Update v0.07 Experimental exploration.
Deck of Desire » Devlog
Updates
- Finally a boss to defeat in the boss room.
- New generation of exploration room.
- New shop image and new shop options.
Feedback for experimental feature:
In exploration room now are secret paths (only visible when standing in the cell with said path).
I'm not sure if this adds, or makes the exploration strange and frustrating.
So feedback on this would be highly apreciated.
Minor updates
- Increased font size,
- Multiple grammar errors fixed.
Files
Deck of Desire v0.07.01.zip 53 MB
Jun 13, 2022
Deck of Desire v0.07.01.apk 114 MB
Jun 13, 2022
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Deck of Desire
A deck builder where you use moves to bang a village until they are healed.
Status | Canceled |
Authors | GhostlyUmbreon, fluffy, GhostlyUmbreon |
Genre | Card Game, Strategy |
Tags | Adult, Erotic, Furry, horny, Lewd, NSFW, Roguelike |
Languages | English |
Accessibility | Interactive tutorial |
More posts
- Update v0.10 PolishSep 24, 2022
- Update v0.09 ExpansionAug 16, 2022
- Update v0.08 Rebalancing and FixesJun 22, 2022
- Update v0.06 New Trait.May 28, 2022
- Minor update v0.05 Roguelike updateMay 22, 2022
- Update v0.04May 16, 2022
- Bugfix: Quest exceptionMay 03, 2022
- Update v0.03 changes.May 02, 2022
- First updateApr 13, 2022
Comments
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It's been a few updates since I last played, so I'll offer feedback on all the stuff that's new to me.
The tutorial still breaks for me if I skip when the unplayable card is in hand. The boss fight has also resulted in a softlock both times I have reached it. At some point the opponent doesn't act and you never draw cards.
The card swapping after victory is a really good mechanic and I feel like I have a lot of control over my deck and draws. One thing that can be improved upon in this regard is for cards that require a specific setup, like the target being "sensitive" or "lubricated", requiring for a card that creates that effect to exist in the player's deck or the offering pool to show up.
The random events are neat, but I feel like they need to be created as a "set" on the map instead of being fully random. I've had 4 dryad flower events in my second playthrough and nothing else. This change would also allow to guarantee a set number of shops and campfires on the map. Many of the events have a very steep pleasure entry price, I feel that a battle or another way to avoid the damage (perhaps by losing a card or piece of underwear instead) would make the players more open to experiment.
The top row of starting upgrades is a lot more powerful than any card related ones. It might be better to allow players to pick one from the top and one from the deck card ones, instead of two of any type.
I don't know if larger decks are something that's actually a good goal for the player to get upgrades for. Smaller decks offer a lot of consistency advantages over big ones. I think a set deck size is better in this regard, maybe 15-20 cards total.
I like how the game is coming along. The deck management in particular is in a really good spot now, the player has a lot of freedom to come up with all sorts of fun strategies. Very nice work, I'm looking forward to future content!
:O
I'll have to read this a few times XD
There's a lot of things that I like and you sparkled a solution for a problem I recently found. >:D
Thanks for the feedback
Always a pleasure to see you around :D
No problem, thanks for developing a fun game.