It’s a common issue with Unity and other indie games. The file isn’t malicious; it just trips defender’s automated machine-learning scan because it’s an unsigned executable (not verified by Microsoft) and packed in a ZIP file. The file is not malicious though I can verify.
Windows has built in stuff to flag any download that has too few otherpeople downloading the same thing. Yes they know this by stealing your data but that's another subject xd
am I being stupid or is there no way to even beat the tutorial enemy you have no cards that deal damage and the shop has no cards that deal damage either
Most of green type card deal damage, you mostly abuse the blue type card to draw more, use more card, the tutorial become pretty easy once you read what it says. And yes, use the blue girl, you can beat the tutorial with all characters but the blue girl is great to get started
Apologies about the tutorial, it doesn't do the best job of explaining things, a more proper tutorial to properly walk you through how combat works is on the way
Genuinely enjoyed the little demo, I was personally drawn to the vore shenanigans (shocker I know) and was hoping to be able to make use of it. Unfortunately without it being possible at the moment I am here to humbly request that I am able to play as a predator at some point.
The update is great and added a lot of cool mechanics. While in 0.1, for example, winning with yellow was super difficult, it's very easy if not too easy, but very fun now! Though it was maybe buffed a bit too much. With the free 2x point gain card and getting a store refresh counter every round, you can easily build a deck that escalates to growing over a 1km tall by only using yellow height drain cards. Since every of these cards can draw a card while you drain height, you can easily build a deck where you can cycle through it entirely every turn, basically throwing your entire deck at the enemy.
During the last update, I had the discussion about adding card removal cards would be too OP, since you can quickly draw your mega combo every turn, but this update added so many card drawing cards, it doesn't matter anyway. The big problem right now is that: There is no resource system for playing cards. While the enemy can only play three cards at once, you can throw the entire deck at your enemy. Also because a lot of the cards don't have any synergy, I sometimes resorted to just spam clicking my cards and hoping for the best until my hand was empty, but this is more a late game issue.
But I think it's great we can finally buy healing cards and the staggered card effects are pretty neat too! Since Slimantha deals a lot of arousal damage when you are super small, it can save you from a dangerous situation! Speaking of arousal: It feels like this has been nerved a ton in this update, making winning with only arousal characters almost impossible, since Slimantha heals 10 arousal every turn. Because purple cards also play around being smaller than the enemy, the entire "going micro" strategy fall flat as well, since Slimantha deals 1/4 of your entire arousal threshold every turn, if you become too small. I absolutely adore the special cards she has when you are micro, but this situation is super hard to reach if she isn't in neutral due to dealing 20 arousal a turn while healing 10 or so herself. I would definitely love it if you expand the entire "going micro" strategy and being able to easier beat her with arousal alone.
Last thing: It's super funny how you buffed the character card of green even more. In 0.1 I thought "20 damage? That's super OP!", but now it deals 40 by paying a tiny tribute.
---
This is what I feel currently about the balancing. I know I shouldn't criticise about the balancing if there is only one enemy, since they also have their preferred strategies, but I feel that every character should be able to confidently beat Slimantha and coming enemies with their designed strategy.
Also, it would be really cool if you add reference objects to their height delta or change the background images depending on their height. This would make the entire battle even more fun.
I would recommend picking up a "Low Impact", its the second Basic Vigor card, that way you can break out before Pin snowballs, even non-Vigor characters benefit a lot from it.
There is a vulnerability in the Android version: When a character is pinned to the ground by an enemy and the enemy is preparing an attack, the enemy will not change their deck in the next turn and will remain in the preparation state.
Really, really interesting concept! I'll end up as smaller as of the girls, with a premise like this... Hope to see some stomp and foot worship scenes later down the line!
Awesome! To include size coherence in a battle can be complicated, and not only you do it fine, but you also add so much details and changes for immersion and so much variety of situations. I played for hours to explore all the possibilities and be sure I savoured all of that great work. There is so much passion and care, it would be a shame not to!
I also like how the succubus point the things herself for the tutorial. She's cute!
Not currently, no. A proper history log and a buff display are coming though. The "Even More Me" part is intended, what's a card game without variance lol.
I need some submissive giantess art and cards when you are winning with sub, but you are bigger than, like taking damge grows you or you heal them but you grow.
The art cards can be in reverse, like you looking down at someone with them holding your leash
Size Deltas on cards determine when you can buy them, not use them, healing potion is bugged indeed, it'll be fixed in the next balance adjustment patch.
I wanted to beat the game with each character before I made a post, I've only lost with Reese so far in order to test the mechanic of breaking the game which while I enjoyed the scene I didn't like that the game punishes you for using the mage's mechanic.
All the decks seem pretty balanced (besides Reese), I think most of the negative feedback comes from people who haven't played a Dominion Style game before.
I think you should remove the mechanic that punishes you for using the mage mechanic to get infinite draws. I also think a clearer UI for what Slimantha is using would be nice as it all resolves immediately and it's sometimes hard to tell what happened.
Definitely love the game so far! Looking forward to some more scenes and possibly some animation loops?
Join the discord! The games a little hard to approach, especially because I'm balancing for a wide range of skill levels, and the server has a good amount of TCG players, swing by and some people can help you out with the shrinking game plan!
"Balance feedback by career TCG players" explains the OP's comment. As well as another checkmark for "H games make me want to go back to Sekiro, actual roguelikes, or other 'hardcore' games for easier input timing/grind than a horny game" design habits. Which in turn, reminds me of how often "Join the discord" ends up reduced to "Please stop putting the gameplay problems (or bugs) in a publicly visible location" and everyone claiming to be surprised by "unforeseen problems" at a rocky launch reception.
Thanks for the feedback. Dwarfing Dreams is built as both a fetish game and a roguelike deckbuilder, so it won’t feel like Sekiro or a pure TCG. Balance is important to me, though, and I'm still working to make sure the card pool and stance system have real depth for players who want to push it, while still making it approachable to new players.
The Discord is meant for deeper discussion, not to hide problems. Public feedback is valuable, and I am using it to spot and address rough edges. The goal is to deliver on fetish fantasy while still giving meaningful tactical decisions, and I’ll keep tuning as players dig in. Sorry you didn't enjoy the first alphas.
The next update will also add proper difficulty options on top of the debug character that’s already in the game, so you can tailor the challenge to your comfort.
Ah yes, Sekiro, the universally beloved fetish deckbuilder??? Bold comparison.
For clarity: this game is a roguelike deckbuilder, not a AAA soulslike, so things like 'input timing' and 'grind' don't even apply.
I'm not sure if you actually played through the tutorial, but if you did, and actually paid attention, you'd see that the starting characters are perfectly capable of beating the current content, some easier than others.
As for Discord, it's not a cover-up, it's where bug reports, balance polls, development teasers, and suggestions are posted, in plain view. You know... feedback?
So, if you've got concrete thoughts on the card balance, or anything really, by all means share them. If not, Sekiro will always be there to scratch your itch for fetish oriented deckbuilding games?
Interesting idea for a game. Curious to see how it goes in the future, though for the current state here's my thoughts. Basically all types need more cards/variety/effects to make gameplay interesting, beyond a first couple games, but the core idea is here.
1. Magic/mana path, pretty lacking. You just draw more cards, but they don't do anything else so if it's your primary you start week, end up on the backfoot, and only can stream roll potentially later on (but if squished/sat on/gooed not even that well potentially, also it punishes you for drawing too many cards in one turn). Magic needs something else, special debuffs, shrink spells, grow over time, growth on enemy card/action for X turns, shields, something more than now. The slime specificly counters this build, with moves that make you take damage on using more cards, or for drawing things out when they get bigger.
2. Physical/health, didn't try this character, but looks middeling from a glance.
3. Pride is very powerful. It heavily comes down to the first two or three turns, but if things go ok then you steamroll into auto win very easily against the current enemy. With more height, they dont do damage, but play catchup cards. But every grow card also is a draw card, so you can just keep going up like doubilng height each turn, if not more. Mixed with then some good debuffs to limit enemy actions once bigger, and now you branch out to others for actual damage but ya it seems easy. The part there's no real growth cards that dont rely on you being bigger already beyond the one or two you start with in her deck though means if you miss turn one or two, you just lose. If you get a bad turn 1 draw, and slime starts with growth and double card effect you basicly lose just like that. No real catchup mechanics in built, and way too much steamroll once over build (but enemy doesn't damage you once you get ahead well so works fine).
4. Subservant one is fairly good, played once for easy win, you give up some height, but also can start dealing damage right off the bat. It's just a steady damage output that scales up at an ok rate, but likely out damages the enemy, just carefull if they start grabbing you and locking your cards out near the end. No real counter play to those sadly.
5. Servant/special type forget the name (foxes deck) is also alright. While most of those cards are for catchup it feels like, taking damage to take a bit of height, and honestly I never use them, the ones she starts with that just steals height are good, and also help drawing cards. Quickly turned into a hybrid build since you can easily spec into any other card types quickly from her to bring n damage or draw 4 cards to help as you need making it the most flexible.
Although i do not agree with everything you said here, it would be best if you joined the discord and discussed it there. Yrel is very open to suggestions and will always ask for some opinions before posting an update to help try to balance weak/strong cards. https://discord.gg/cH5xHzUzWP
That being said, pretty cool concept and visually neat UI
We need more growth card game, it's always fun and it goes well together
The story seems promising too, even if there isn't much right now
It needs a lot of balancing, tho
1. the slime girl keeps healing herself and nerfing us, but we can't do it ourself, which makes us heavely underpowered
2. the sizes snowball like craaaazy, since it's in % everytime it quickly gets to a point were one of the two character is way bigger than the other and it's gg
3. some characters have less HP for more arousal, but since HP are targeted way more often, those character are kinda useless (unless I just didn't find the correct strat)
Requires immensee tweaking, haven't figured out how to beat THE FIRST LEVEL despite this being a demo. Art is good but that isn't hard with AI art. Has a good premise but again difficulty tweaking is necessary, at least for me.
There will be some tweaks in the future, however each character is currently able to beat slimantha (the first and currently only enemy). The key is playing into each decks strengths to win. If you require specific pointers i would recommend joining the discord and asking for help. https://discord.gg/cH5xHzUzWP
Also I hate to be that guy, but if you like the game, tell people about it! I'm very bad at advertising, so word of mouth is one of the best ways you all can help the project!
I really enjoy replaying every update but I think some characters are just better than the rest. I have only been able to win once with Reese, I've gotten a few wins with Cellica (actually got to like 3,452 feet tall in one game with her lmao), but I have yet to lose as Tess. I get that not all characters are gonna be created equal I'm mainly posting this because it was such a slog to get a good game with Reese (and even then I barely won).
Without exaggeration, the best size game I have ever seen. To say that before defeating the slime I lost somewhere 10 times? Well, okay, at least even a loss feels like a win. I hope you continue to develop this game, I wish you good luck. Maybe soon I become patron just for support you
The game is great, and very refreshing, especially how you are smart enough to put such concepts together into a working game. Brilliantly done. Although, would you please remove the newly-added screen shaking? It's inducing motion sickness and headaches.
Got it. Really like your intro story and the lines after the effect of the cards, it's fun to read them during the game play. Look forward to the stance system and further exploit of the Δ system.
Might I make a small suggestion of making damage reduce lust while adding lust heals damage. To direct players into a more focused combat type while reducing the risk of a quick stomp from the opponent. I have noticed that most of my losses have been to 0 hp and 100 lust at the same time.
Wtf why did you removed the volumen from the game by default? I can't change It, although I change the bar here It doesn't change the volumen, so theres not sound
I didn't remove volume. The game has never had any sound, sound is being added soon, this is a 0.1 alpha, things are slowly being rolled out, please be patient.
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When i downloaded i could not find the one for mac, even though it says that the mac version will be downloaded. How can i fix this?
is it possible to make the game playable in browser
...possibly, I can look into it
If it means anything, I can reassure that's a false positive, the games built in Unity
And? what's up with unity?
It’s a common issue with Unity and other indie games. The file isn’t malicious; it just trips defender’s automated machine-learning scan because it’s an unsigned executable (not verified by Microsoft) and packed in a ZIP file. The file is not malicious though I can verify.
Windows has built in stuff to flag any download that has too few otherpeople downloading the same thing. Yes they know this by stealing your data but that's another subject xd
am I being stupid or is there no way to even beat the tutorial enemy you have no cards that deal damage and the shop has no cards that deal damage either
Most of green type card deal damage, you mostly abuse the blue type card to draw more, use more card, the tutorial become pretty easy once you read what it says. And yes, use the blue girl, you can beat the tutorial with all characters but the blue girl is great to get started
oh theres a second shop
Apologies about the tutorial, it doesn't do the best job of explaining things, a more proper tutorial to properly walk you through how combat works is on the way
Genuinely enjoyed the little demo, I was personally drawn to the vore shenanigans (shocker I know) and was hoping to be able to make use of it. Unfortunately without it being possible at the moment I am here to humbly request that I am able to play as a predator at some point.
Godspeed :p
The update is great and added a lot of cool mechanics. While in 0.1, for example, winning with yellow was super difficult, it's very easy if not too easy, but very fun now! Though it was maybe buffed a bit too much. With the free 2x point gain card and getting a store refresh counter every round, you can easily build a deck that escalates to growing over a 1km tall by only using yellow height drain cards. Since every of these cards can draw a card while you drain height, you can easily build a deck where you can cycle through it entirely every turn, basically throwing your entire deck at the enemy.
During the last update, I had the discussion about adding card removal cards would be too OP, since you can quickly draw your mega combo every turn, but this update added so many card drawing cards, it doesn't matter anyway. The big problem right now is that: There is no resource system for playing cards. While the enemy can only play three cards at once, you can throw the entire deck at your enemy. Also because a lot of the cards don't have any synergy, I sometimes resorted to just spam clicking my cards and hoping for the best until my hand was empty, but this is more a late game issue.
But I think it's great we can finally buy healing cards and the staggered card effects are pretty neat too! Since Slimantha deals a lot of arousal damage when you are super small, it can save you from a dangerous situation! Speaking of arousal: It feels like this has been nerved a ton in this update, making winning with only arousal characters almost impossible, since Slimantha heals 10 arousal every turn. Because purple cards also play around being smaller than the enemy, the entire "going micro" strategy fall flat as well, since Slimantha deals 1/4 of your entire arousal threshold every turn, if you become too small. I absolutely adore the special cards she has when you are micro, but this situation is super hard to reach if she isn't in neutral due to dealing 20 arousal a turn while healing 10 or so herself. I would definitely love it if you expand the entire "going micro" strategy and being able to easier beat her with arousal alone.
Last thing: It's super funny how you buffed the character card of green even more. In 0.1 I thought "20 damage? That's super OP!", but now it deals 40 by paying a tiny tribute.
---
This is what I feel currently about the balancing. I know I shouldn't criticise about the balancing if there is only one enemy, since they also have their preferred strategies, but I feel that every character should be able to confidently beat Slimantha and coming enemies with their designed strategy.
Also, it would be really cool if you add reference objects to their height delta or change the background images depending on their height. This would make the entire battle even more fun.
I can never enter vore state because I always get pinned and can't get out of that state while small...
I would recommend picking up a "Low Impact", its the second Basic Vigor card, that way you can break out before Pin snowballs, even non-Vigor characters benefit a lot from it.
There is a vulnerability in the Android version: When a character is pinned to the ground by an enemy and the enemy is preparing an attack, the enemy will not change their deck in the next turn and will remain in the preparation state.
the detail put into each state is appreciated. really is a very pleasant experience to play. Thank you for your work.
Why haven't there been any updates for so long? Are you planning a major update or are you just taking a break from development?
The next enemy; Daisy, is coming, which requires far more work than prior updates. rest assured, work is still being done daily :D
Wonderful! I am very glad to hear that the update is in full swing. I'm looking forward to new updates.
Really, really interesting concept! I'll end up as smaller as of the girls, with a premise like this... Hope to see some stomp and foot worship scenes later down the line!
Awesome! To include size coherence in a battle can be complicated, and not only you do it fine, but you also add so much details and changes for immersion and so much variety of situations. I played for hours to explore all the possibilities and be sure I savoured all of that great work. There is so much passion and care, it would be a shame not to!
I also like how the succubus point the things herself for the tutorial. She's cute!
I hope more vore content is planned for future monsters. it was the entire draw for me to bring me to this game. (or vore based game overs :P)
Great concept, Can't wait for more. :)
I noticed Slimantha can play "Even More Me" as all her cards, which doesn't break but just doesn't do anything.
Is there a way to see effects from the previous enemy turn? Like if she plays the one that damages you when you play a card.
Not currently, no. A proper history log and a buff display are coming though. The "Even More Me" part is intended, what's a card game without variance lol.
I need some submissive giantess art and cards when you are winning with sub, but you are bigger than, like taking damge grows you or you heal them but you grow.
The art cards can be in reverse, like you looking down at someone with them holding your leash
found few bugs in 0.2 update. played just one game, so cant confirm them 100%
card "giant lick" shows Delta>240%, but it worked when i was smaller
new potion cards for mage sometimes have value way over 40 and stay in deck. for example healing potion had 160 heal
if i find more, i'll reply under this comment
Size Deltas on cards determine when you can buy them, not use them, healing potion is bugged indeed, it'll be fixed in the next balance adjustment patch.
can you fix it for Mac it doesn't work
Sorry, I don't have a mac device to test with :/
I wanted to beat the game with each character before I made a post, I've only lost with Reese so far in order to test the mechanic of breaking the game which while I enjoyed the scene I didn't like that the game punishes you for using the mage's mechanic.
All the decks seem pretty balanced (besides Reese), I think most of the negative feedback comes from people who haven't played a Dominion Style game before.
I think you should remove the mechanic that punishes you for using the mage mechanic to get infinite draws. I also think a clearer UI for what Slimantha is using would be nice as it all resolves immediately and it's sometimes hard to tell what happened.
Definitely love the game so far! Looking forward to some more scenes and possibly some animation loops?
the first level isnt beatable with starting deck
you have to get 200% to do any damage lol
Join the discord! The games a little hard to approach, especially because I'm balancing for a wide range of skill levels, and the server has a good amount of TCG players, swing by and some people can help you out with the shrinking game plan!
"Balance feedback by career TCG players" explains the OP's comment. As well as another checkmark for "H games make me want to go back to Sekiro, actual roguelikes, or other 'hardcore' games for easier input timing/grind than a horny game" design habits.
Which in turn, reminds me of how often "Join the discord" ends up reduced to "Please stop putting the gameplay problems (or bugs) in a publicly visible location" and everyone claiming to be surprised by "unforeseen problems" at a rocky launch reception.
Thanks for the feedback. Dwarfing Dreams is built as both a fetish game and a roguelike deckbuilder, so it won’t feel like Sekiro or a pure TCG. Balance is important to me, though, and I'm still working to make sure the card pool and stance system have real depth for players who want to push it, while still making it approachable to new players.
The Discord is meant for deeper discussion, not to hide problems. Public feedback is valuable, and I am using it to spot and address rough edges. The goal is to deliver on fetish fantasy while still giving meaningful tactical decisions, and I’ll keep tuning as players dig in. Sorry you didn't enjoy the first alphas.
The next update will also add proper difficulty options on top of the debug character that’s already in the game, so you can tailor the challenge to your comfort.
Ah yes, Sekiro, the universally beloved fetish deckbuilder??? Bold comparison.
For clarity: this game is a roguelike deckbuilder, not a AAA soulslike, so things like 'input timing' and 'grind' don't even apply.
I'm not sure if you actually played through the tutorial, but if you did, and actually paid attention, you'd see that the starting characters are perfectly capable of beating the current content, some easier than others.
As for Discord, it's not a cover-up, it's where bug reports, balance polls, development teasers, and suggestions are posted, in plain view. You know... feedback?
So, if you've got concrete thoughts on the card balance, or anything really, by all means share them. If not, Sekiro will always be there to scratch your itch for fetish oriented deckbuilding games?
your game is interesting but too difficult.i even can't beat the first level.
actually my card skills isn't good :)however,your idea is so nice and i feel so surprised.
hope your updates
The game feels so good to play right now! Great job with the updates!
Interesting idea for a game. Curious to see how it goes in the future, though for the current state here's my thoughts. Basically all types need more cards/variety/effects to make gameplay interesting, beyond a first couple games, but the core idea is here.
1. Magic/mana path, pretty lacking. You just draw more cards, but they don't do anything else so if it's your primary you start week, end up on the backfoot, and only can stream roll potentially later on (but if squished/sat on/gooed not even that well potentially, also it punishes you for drawing too many cards in one turn). Magic needs something else, special debuffs, shrink spells, grow over time, growth on enemy card/action for X turns, shields, something more than now. The slime specificly counters this build, with moves that make you take damage on using more cards, or for drawing things out when they get bigger.
2. Physical/health, didn't try this character, but looks middeling from a glance.
3. Pride is very powerful. It heavily comes down to the first two or three turns, but if things go ok then you steamroll into auto win very easily against the current enemy. With more height, they dont do damage, but play catchup cards. But every grow card also is a draw card, so you can just keep going up like doubilng height each turn, if not more. Mixed with then some good debuffs to limit enemy actions once bigger, and now you branch out to others for actual damage but ya it seems easy.
The part there's no real growth cards that dont rely on you being bigger already beyond the one or two you start with in her deck though means if you miss turn one or two, you just lose. If you get a bad turn 1 draw, and slime starts with growth and double card effect you basicly lose just like that. No real catchup mechanics in built, and way too much steamroll once over build (but enemy doesn't damage you once you get ahead well so works fine).
4. Subservant one is fairly good, played once for easy win, you give up some height, but also can start dealing damage right off the bat. It's just a steady damage output that scales up at an ok rate, but likely out damages the enemy, just carefull if they start grabbing you and locking your cards out near the end. No real counter play to those sadly.
5. Servant/special type forget the name (foxes deck) is also alright. While most of those cards are for catchup it feels like, taking damage to take a bit of height, and honestly I never use them, the ones she starts with that just steals height are good, and also help drawing cards. Quickly turned into a hybrid build since you can easily spec into any other card types quickly from her to bring n damage or draw 4 cards to help as you need making it the most flexible.
Although i do not agree with everything you said here, it would be best if you joined the discord and discussed it there. Yrel is very open to suggestions and will always ask for some opinions before posting an update to help try to balance weak/strong cards. https://discord.gg/cH5xHzUzWP
obligatory "shame you used AI art"
That being said, pretty cool concept and visually neat UI
We need more growth card game, it's always fun and it goes well together
The story seems promising too, even if there isn't much right now
It needs a lot of balancing, tho
1. the slime girl keeps healing herself and nerfing us, but we can't do it ourself, which makes us heavely underpowered
2. the sizes snowball like craaaazy, since it's in % everytime it quickly gets to a point were one of the two character is way bigger than the other and it's gg
3. some characters have less HP for more arousal, but since HP are targeted way more often, those character are kinda useless (unless I just didn't find the correct strat)
hope it helps !
Requires immensee tweaking, haven't figured out how to beat THE FIRST LEVEL despite this being a demo. Art is good but that isn't hard with AI art. Has a good premise but again difficulty tweaking is necessary, at least for me.
There will be some tweaks in the future, however each character is currently able to beat slimantha (the first and currently only enemy). The key is playing into each decks strengths to win. If you require specific pointers i would recommend joining the discord and asking for help. https://discord.gg/cH5xHzUzWP
Seems like a good game, but I can't beat the slime no matter what card I buy. I have been trying with Reese.
Also I hate to be that guy, but if you like the game, tell people about it! I'm very bad at advertising, so word of mouth is one of the best ways you all can help the project!
I really enjoy replaying every update but I think some characters are just better than the rest.
I have only been able to win once with Reese, I've gotten a few wins with Cellica (actually got to like 3,452 feet tall in one game with her lmao), but I have yet to lose as Tess.
I get that not all characters are gonna be created equal I'm mainly posting this because it was such a slog to get a good game with Reese (and even then I barely won).
Im not seeing the android version in the downloads...
Sorry! I was just in the middle of swapping over to 0.1.2.5a (A couple more fixes and a Tess sprite swap), they're back up now!
Understood, thank you for your hard work and take a well deserved break.
Without exaggeration, the best size game I have ever seen. To say that before defeating the slime I lost somewhere 10 times? Well, okay, at least even a loss feels like a win. I hope you continue to develop this game, I wish you good luck. Maybe soon I become patron just for support you
Thank you so much!
One of the best size games, and it's still just in alpha. Can't wait for the full release.
Thanks for the kind words!
The game is great, and very refreshing, especially how you are smart enough to put such concepts together into a working game. Brilliantly done. Although, would you please remove the newly-added screen shaking? It's inducing motion sickness and headaches.
Alright, I can add a setting to remove it, sorry about that
YReversal wheres your discord?
The link is posted on the project page, but here
https://discord.gg/cH5xHzUzWP
Помогите разобраться я ни как не могу научиться играть в эту игру
this game has insane potential dude
Glad you liked the alpha! stay tuned for the next update coming this week, its a sizable one.
Does the game work on mac? Cuz I cannot install it properly
Sorry I don't own a mac, so I cannot test. I was just trusting unity would be true to its word and work >.<
np, just wanted to know if this is problem on my side or not.
Seems that the penalty cards for draining your deck multiple times in one turn are not included in the card preview. Is this intended?
Intended, in the future the compendium will have a way to view tokens, but not yet.
Got it. Really like your intro story and the lines after the effect of the cards, it's fun to read them during the game play. Look forward to the stance system and further exploit of the Δ system.
Might I make a small suggestion of making damage reduce lust while adding lust heals damage. To direct players into a more focused combat type while reducing the risk of a quick stomp from the opponent. I have noticed that most of my losses have been to 0 hp and 100 lust at the same time.
Wtf why did you removed the volumen from the game by default? I can't change It, although I change the bar here It doesn't change the volumen, so theres not sound
I didn't remove volume. The game has never had any sound, sound is being added soon, this is a 0.1 alpha, things are slowly being rolled out, please be patient.
Ok, thanks for the information