seeing what the moves the opponent uses actualy does would be useful, theres one person who keeps spamming assault generator and deals 60-80 damage and its like what are you supposed to do
I've had fun with the card mechanics. And of course, I've enjoyed watching girls get huge, can you blame me? It's just a little too easy to press the "concede" button when you're playing with keyboard controls. An "Are you sure?" prompt would be great!
I got bug in Casino game at Gambling Den ,the Blackjack Cards never reset so I only play 1 time then it never playable.
if I Force skip the require to play Blackjack Cards game then I got Contradictory outcomes : whatever I win or lose the dialog will play I win and pickup prize ,yeah I got them. then dialog play I lose and better luck next time.
For people interested in the full version, I payed for the Patreon 3 days ago and I have been having a blast with it.
I started playing because of the tags, I kept playing because the gameplay was very solid (and because of the tags). In it's core this game is a very solid deck-builder where you can focus on crafting and piloting your deck. You don't have to worry about the actions of an opposing player like in Hearthstone, and you do not have to learn attack patterns like in Slay the Spire.
The UI can be a bit clunky, for instance when you try to use the mouse to add or remove cards from your deck. But that is the only complaint I have.
The amount of cards, the types of packs, and the random nature of what you get at what point made playing through it multiple times real fun. I never picked the same type of deck twice across my playthroughs and even after more than 20 hours I still haven't played over half the pack types.
Argh, you know what, I'm spending too many hours on this demo not to support and get the full version like you. I do hope the game gets less janky as it is updated though I don't have too high hopes because it's fucking RPG Maker lmao. Just hope my particular "tags" are more appealed to in the full version...
Yeah, most of the jank might just be pushing RPG Maker to the extremes like this game does. But NickSav has been very active on fixing and responding to bugs and bug reports on his Patreon and Discord, so i have confidence that any issues that can be fixed, will be.
is the castle not implemented yet because when i try to go there it says it cant find map 32 and that file also doesnt seem to be in the last update file
damn it :( so I think what’s happening there is if the target “dies” from the card effect, it still try’s to complete the rest, but because their dead, it can’t.
Itch didn’t let me rate this for some reason but I quite enjoyed the demo. Interesting switch up to a card game from your past RPGs and very much like that you’re incorporating different types of expansion!
Based on the devs other answers to comments on here: The demo will get more content as the game gets developed, but the full game will probably be a payed version.
If you want to brute force through valeria's regen there's only 3 practical methods that come to mind.
1) The light fairies that put copies of fairy fire into your deck so you have an unlimited supply of fairy fire that does more damage with each hit.
2) Use the augmented corruption card of dark fairies to start an upgrade chain where you use 16 corruption to summon the Ultimate Dark Fairy Queen. Once you get your hands on that and have played enough dark fairies its actually entirely possible to one shot Valeria in her strongest 750 hp form in the demo. Even if you get the ultimate queen out super fast lowering the initial power it'll still easily do over 200 damage and heal you for just as much as it hurts the enemy. Even if the first attack doesn't kill the card will persist as long as you don't foolishly remove it from the game yourself.
3) The exodia like route: use an A.E.R.A. upgrade deck to crank aera to lvl 32 upgrade to turn her into galaxy crusher form. Poor Valeria got obliterated by over 150k damage once that landed.
Any chance of of bug fixing the demo so that at least the castle can be visited? If it's intentional atleast have the game give a proper response instead of an error message of there being no map32.json.
i think he didn't remove the map by right way , if he just delete the json from data then it may happen error due to the link broken and database didn't catch up the update.
you can copy and past map017 and rename it to map032, that JSON is the game looking for.
okay, how to you beat the Queen? I can deal, like, 55 damage in a single turn, but I can’t offset the 112 healing she does. I spent like 20 minutes fighting her because she couldn’t beat me. I quit out of exasperation. It’s really annoying, because the 3 npc’s beat her every time apparently.
I found a somewhat reliable way of using the 'gladiators cunning' cards (found in the gladiator packs) where for each gladiator card you play it adds one damage to the damage dealt by the card so after a while you can chunk her health per 100 a hit and push through her healing.
Got what seems to be a bad ending, but I had over 4000 height (thank you, parasitic succubus) and only lost one match... is that the only ending in the free version or did I do something wrong?
So basically, I need to make sure that I don't spend too much on cards? Not sure how I feel about that when I was supposedly twice her height... was I able to challenge her, ever? it didn't seem to allow me when I tried to go to the castle.
Also, guess that means I'll have to start again, wish I didn't have to lose my whole card colletion...
Is Size Worship bugged? I got the trigger condition (had played at least 30 Gladiator cards and was 350 bigger) but it never added a card. Is there a way to know what each card does? I've seen a good chunk of cards with text cut off
Some way to know when the Parasite ability is available or not could be good. Also, got a kill with Parasite Zombie and got a TypeError: Cannot read property 'makeTargets' of undefined. Maybe caused by it trying to make a card after the kill?
Great! After the enemies are able to have decks and cards are balanced a bit better since opponents will be able to use them, I'd be willing to pay about $3 for this; I'd be willing to pay more than that if more body types/fetishes are present than in the free demo, such that my more particular preferences are appealed to.
I decided to throw together a quick guide for people!
I've played many card games and I can say this is a fun one, although awkward for deck building.
How to play: Easy, place bets and use your cards to beat your opponent
How to get started: This is a lot harder then expected, as your starting deck isn't the greatest. However, there is an easy strategy using the game mechanics. Starting Deck: You have 3 important cards. Cannon Soldier, Jagged Edge and Rapid Recovery. What do they do?
Cannon Soldier: 4 cost, deal 7 damage and draw 1. This is what we call a "neutral play" in card games, going equal in hand advantage.
Jagged Edge: 2 cost, deal 2, draw 1. A "worse" Cannon Soldier as it has less damage.
Rapid Recovery: 3 cost, discard itself to grab two from grave (or discard), THEN discard a card. This is broken, because unlike other games.... IT CAN BRING ITSELF BACK.
How to use the Starter Deck: Be as hand negative as possible and be efficient with every use of MP until Dark Contract (take damage, discard, draw 4. Hand reset), to get your pieces. Get both Cannon Soldier, Jagged edge can assist, but is good to keep and Rapid Recovery. Play Cannon Soldier, follow up with Rapid recovery to get itself back and Cannon Soldier, discard what you drew. This creates a hand positive loop as you draw for turn, just make sure not to leave your CS in the grave before the final draw. This is 7 damage per turn, hand positive, and reliable.
Other Decks: I have given names to every other deck based on their archetypes.
There are 8 total decks you can make effectively.
Fire Fairy, Light Fairy, Dark Fairies, Lifesteal Gladiator, Enrage Gladiator, Machina Spam, A.E.R.A, and Chimera
Fire Fairy: Slow Ramping Fairy's abusing cards like Fairy Hero and Fairy Mage to create a fire and finale, to slowly increase damage with Firestorm and Fairy Explosion. You use Fairy Priestess, Fairy Queen and Coronation (discard, spawns a Princess in hand and Queen in deck) to increase your damage and heals. However this INCREADIBLY blocks your deck because of additional in deck generation of 6 cost cards. It has way too much generation to be a coherent strategy. Use with caution for extremely long fights.
Light Fairy: Light Fairy's have a lot of draw power and can be used to recycle cards like Stomp extremely fast, I also like to call this Fairy in a Spam Can. Fairy Priestess is busted however, as with infinite cards you can infinitely heal yourself to full each turn.
Dark Fairy: Haven't tested much but it's a Token Archetype, abusing points of "Corruption" to heal, deal massive damage or create new cards. This is cheap to build, but does require both Legendary's.
Lifesteal Gladiator: I would say the best. Every card draws into something else and deals damage, permanent height increases built in, extremely cheap only using 1-2 copies of a few cards such as Glad Juggernaught, Regal Gladiator, Size worship, etc
Enrage Gladiator: This is about being as low health as possible, which is dangerous but rewarding. Using low heal cards to keep yourself sustained, you can abuse Overwhelming Fury (+1 damage to glad cards) and Vengeful Fighter (2 + Your missing health/2) to deal insane amounts of damage. Good on easy mode.
Machina Spam: Use big golem and scrap generation to throw an insane amount of Machina cards into the graveyard to deal increasing amounts of damage with how much Machina is in grave. I wouldn't consider this a strategy, but it beats most low Height NPC's in 2 Minutes.
A.E.R.A: Personally my favourite strategy. Using "Upgrade" cards you can augment different effects onto the boss Legendary A.E.R.A which creates infinite MACHINA copies of itself in deck, and will Upgrade further when augmented enough. Why do I specify Machina? Because Assault Mech can Search it, as well as any other Machina Search, so feel free to run a big deck. It has infinite scaling, regeneration, DOTs (Damage over time), and very accessible. However, it is very expensive, costs me at least 400 height each run. Just run one of each Upgrade card, 3x Search, Scrap generator and some of the other heal cards, and A.E.R.A.
Chimera: This is what I call "Do whatever you want". It would be cool if there was an actual monster girl archetype but this is just every card that is good on its own. I would say this is where you'd go for endgame, putting Stomp, lifesteal cards and Energy Drain.
How to build your own: Do not use my word as law, I may be experienced but everyone has a playstyle. I recommend reading the cards, although the menu is really awkward. 3 rules however, Hand Neutral is good, Infinite generation of permanent cards is bad, Damage and Draw is king.
To the Creator: Thank you! This is fun and i'd really like to see some more with this. If you want me to ever test something out or give my opinions, let me know. I love card games and deckbuilding, and I have a lot of opinions about what would be good in a deck.
But personally, if you could add something which tells you where characters currently are that'd be great.
The standard cards and "all cards" are in the firest pack to the left, the second pack is exclusively fairies, the third is exclusively gladiator's and the fourth is exclusively Machina/Machines
I'm very interested in what seems to be a dynamic system between the contestants. I was hoping that it would permutate their decks and select for the best ones, but so far as I can tell, they are not playing with cards in the first place (fair enough, that would have been very impressive, though); as it is, what regulates the difficulty of each contestant, and determines whether they will beat another?
Looking forward to it! There are certainly some infinites and broken combos lmao, which is fine since it isn't multiplayer IMO, it's very rewarding
Though being able to get infinite height during a battle might not be ideal - maybe make it steal from the opponent instead, so you can only get a certain amount per battle?
ir feels like their attacks are based on their height? Not sure but i challanged a girl double my size and she had an attack which reduced my health by more than half. XD
the demo will receive updates periodically. There will be some content that won’t be available outside of the Patreon version, but I will add more content to the demo over time.
I must say I like the base game design of the cards a lot (as well as the other kind of design), but RPGMaker made it pretty tedious play. The game frequently just stopped responding to input, and I had to wiggle my mouse around for the game to finally realize what going on, and even then it takes a long time before the game responds to anything even if it's registering the input properly. I know this game is already bending a game engine backwards just to make it run a card game, so would it even be possible to fix something like this?
hmm, that I haven’t had happen to me yet. I’m assuming it’s probably cause the game would chug memory causing a drop in frames as the game progresses. Was there any particular area where you noticed the issue happen? Or does it just occur in general.
Definitely not an FPS issue. I don't know enough about how RPGMaker's wired to say it's a coding issue with absolute certainty, but it does look like one, looking from the outside. Something like mouse position scaling wrong with DPI, or just simply hover events not being hooked up properly, idk.
Wanted to throw an example video on youtube, but then I realized that I don't have a spare phone number to use for an alt account, so here's a Vimeo link of me just hovering over cards in the selection menu (You can also see card tooltips being cut off as a bonus issue :D ): https://vimeo.com/manage/videos/889192645 The exact same thing happens when playing as well, cards, or even the end turn button is hard to click on.
Ah! Essentially it’s because the touch control with the mouse suck complete ass on MZ.
I would honestly advise using the keyboard when you want to build decks, the editor from there becomes much less clunky….
It’s an issue the card dev plugin owners do know about, but just a slightly complex one to fix currently. For now use the keyboard to make things easier for you (whenever they manage to fix the problem, I’ll be updating both the demo and paid versions with relevant fixes!)
Ah, damn, RPGMaker strikes yet again with its jank. You have my condolences for being bold enough to try to use it for a card game, and not use like... any other engine :D
The issue isn't just with the deck builder, but is present in combat as well, even if not AS bad. Can't say I'm a fan of playing a card game with keyboard, but I guess it's better than nothing, yea, thanks. I didn't realize that was even possible. I guess that makes sense in hindsight.
Technical jank aside, I really like the idea of this game, and I hope for the best. So good luck!
yeah, like with anything if you try really warp an engine, stuff tends to behave oddly.
Generally, keyboard for building a deck, mouse for everything is what I’ve found to be the best way forward.
Eventually they’ll get fixed and patched by the plugin dev, but I’ve looked into myself and it’ll be time consuming given the spaghetti code state that the rog maker core scripts are…
A suggestion I have, although no idea how difficult it is to implement, is to have a navigation button on the "Contestants" screen so that we can travel to where that particular contestant is directly. Given the number of locations, it gets a little tedious as people begin dropping out to find someone and it's a lot of useless clicks around the world.
Otherwise a fantastic demo and really like where it's going.
that can be tricky. Since most of them move around each time block.
But, I’ll be releasing a compendium type guide which will list their locations in each time block so it makes it easier to find certain characters. (Will be doing it soon hopefully!)
I guess that's what I meant. Being able to have your home as a central navigation point and then seeing a list of locations with the names of each person at the location during that time of day would be easier than bouncing around all the locations. Still I imagine that's super difficult to program into RPGM.
There are card descriptions that do not fit in the display window, so I can't tell what they say. It would also be nice if there were descriptions of each pack set in the shop before you buy them...
sadly you can somehow softlock yourself, dont exactly how but 0 Cards in Deck / "Trading Post" in Hand / 18 Cards on Discard. (Maybe because i removed the last 2 Cards in my Deck with Overdrive)
When i try playing "Trading Post" i just get "Trading Post" back and lose 2 mana. Next round i dont draw a new card and can only loop my "Trading Post" or End Turn until i lose.
hmm, yeah, I may put a conditional on Overdrive so it cannot be used if your deck doesn’t have above a certain number of cards. Thanks for bringing it up!
Ooh, cards? That sounds better than typical RPG maker combat (or at least different, which is all I really need honestly). I like rpg combat as much as the next guy - or maybe MORE than the next guy - but man do I get tired after the 100th rpg maker game...
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seeing what the moves the opponent uses actualy does would be useful, theres one person who keeps spamming assault generator and deals 60-80 damage and its like what are you supposed to do
I can write a list of them eventually. Few more to be added actually :p
I've had fun with the card mechanics. And of course, I've enjoyed watching girls get huge, can you blame me? It's just a little too easy to press the "concede" button when you're playing with keyboard controls. An "Are you sure?" prompt would be great!
Hmm, that’s a good call, might add that in future.
I got bug in Casino game at Gambling Den ,the Blackjack Cards never reset so I only play 1 time then it never playable.
if I Force skip the require to play Blackjack Cards game then I got Contradictory outcomes : whatever I win or lose the dialog will play I win and pickup prize ,yeah I got them. then dialog play I lose and better luck next time.
you didn't add switch 0368 to common event 0003 sleep event to shutoff so it stay open all the time.
I'm really feel Tired on checking your event context.
my fix : insert action "switch 0367 turn off" under “if switch 0367 on” at the last place , so this can be end correctly.
0365 and 0366 need same action like 0367 to be shutoff or they just looping in this.
did you had a playtest ?
yes. I’ve played blackjack every single day on my playthroughs with no issues.
I got dialog spam by Titania.
if you used any card she sold to attack her then she will play those dialog every time when the battle start.
that’s intentional.
then I gonna shut it.
you can use Enemy transformation in battle event so we don't need that many enemy team.
this game is just SEXcellent excited, to see more of this
For people interested in the full version, I payed for the Patreon 3 days ago and I have been having a blast with it.
I started playing because of the tags, I kept playing because the gameplay was very solid (and because of the tags). In it's core this game is a very solid deck-builder where you can focus on crafting and piloting your deck. You don't have to worry about the actions of an opposing player like in Hearthstone, and you do not have to learn attack patterns like in Slay the Spire.
The UI can be a bit clunky, for instance when you try to use the mouse to add or remove cards from your deck. But that is the only complaint I have.
The amount of cards, the types of packs, and the random nature of what you get at what point made playing through it multiple times real fun. I never picked the same type of deck twice across my playthroughs and even after more than 20 hours I still haven't played over half the pack types.
Argh, you know what, I'm spending too many hours on this demo not to support and get the full version like you. I do hope the game gets less janky as it is updated though I don't have too high hopes because it's fucking RPG Maker lmao. Just hope my particular "tags" are more appealed to in the full version...
Yeah, most of the jank might just be pushing RPG Maker to the extremes like this game does. But NickSav has been very active on fixing and responding to bugs and bug reports on his Patreon and Discord, so i have confidence that any issues that can be fixed, will be.
is the castle not implemented yet because when i try to go there it says it cant find map 32 and that file also doesnt seem to be in the last update file
never mind found it
use the castle option from the menu. I made a mistake and forgot to change the quick button event 😂
amawing game solid 9.3/10
the game is a bit hard to understand but still will recommend playing it
tried parasitic pack for battle, but when i used the parasitic zombie at one point this comes:
TypeError
Cannot read property 'makeTargets' of undefined.
Could only close the game :(
damn it :( so I think what’s happening there is if the target “dies” from the card effect, it still try’s to complete the rest, but because their dead, it can’t.
Really thought I got all of those….
Itch didn’t let me rate this for some reason but I quite enjoyed the demo. Interesting switch up to a card game from your past RPGs and very much like that you’re incorporating different types of expansion!
Thanks! I, probably like many others, just like big :D Bigger is better after all right? :D
When the game is complete, will it be available to everyone without paying?
better not think about it, if you always hope so then you will be painful.
Based on the devs other answers to comments on here: The demo will get more content as the game gets developed, but the full game will probably be a payed version.
How many stages does each of the MCs have?
They have 7 in the demo.
Do you know which cards are most effective against Valeria?
For maximum damage out, I would go with Dark Fairies.
If you want to brute force through valeria's regen there's only 3 practical methods that come to mind.
1) The light fairies that put copies of fairy fire into your deck so you have an unlimited supply of fairy fire that does more damage with each hit.
2) Use the augmented corruption card of dark fairies to start an upgrade chain where you use 16 corruption to summon the Ultimate Dark Fairy Queen. Once you get your hands on that and have played enough dark fairies its actually entirely possible to one shot Valeria in her strongest 750 hp form in the demo. Even if you get the ultimate queen out super fast lowering the initial power it'll still easily do over 200 damage and heal you for just as much as it hurts the enemy. Even if the first attack doesn't kill the card will persist as long as you don't foolishly remove it from the game yourself.
3) The exodia like route: use an A.E.R.A. upgrade deck to crank aera to lvl 32 upgrade to turn her into galaxy crusher form. Poor Valeria got obliterated by over 150k damage once that landed.
Is A.E.R.A a legendary card that I just haven't gotten even though I have gotten 4 obliterators, or am I not understanding something?
Yes, A.E.R.A is legendary. It's just luck at the end of the day. Kinda like real card packs :P
Any chance of of bug fixing the demo so that at least the castle can be visited? If it's intentional atleast have the game give a proper response instead of an error message of there being no map32.json.
Yes, fixing it now actually :P
i think he didn't remove the map by right way , if he just delete the json from data then it may happen error due to the link broken and database didn't catch up the update.
you can copy and past map017 and rename it to map032, that JSON is the game looking for.
okay, how to you beat the Queen? I can deal, like, 55 damage in a single turn, but I can’t offset the 112 healing she does. I spent like 20 minutes fighting her because she couldn’t beat me. I quit out of exasperation. It’s really annoying, because the 3 npc’s beat her every time apparently.
I found a somewhat reliable way of using the 'gladiators cunning' cards (found in the gladiator packs) where for each gladiator card you play it adds one damage to the damage dealt by the card so after a while you can chunk her health per 100 a hit and push through her healing.
i use fairy fire stacks at one point her healing gets useless if fairy fire stacks enough.
When the full game is out will you add it to steam?
I'm not too sure. The initial steam outlay is quite high and they have an indifferent stance on AI art. One day maybe, but not at this stage.
Got what seems to be a bad ending, but I had over 4000 height (thank you, parasitic succubus) and only lost one match... is that the only ending in the free version or did I do something wrong?
essentially, if the queen grows too big from her starting height, you will lose. You have to whittle her down as well.
So basically, I need to make sure that I don't spend too much on cards? Not sure how I feel about that when I was supposedly twice her height... was I able to challenge her, ever? it didn't seem to allow me when I tried to go to the castle.
Also, guess that means I'll have to start again, wish I didn't have to lose my whole card colletion...
atleast 5 day ago then you can attack BOSS.
if any AI still standing then they will do so.
you will need better card to match them.
castle will open day 7. Any character above 900cm will challenge the Queen each night.
The queen will only "Lose" when she reaches Less than 100. Whoever beats her, is declared the winner.
everyone can attack BOSS 1 time per days.
every time BOSS lose\win will pay 50 height to winner.
you can let some aggressive AI alive so they can help to low down BOSS.
How do you attack the boss?
the castle will open from day 7.
you can then travel to the castle and challenge Valeria.
Thank you.
Is Size Worship bugged? I got the trigger condition (had played at least 30 Gladiator cards and was 350 bigger) but it never added a card. Is there a way to know what each card does? I've seen a good chunk of cards with text cut off
Yup! Working on a compendium which will contain a bunch of information (locations of the girls, cards, effects, tokens that can be created).
Once I get it going, I’ll post a link to it :)
Some way to know when the Parasite ability is available or not could be good. Also, got a kill with Parasite Zombie and got a TypeError: Cannot read property 'makeTargets' of undefined. Maybe caused by it trying to make a card after the kill?
After my first turn the game no longer lets me play some cards.
which cards does it not allow you to play? If you can tell me which ones exactly I know where to look.
Dont worry I was just being stupid and I did not realize I had to discard.
Also are there planned updates for the demo?
eventually there will be :) I can’t say exactly what, but things will be added to the demo over time :)
Also how do you get Aria to her last 2 sizes?
Just keep "buying" deck points off her before day 10
5.0 is here https://www.patreon.com/posts/93596274?utm_campaign=postshare_fan
and you have to pay.
demo won't get update...most likely.
will the update be free in the future?
The demo will receive updates periodically as I add new cards or as the plugins update. (Or if I change art etc)
the full version will stay as a paid product, but the demo will receive more stuff over time as well.
Is there a way to pay once for the full version instead of having to stay subscribed to get each update?
At the moment no. But I probably will release a full version on here to purchase as well when it is finished.
Great! After the enemies are able to have decks and cards are balanced a bit better since opponents will be able to use them, I'd be willing to pay about $3 for this; I'd be willing to pay more than that if more body types/fetishes are present than in the free demo, such that my more particular preferences are appealed to.
you can add higher card to them but with require to use.
not support variable but can be Trigger by switch , need common event to check them.
I decided to throw together a quick guide for people!
I've played many card games and I can say this is a fun one, although awkward for deck building.
How to play: Easy, place bets and use your cards to beat your opponent
How to get started: This is a lot harder then expected, as your starting deck isn't the greatest. However, there is an easy strategy using the game mechanics.
Starting Deck: You have 3 important cards. Cannon Soldier, Jagged Edge and Rapid Recovery. What do they do?
Cannon Soldier: 4 cost, deal 7 damage and draw 1. This is what we call a "neutral play" in card games, going equal in hand advantage.
Jagged Edge: 2 cost, deal 2, draw 1. A "worse" Cannon Soldier as it has less damage.
Rapid Recovery: 3 cost, discard itself to grab two from grave (or discard), THEN discard a card. This is broken, because unlike other games.... IT CAN BRING ITSELF BACK.
How to use the Starter Deck: Be as hand negative as possible and be efficient with every use of MP until Dark Contract (take damage, discard, draw 4. Hand reset), to get your pieces. Get both Cannon Soldier, Jagged edge can assist, but is good to keep and Rapid Recovery. Play Cannon Soldier, follow up with Rapid recovery to get itself back and Cannon Soldier, discard what you drew. This creates a hand positive loop as you draw for turn, just make sure not to leave your CS in the grave before the final draw. This is 7 damage per turn, hand positive, and reliable.
Other Decks: I have given names to every other deck based on their archetypes.
There are 8 total decks you can make effectively.
Fire Fairy, Light Fairy, Dark Fairies, Lifesteal Gladiator, Enrage Gladiator, Machina Spam, A.E.R.A, and Chimera
Fire Fairy: Slow Ramping Fairy's abusing cards like Fairy Hero and Fairy Mage to create a fire and finale, to slowly increase damage with Firestorm and Fairy Explosion. You use Fairy Priestess, Fairy Queen and Coronation (discard, spawns a Princess in hand and Queen in deck) to increase your damage and heals. However this INCREADIBLY blocks your deck because of additional in deck generation of 6 cost cards. It has way too much generation to be a coherent strategy. Use with caution for extremely long fights.
Light Fairy: Light Fairy's have a lot of draw power and can be used to recycle cards like Stomp extremely fast, I also like to call this Fairy in a Spam Can. Fairy Priestess is busted however, as with infinite cards you can infinitely heal yourself to full each turn.
Dark Fairy: Haven't tested much but it's a Token Archetype, abusing points of "Corruption" to heal, deal massive damage or create new cards. This is cheap to build, but does require both Legendary's.
Lifesteal Gladiator: I would say the best. Every card draws into something else and deals damage, permanent height increases built in, extremely cheap only using 1-2 copies of a few cards such as Glad Juggernaught, Regal Gladiator, Size worship, etc
Enrage Gladiator: This is about being as low health as possible, which is dangerous but rewarding. Using low heal cards to keep yourself sustained, you can abuse Overwhelming Fury (+1 damage to glad cards) and Vengeful Fighter (2 + Your missing health/2) to deal insane amounts of damage. Good on easy mode.
Machina Spam: Use big golem and scrap generation to throw an insane amount of Machina cards into the graveyard to deal increasing amounts of damage with how much Machina is in grave. I wouldn't consider this a strategy, but it beats most low Height NPC's in 2 Minutes.
A.E.R.A: Personally my favourite strategy. Using "Upgrade" cards you can augment different effects onto the boss Legendary A.E.R.A which creates infinite MACHINA copies of itself in deck, and will Upgrade further when augmented enough. Why do I specify Machina? Because Assault Mech can Search it, as well as any other Machina Search, so feel free to run a big deck. It has infinite scaling, regeneration, DOTs (Damage over time), and very accessible. However, it is very expensive, costs me at least 400 height each run. Just run one of each Upgrade card, 3x Search, Scrap generator and some of the other heal cards, and A.E.R.A.
Chimera: This is what I call "Do whatever you want". It would be cool if there was an actual monster girl archetype but this is just every card that is good on its own. I would say this is where you'd go for endgame, putting Stomp, lifesteal cards and Energy Drain.
How to build your own: Do not use my word as law, I may be experienced but everyone has a playstyle. I recommend reading the cards, although the menu is really awkward. 3 rules however, Hand Neutral is good, Infinite generation of permanent cards is bad, Damage and Draw is king.
To the Creator: Thank you! This is fun and i'd really like to see some more with this. If you want me to ever test something out or give my opinions, let me know. I love card games and deckbuilding, and I have a lot of opinions about what would be good in a deck.
But personally, if you could add something which tells you where characters currently are that'd be great.
ooh this is really cool. Very detailed!
and thank you :D I also love card games. So being able to make one around a fetish I enjoy does help.
Which packs give the cards needed for each deck archetype?
The standard cards and "all cards" are in the firest pack to the left, the second pack is exclusively fairies, the third is exclusively gladiator's and the fourth is exclusively Machina/Machines
Succubus Deck: Nah I'd steal you
does this game auto save or something? cuz i can't click on the save button
everytime you go to sleep you can save
correct. You will be given the option to save each night after the “daily” height display is done.
missing a card art img/cards/UnstableExplosive.png
png name not found in zip.
just fake Unbeatable.png_ to replace it for now or my game are not playable.
data/map032.json are missing, when I try enter boss map I got black screen.
fake map017.json to replace it for now.
thank you! Will rectify these soon!
I'm very interested in what seems to be a dynamic system between the contestants. I was hoping that it would permutate their decks and select for the best ones, but so far as I can tell, they are not playing with cards in the first place (fair enough, that would have been very impressive, though); as it is, what regulates the difficulty of each contestant, and determines whether they will beat another?
sadly no. That part of the card plug-in hasn’t been implemented just yet. Once it does…. Well, things will get veryyyy interesting
As soon as that happens, be ready for all hell to break loose lol
Exactly. I can purposely give them degenerate combo decks :D
Hehehehe
Looking forward to it! There are certainly some infinites and broken combos lmao, which is fine since it isn't multiplayer IMO, it's very rewarding
Though being able to get infinite height during a battle might not be ideal - maybe make it steal from the opponent instead, so you can only get a certain amount per battle?
ir feels like their attacks are based on their height? Not sure but i challanged a girl double my size and she had an attack which reduced my health by more than half. XD
will the demo be updated when the paid version get updated or wont there any updates for the free demo version?
the demo will receive updates periodically. There will be some content that won’t be available outside of the Patreon version, but I will add more content to the demo over time.
I must say I like the base game design of the cards a lot (as well as the other kind of design), but RPGMaker made it pretty tedious play.
The game frequently just stopped responding to input, and I had to wiggle my mouse around for the game to finally realize what going on, and even then it takes a long time before the game responds to anything even if it's registering the input properly.
I know this game is already bending a game engine backwards just to make it run a card game, so would it even be possible to fix something like this?
hmm, that I haven’t had happen to me yet. I’m assuming it’s probably cause the game would chug memory causing a drop in frames as the game progresses. Was there any particular area where you noticed the issue happen? Or does it just occur in general.
Definitely not an FPS issue. I don't know enough about how RPGMaker's wired to say it's a coding issue with absolute certainty, but it does look like one, looking from the outside. Something like mouse position scaling wrong with DPI, or just simply hover events not being hooked up properly, idk.
Wanted to throw an example video on youtube, but then I realized that I don't have a spare phone number to use for an alt account, so here's a Vimeo link of me just hovering over cards in the selection menu (You can also see card tooltips being cut off as a bonus issue :D ):
https://vimeo.com/manage/videos/889192645
The exact same thing happens when playing as well, cards, or even the end turn button is hard to click on.
Ah! Essentially it’s because the touch control with the mouse suck complete ass on MZ.
I would honestly advise using the keyboard when you want to build decks, the editor from there becomes much less clunky….
It’s an issue the card dev plugin owners do know about, but just a slightly complex one to fix currently. For now use the keyboard to make things easier for you (whenever they manage to fix the problem, I’ll be updating both the demo and paid versions with relevant fixes!)
Ah, damn, RPGMaker strikes yet again with its jank.
You have my condolences for being bold enough to try to use it for a card game, and not use like... any other engine :D
The issue isn't just with the deck builder, but is present in combat as well, even if not AS bad. Can't say I'm a fan of playing a card game with keyboard, but I guess it's better than nothing, yea, thanks. I didn't realize that was even possible. I guess that makes sense in hindsight.
Technical jank aside, I really like the idea of this game, and I hope for the best. So good luck!
yeah, like with anything if you try really warp an engine, stuff tends to behave oddly.
Generally, keyboard for building a deck, mouse for everything is what I’ve found to be the best way forward.
Eventually they’ll get fixed and patched by the plugin dev, but I’ve looked into myself and it’ll be time consuming given the spaghetti code state that the rog maker core scripts are…
so, it’s novel ai mostly, mixed with some stable diffusion, mixed with mystic weaver and then a ton of hand drawing….
yeah, so you need to use the scribble tool and "Draw" the bigger sizes yourself.
A suggestion I have, although no idea how difficult it is to implement, is to have a navigation button on the "Contestants" screen so that we can travel to where that particular contestant is directly. Given the number of locations, it gets a little tedious as people begin dropping out to find someone and it's a lot of useless clicks around the world.
Otherwise a fantastic demo and really like where it's going.
that can be tricky. Since most of them move around each time block.
But, I’ll be releasing a compendium type guide which will list their locations in each time block so it makes it easier to find certain characters. (Will be doing it soon hopefully!)
I guess that's what I meant. Being able to have your home as a central navigation point and then seeing a list of locations with the names of each person at the location during that time of day would be easier than bouncing around all the locations. Still I imagine that's super difficult to program into RPGM.
yeah, it’s definitely doable. But for now, I’ll just post a spreadsheet that contains that data until I can find an elegant way of doing it.
Great game, the card system is fun and the Growth is cool as always. It would be nice to add SFX for the attacks and growing phases.
Also if you need help to build the game I have some free time and exp with RPG Maker MZ. '3'
sound effects on the agenda! Just low priority currently :p
There are card descriptions that do not fit in the display window, so I can't tell what they say. It would also be nice if there were descriptions of each pack set in the shop before you buy them...
Ah. That’s something I did forget!
I’ll release a card compendium for the demo version which contains all the card in an excel doc so you can check the cards.
Will there ever be a full free version?
at this stage no. One day maybe. As time progresses I will make changes to the demo though.
sadly you can somehow softlock yourself, dont exactly how but 0 Cards in Deck / "Trading Post" in Hand / 18 Cards on Discard. (Maybe because i removed the last 2 Cards in my Deck with Overdrive)
When i try playing "Trading Post" i just get "Trading Post" back and lose 2 mana. Next round i dont draw a new card and can only loop my "Trading Post" or End Turn until i lose.
Yes, I've had same problem with Overdrive card, so I thing it is just unexpected situation for code
I hope dude will fix that, but from other Side it is not so big problem, cous we alredy know about this
hmm, yeah, I may put a conditional on Overdrive so it cannot be used if your deck doesn’t have above a certain number of cards. Thanks for bringing it up!
Ooh, cards? That sounds better than typical RPG maker combat (or at least different, which is all I really need honestly). I like rpg combat as much as the next guy - or maybe MORE than the next guy - but man do I get tired after the 100th rpg maker game...