Right now, I don't expect the game to be popular enough to warrant multiple languages and to be honest, the way the code is currently written doesn't really allow for easy text localization. So for now I don't plan on doing so, but I might get around to it in the future. Thank you for the offer though!
Thanks, that is really nice to hear! I was hoping I could put out an update every month or so, unfortunately it doesn't look like I'll be able to do so this month. I'll probably post a sneak peek on twitter or something though!
Oh baby. As an avid roguelike and deckbuilder fan this was very fun to play. The theme is also really hot, though I do wish there was some way for the fitness transformations to be represented as well on the character models.
Some gameplay specific suggestions:
- Only drawing a limited amount of cards per turn cuts down on the combos that you're able to play and frontloads most of the transformations into the beginning of the game rather than spacing things out more evenly.
- This is further compounded by the shuffling mechanic only occuring on turn end rather than upon reaching an empty deck, because it means that on some turns you have to play more slowly in order to get the full potential of drawing cards.
- The maximum hand size is also a factor here. 7 is quite small (compared to Slay the Spire's 10, for example) and cuts down on a lot of potential card draw strategies, especially in combination with the shuffling mechanic. Rather than being able to set up a combo with Drink It All Up following a massive card draw (say using Body Positivity at 40 weight to turn the tables on your opponent), the card is limited at a conditional +3 and takes a significant effort to set up, which kinda sucks for a card that costs energy.
Overall this was super fun and really well done for a prototype, and it definitely achieves the goal of being a hot transformation game. It just doesn't quite feel like a fluid card game yet.
For a prototype, this is really well made already! The concept is unique for a WG-themed game, and the gameplay seems well thought-out. The addition of small writing snippets when a character surpasses a weight threshold is a nice touch. Very much looking forward to seeing how this project progresses.
This game defiantly has potential! Hope there'll be more characters to battle against and maybe some... spicy action with a few of em. I'm excited for what's to come!
I don't have much input on the gameplay that wasn't already said, but I enjoyed this demo and the game looks promising! I am personally not much into weight gain as a kink, but I do love clothes ripping/humiliation/noncon stripping, which this incorporated pretty nicely.
I have a suggestion/request, which would be the addition of underwear to the character models. I've got a thing for underwear so seeing or having it implied to be stretched/ripped during the gain would be cool. Of course I totally get if the dick showing through the pants popping open is the preferred intent, or if the addition of undies is just not a priority, but figured I'd throw it out there in case there are like minds!
Oh yes, I've definitely thought about doing something about underwear. I plan on giving the player a few clothing options (they would be full outfits rather than customizable piece by piece), so I was wondering how I would want to handle underwear. In the end I just left it without, but it's definitely something I might consider in the future.
I had to make an account just for the purpose of commenting on this game, mostly because it only seems right after I've found myself in a loop of playing and replaying for the last... hour? Two hours? I have actually lost track. I know it's only a brief look at what (I sincerely hope) will become a much larger game, much in the same way my character keeps becoming a much larger man, while I'm barely putting a dent in Cedric. I sincerely hope that any future evolutions of the game give me the opportunity to completely blow up that smug so-and-so, because my desire for revenge cannot be sated with simply defeating him at a 16 weight points (though, admittedly, I am still yet to do that on hardcore mode). But, to be succinct, loving absolutely everything about this game. Mechanics are incredibly fun and addictive and the tone is perfectly executed. I cannot help but greedily await more!
It doesn't show in the short-term of a single match like this, but I see the action economy of limited draw power being tricky to work with in the future. With draw power cards being detrimental to yourself to some degree as well, It makes the long-term buildup difficult. You draw more cards the closer to 'bust' you are, but the other cards you have to help you draw cards also get you closer to bust, gradually feeding into itself. It's easily fixed with some smart tactics, but the ability to discard isn't particularly helpful in that regard. If anything, it's foolish to do in the long-term at the moment. As it stands, the only thing I'd really suggest is making a 'reshuffle' option that expends energy, probably make it cost 2 or 3, granted how beneficial it can actually be in the long-term.
Woof, I just wasted my time making an uneducated assumption on game design. Hope it helps somehow, and I'd love to see where this goes.
I agree with the limited draws, it's a problem I ran into myself. It's one of the reasons the player deck has like 3 different draw cards. For now, I intend to add more cards that allow the player to draw without any drawbacks, they could be, for example, just harder to obtain than the ones that have cons. In the end this is definitely something I need to look into more in the future.
As for discarding, it's pretty much meant to be a last resort option right now, for example when your full hand is awful, or even impossible to play without losing. You may have run into one of Cedric's cards that puts 2 "bad cards" into your deck. This card costs 0 but makes you gain 6 Wgt to draw a card: it's basically an extra penalty you have to pay if you want to draw your actual cards. You can also just not play it, in which case it takes up a slot in your limited hand size. In that case you can pay 1 Energy to throw it away.
I actually mastered the deck for the MC, and he's got some overpowered mechanics as well in the hard mode against Cedric, he uses weight to access more cards and especially in the beginning of the match the MC can possibly get cards that sacrifice weight for more energy I was able to get Cedric to 13 out of 16 hit points in the first turn. Although I do agree with the possibility of not getting good enough starting cards in the beginning to win but it is very unlikely to happen. The body positivity card can also help in a pinch.
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Can I help you translate your game into Spanish?
Right now, I don't expect the game to be popular enough to warrant multiple languages and to be honest, the way the code is currently written doesn't really allow for easy text localization. So for now I don't plan on doing so, but I might get around to it in the future. Thank you for the offer though!
I can't wait for the next update I already play this prototype way more than most (trying to get a higher total weight at the end of the hard mode)
Thanks, that is really nice to hear! I was hoping I could put out an update every month or so, unfortunately it doesn't look like I'll be able to do so this month. I'll probably post a sneak peek on twitter or something though!
that's great to hear I'm really looking forward to it
Oh baby. As an avid roguelike and deckbuilder fan this was very fun to play. The theme is also really hot, though I do wish there was some way for the fitness transformations to be represented as well on the character models.
Some gameplay specific suggestions:
- Only drawing a limited amount of cards per turn cuts down on the combos that you're able to play and frontloads most of the transformations into the beginning of the game rather than spacing things out more evenly.
- This is further compounded by the shuffling mechanic only occuring on turn end rather than upon reaching an empty deck, because it means that on some turns you have to play more slowly in order to get the full potential of drawing cards.
- The maximum hand size is also a factor here. 7 is quite small (compared to Slay the Spire's 10, for example) and cuts down on a lot of potential card draw strategies, especially in combination with the shuffling mechanic. Rather than being able to set up a combo with Drink It All Up following a massive card draw (say using Body Positivity at 40 weight to turn the tables on your opponent), the card is limited at a conditional +3 and takes a significant effort to set up, which kinda sucks for a card that costs energy.
Overall this was super fun and really well done for a prototype, and it definitely achieves the goal of being a hot transformation game. It just doesn't quite feel like a fluid card game yet.
For a prototype, this is really well made already! The concept is unique for a WG-themed game, and the gameplay seems well thought-out. The addition of small writing snippets when a character surpasses a weight threshold is a nice touch. Very much looking forward to seeing how this project progresses.
This game defiantly has potential! Hope there'll be more characters to battle against and maybe some... spicy action with a few of em. I'm excited for what's to come!
Like Slay the Spire but with nonconsensual transformation. I love it.
I don't have much input on the gameplay that wasn't already said, but I enjoyed this demo and the game looks promising! I am personally not much into weight gain as a kink, but I do love clothes ripping/humiliation/noncon stripping, which this incorporated pretty nicely.
I have a suggestion/request, which would be the addition of underwear to the character models. I've got a thing for underwear so seeing or having it implied to be stretched/ripped during the gain would be cool. Of course I totally get if the dick showing through the pants popping open is the preferred intent, or if the addition of undies is just not a priority, but figured I'd throw it out there in case there are like minds!
Oh yes, I've definitely thought about doing something about underwear. I plan on giving the player a few clothing options (they would be full outfits rather than customizable piece by piece), so I was wondering how I would want to handle underwear. In the end I just left it without, but it's definitely something I might consider in the future.
Fantastic! I'll very much be looking forward to future releases then.
I had to make an account just for the purpose of commenting on this game, mostly because it only seems right after I've found myself in a loop of playing and replaying for the last... hour? Two hours? I have actually lost track. I know it's only a brief look at what (I sincerely hope) will become a much larger game, much in the same way my character keeps becoming a much larger man, while I'm barely putting a dent in Cedric. I sincerely hope that any future evolutions of the game give me the opportunity to completely blow up that smug so-and-so, because my desire for revenge cannot be sated with simply defeating him at a 16 weight points (though, admittedly, I am still yet to do that on hardcore mode). But, to be succinct, loving absolutely everything about this game. Mechanics are incredibly fun and addictive and the tone is perfectly executed. I cannot help but greedily await more!
It doesn't show in the short-term of a single match like this, but I see the action economy of limited draw power being tricky to work with in the future. With draw power cards being detrimental to yourself to some degree as well, It makes the long-term buildup difficult. You draw more cards the closer to 'bust' you are, but the other cards you have to help you draw cards also get you closer to bust, gradually feeding into itself. It's easily fixed with some smart tactics, but the ability to discard isn't particularly helpful in that regard. If anything, it's foolish to do in the long-term at the moment. As it stands, the only thing I'd really suggest is making a 'reshuffle' option that expends energy, probably make it cost 2 or 3, granted how beneficial it can actually be in the long-term.
Woof, I just wasted my time making an uneducated assumption on game design. Hope it helps somehow, and I'd love to see where this goes.
Thank you for the feedback it's much appreciated!
I agree with the limited draws, it's a problem I ran into myself. It's one of the reasons the player deck has like 3 different draw cards. For now, I intend to add more cards that allow the player to draw without any drawbacks, they could be, for example, just harder to obtain than the ones that have cons. In the end this is definitely something I need to look into more in the future.
As for discarding, it's pretty much meant to be a last resort option right now, for example when your full hand is awful, or even impossible to play without losing. You may have run into one of Cedric's cards that puts 2 "bad cards" into your deck. This card costs 0 but makes you gain 6 Wgt to draw a card: it's basically an extra penalty you have to pay if you want to draw your actual cards. You can also just not play it, in which case it takes up a slot in your limited hand size. In that case you can pay 1 Energy to throw it away.
I actually mastered the deck for the MC, and he's got some overpowered mechanics as well in the hard mode against Cedric, he uses weight to access more cards and especially in the beginning of the match the MC can possibly get cards that sacrifice weight for more energy I was able to get Cedric to 13 out of 16 hit points in the first turn. Although I do agree with the possibility of not getting good enough starting cards in the beginning to win but it is very unlikely to happen. The body positivity card can also help in a pinch.