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Hello,
I found a bug , where could I show it for it to be known ?
(tbh it isn't a hard one to find , you only  need to have less than 4 card in your deck and use enticing, so you should already know of it )

Anyone inspired by Slay the Spire? That's not a negative, just drawing parallels. 

I like the game. The following feedback is given exactly because I like the game. I would not write such detailed feedback if I didn't really enjoy it. So please don't take it as a wall of criticism. 

Some bug reports and suggestions:

1. Cosplay does not always work as intended. It seems to work fine when it's used as the first card in the round, pointing back to a card from last round. But in the following scenario, it does not seem to work as intended: A) Play a simple card, such as Moon. B) Play Cosplay in the same around. The total score should then be 8 (3 for Moon, 3+2 for Cosplay), but it is not. 

2. The perk that gives energy is extremely powerful. It would be great it if only gave 1 extra energy, but it gives 2! I think that's way too powerful compared to other perks, particularly the one that gives 2 extra health. 

3. Having Bimbiofication + the extra energy perk breaks the game pretty quickly. As soon as you have extra energy, just buy all the bimboification you can, and you are soon turned into an immortal. I had 170 hp at the end of the game. I don't know what is possible within the engine, but here are a few suggestions: A) Limit the number of bimoification allowed within your deck (as in, they don't spawn more after a certain pin, or B) Add a card that increase in power based on the total number of hp, exclusive to enemies. So you get some punishment for having way too much health. C) Add a disadvantage to the player for using it too much. D) Make Bimboification also discard a random card from your hand. 

4. Currently, the elite enemies are just not very interesting. They don't provide enough challenge. I sugget ramping up both challenge and reward. 

5. Perks makes or breaks runs at the moment, at least on higher difficulties. After even a single level of Strapon or Bubble Butt, you can often win two rounds in a row with the card that sets enemies cards to zero power (whose name escapes me). That's not necessarily a problem, but the nature of shops (very rare and random) makes the game a little too luck-based a the moment. That is, if you find a shop at the time you have amassed 400 gold and get a good perk, you win. If not, you can easily lose early.

6. It's not possible to see the gold amount you have when you play on cell phone. I think the number gets cropped to two digits. 

As I said, this was meant as constructive feedback. Keep up the good work. 

One more thing. Cards that have 0 power and a conditional, such as Second Skin, are inconsistent with cards like Commando. I thought they were supposed to calculate their power AFTER commando reduced it to 0. This is how it works with Cosplay, but apparently not with Second Skin.

And another: Enticing is just not worth it at all. You get +1 Card Draw, but at the cost of 3 energy. And since you use one card to get one card, you get net 0 Card Draw, at only 1 power. I suggest you boost that to "draw 2 cards" next round. 

Even more. The way I read Second Skin, it should have a consistent effective power if the deck remains unchanged. But it constantly changes value, leading me to believe I don't think it counts the number of latex cards in the discard pile. 

All taken as constructive feedback! I'm a one man team building this game, so bugs and balance scenarios will escape me all the time! Thanks for bringing them to my attention! I really like the idea of some punishments based on perks later in the game, so you can't build an OP build and just coast through, and I will look into implementing that!

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Well, if you don't mind more constructive criticism, I have more walls of text. 

There are more cases where Cosplay fails. If I play two cards last round and then cosplay, it does not necessarily give the correct value, even if the "last card played" displays the correct power. 

If I may make suggestions regarding perks, to make them more consistent; 
1) Give one for free at the end of each boss. 2) Provide a guaranteed shop each level, half-way through the level. 

By the way, I never saw Outfit Oops in any of my games. It looks like a kind of punishment card, but I don't know how it winds up in the deck. 

Cum Cleanup is way too powerful for the price. It's a significantly better version of Bubble Butts at half the price. Once you have it in the game, Bubble Butt is almost redundant, if not for the fact that the two stack. You can safely bump the cost up to 2, possibly even 3. 

Creampie (if I remember correctly and that's the card that gives 10 power at 1 health) is waaaay too specialized. If you instead increased the threshold to less than 5 health, it would have some utility. Even less than 10 hp is fine, then you can use it to play a risky deck. As it is now, it's essentially a trap, getting you closer to 1 hp a lot faster. 

As it is now, I found the best tactic by far is to get as many delaying cards (like Commando and Bimboification) combined with as many of the card-counting cards (Abundance and Group use). If you have either 5 power or oral fixation, this creates an unstoppable force that can beat up any late game enemy, at minimal damage taken. That's a fine tactic, but it's also the only tactic I've had that works consistently. 

There are two alternative ways to win. First, the full latex mode. This is an insta-win, at the cost of locking your hand until you get the winning card. The problem with this tactic is that it only works consistently with a super thin deck. I end up passing almost every card once I have the required combo, except more latex-specific cards. It's also crap until you get all the cards for the combo in your deck. Is this a problem? No, not necessarily. It just is a frustrating deck to play. I have no good suggestion for that. 

The other alternative is to stock up on cards that have a lot of punch (Girldick, Free Use, Restrained etc) combined with cards that point to previous cards (Cosplay, Girlfriends etc). The main problem with this is the number of bugs concerning these second cards, which often give wrong value. I can't test it properly until those bugs are ironed out. 

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Another suggestion: The start of the game is kind of boring, because it's always the same. How about randomizing the player deck slightly? For example, give them 3 Flash, 3 Moon, and 2 other random cards among the unlocked cards? This can potentially give an overpowered start, but it's a pretty random progression anyway. Perhaps limit it to only purple (special) cards and not any with latex, so you don't start with for example Girldick.

Isn't Strapon and Pegging almost the same card? One has attack 3, the other 4, otherwise they're identical. I suggest changing one of them. A random example on top of my head, strapon can give +1 draw and +1 power to the cards next round. 

Same with Commando and Forced Bi? Same card, one is cheaper. I think you should change one of them, but I don't immediately have any suggestion to what. 

My plan with a lot of these better versions of the same card are to implement a rarity system, so you might have, say, a 5% chance of the rarity of Commando, and a 1% chance of the rarity of Forced Bi. I believe that implementing a rarity system on rewards will greatly improve balance and variety.

I see. I don't know if it's a good or bad idea, we'll see how it works out. 

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I like the game and hope to see more of it, I do have a bug to address. When I beat the game the continue button at the result page doesn't work

Thanks for bringing this to my attention! I'm currently working on V 0.2.0, I'll see if I can replicate and solve that bug!

i'm very excited to see where this goes.

Love the project 100%! Keep it up!

Some ideas for future updates:
- Some sort of mechanic to prevent dawdling/Grinding - being able to spend time to remove the "Fog of War" to plan a route completely removes the purpose of it and allows a player to beat all the enemies and visit the shop when they think it's wise. EG. Ghost from Spelunky.
(If this idea is followed, I think 1 shop per floor would be wiser, so players have to decide if they can spare time to visit the shop)

- More risk reward in cards and "Talismans"/"Traits"?