So, I'm just assuming that this is how that works, but the cards that say things like "damage = 2 x lvl" on them means the level of the card itself, not the level of the player. If so, you should make that more clear, because having two stats/mechanics named the same thing creates confusion if you don't address it.
Both the art and game-play aspects seem fairly polished and bug free. Game has a bit of roughness though
things I would like to see in potential updates:
> Using the mouse to move the character through the map A good QoL change
> Shops not disappearing after first visit It is hard to plan if I should use a shop or save for another in the current build. Being able to check if a shop had a powerful card/artifact worth saving for would make backtracking more worthwhile.
> A preview for what a card will upgrade into Some cards when upgraded have no visual text change on them?
> Better card readability is my biggest concern
The players hand in combat has the text portion hidden off screen preventing you from reading them at a glance. Dynamic card faces that automatically update to account for (De)buffs and card level would be so nice.
Some card wordings could be cleaner under a dynamic system.
The shop thing is probably intentional. Shops in many roguelike/lite games disappear once visited. Part of the challenge in those cases is balancing the risk of going more battles without the powerup that shops could provide, in exchange of being able to buy more things with your money
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So, I'm just assuming that this is how that works, but the cards that say things like "damage = 2 x lvl" on them means the level of the card itself, not the level of the player. If so, you should make that more clear, because having two stats/mechanics named the same thing creates confusion if you don't address it.
You should add a mode where we are the enemies, with their cards and a story for them
Both the art and game-play aspects seem fairly polished and bug free. Game has a bit of roughness though
things I would like to see in potential updates:
> Using the mouse to move the character through the map
A good QoL change
> Shops not disappearing after first visit
It is hard to plan if I should use a shop or save for another in the current build. Being able to check if a shop had a powerful card/artifact worth saving for would make backtracking more worthwhile.
> A preview for what a card will upgrade into
Some cards when upgraded have no visual text change on them?
> Better card readability is my biggest concern
The players hand in combat has the text portion hidden off screen preventing you from reading them at a glance. Dynamic card faces that automatically update to account for (De)buffs and card level would be so nice. Some card wordings could be cleaner under a dynamic system.
The shop thing is probably intentional. Shops in many roguelike/lite games disappear once visited. Part of the challenge in those cases is balancing the risk of going more battles without the powerup that shops could provide, in exchange of being able to buy more things with your money
Not too bad tbh... but, you should really finish the games you've been paid to work on, rather than start new ones.
a very silly nsfw game. and a fun one at that. you can remove the porn and it's still a good game so in nsfw standards. 10/10
edit: the combo potential of turbo slut is the kind of satisfaction i except from deck builders.
The app doesn't like the game if I remember it correctly. Couldn't download it there. I faintly remember an error message.
Cant i have android version
great game, thank you!
i really enjoyed this game! and cant wait for future updates!
This was really fun and enjoyable all around. :)