no offline/APK variant), but it is designed to work on phone browsers.

Let me know If you encounter any issues on phone screens.

Ah yeah, I see the tooltip for that card is not very helpful, I should improve that 🤭

Bascially it does what you would expect: it prevents your opponent from using her mouth. In other words, it prevents her from using some of her cards.

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.

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 😅)

Sorry, no, that is not currently planned. Maybe in the far future.

Thanks a lot 🥰

I just uploaded the new version.

You are in luck - I already started working on adding selectable diffculty (I agree the last change made it way to easy ).

I plan to upload the new version tomorrow.

I get your frustration, sometimes its not just the girls fucking you but the RNG too :D

I just uploaded an update which makes this a little bit less rough (and which makes the game easier overall)

Wow thanks, you really looked at it deeply and took time to think about the mechanics 👍

Totally agree the flow is a bit rough. I like your idea of a "grope" card to make the beginning phase more engaging. I hope I'll manage to add that and upload it today.

In general, I think the game would benefit from having more focus on the deck building, e.g. by allowing the player to choose at least parts of the starting deck (and maybe allow some fine tuning between rounds) instead of making it fixed. But I'll have to see when/if I get around to that.