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(+2)

Tried it, and being like a demo, it's absolutely freaking awesome! Tons of potential and amazing execution! 

Looking forward to it's development!

Hey,this game is great so far! I played every character and the hardest one was definitely the yellow one (I forgot the name) I hope the game gets updated soon!

PS. I wish there was a sandbox mode where the enemy doesn't deal damage so you can test out strategies/just mess around

check out the question mark hidden on the character select screen ;) Glad you enjoyed the alpha!

Deleted 71 days ago
(+2)(-5)

This game has a great concept, but I really hope the AI images get replaced later down the line as they're a massive turn off right now

(+3)

Okay, I've just played through the demo with every character and here is what I've found:

Positive

- I love the story and the images and how everything is set up. It would also be cool, if you'd make the curves bigger if they grow bigger
- I love the mechanics of the card types and how you can combine them.
- The UI is bug free, smooth and super clean, only in the shop it is a bit confusing

Bugs

- Whenever you have two identical cards in your hand, it will always choose the leftmost of them. This makes it look like the game is choosing cards you didn't selected.
- The stronger green cards you can buy deal less damage than described (10 and 15 instead of 12 and 16)
- When losing, it always shows the bad ending with the blue character.

Balancing

- While it's great characters have their own specific cards, you shouldn't lock healing to only a single character.
- Since you can't have healing cards, playing any of the red height draining cards is super risky and most of the time not worth it
- And since playing red cards is super risky, the entire idea of the pride type becomes useless, making it by far the weakest type to play with.
- The characters are super unbalanced. Red was easy, purple was extremely easy and with green, I've won literally in the second turn. Yellow and Blue on the other hand were extremely hard, especially yellow. I needed to reset the fight over a dozen times, because the slime would easily outgrow me every turn, making my deck useless
- While having a universal type is great, I don't think it's a good idea to have a starting character with that type. Maybe an unlockable one, sure, but with a red character as a starting character, getting any cards is way easier than with any other character.
- Cards need more versatility and utilities inside their types. Restricting them to do only one thing makes some types more valuable than others. For example, you NEED green or purple to win, while yellow is pretty much useless and red is only good for the fetish content.
- You need ways to remove cards from your deck. Over time, cards become useless and need to be replaced, other times, you can pollute your deck with too many weak or free cards.

Other Suggestions

- Please make a small view when hovering over a card that shows it in detail. You can not read any of the card effects when you have too many of them in your hand, which is quite easy to do with blue or yellow cards.
- Add royalty free music. Leaving the game mute is quite odd. If you don't know how to make or commission music, it is not a shame to use royalty free music.

Over all, it is a great game and I can't wait to see progress on it. You've made a great fundamental design, it only needs to be tweaked with more knowledge and research about how to design cards.

(2 edits)

Here are some ideas of mine how to improve the types:

Blue

Turn blue into a complete utility card type, but make it easy to get useful cards. It could include drawing cards, discarding cards, healing  and removing status effects (if you plan any)

Green

Green is already as good as it is, but It could be more around the character itself, so stat boosts or blocking would be great additions.

Yellow

Yellow should be all about being dominant and better than the enemy. The base idea is already great, but very situational, so cards about worship and gaining height just for being awesome would be cool, while also being the type that can farm points the easiest to show the greed of pride.

Purple

Purple could lean more into submissiveness and lust. You could be able to shrink, increase lust and inflict lust upon yourself to do damage or do other effects.

Red

Instead of red being a universal type, it could all be instead about leeching of anything from the enemy (health, stats, height, cards, etc), while also being the one type that is able to inflict damage passively through thievery and mischief (poison, bleeding, paralysis, etc).

Black / White / Other color

Introduce a new type for universal. It should only be accessible through the point transmutation to show tribute to Lethara and could theme more around Lethara giving your her blessings for the battle for giving her tributes. This could include field effects, buffs for you or debuffs for the enemy. 

(+1)(-1)

At least at this stage, intensity alone is quite unnecessary. Because the only enemy is simply too targeted. Really, I think blue is actually the strongest. Because blue comes with a lot of card draw, and blue can be traded for a lot of card draw. As long as you have the ability to over empty your library, then OTK is basically a nail in the coffin. After all, the penalty mechanic for over-emptying the library only really becomes a threat very late in the game. Because of this, at least at this stage, the inclusion of card removal is obviously a bit too powerful. I'm in favor of putting Just At the very least, the authors had to separate the different types of cards first, or else limited capture filter draw is almost a given when you can get a higher cost.

(3 edits)

Saying blue is the strongest due to card drawing and then saying card removal would be too OP is kinda a contradiction on it's own, right? If you could draw the entire deck with just blue cards and be left with weak cards in your hand while you play your combo, it doesn't matter much if you could remove cards from the deck you won't play anyway. I say blue is useless on its own without the proper cards you have to buy first. On the green character, it could be pretty powerful as her card is basically a free nuke, but on yellow or blue, I couldn't find any use for those cards.

(1 edit) (+1)(-1)

I think the point you're overlooking is that as long as your library can complete an idle, you're basically OTK. in the current level, the only thing that limits you is growth rate. The only reason it's hard to find a use for it in yellow and blue cards is simply because your enemy has a terrible card that halves blue and yellow energy. Initial. This will greatly affect your run speed. But as long as the overcards keep up, then you can theoretically run indefinitely. The first time you pass an empty library, you only have to compound the cost of 1 drop of blood that is better than nothing. You can replace all the energy you've saved up with generic premium red cards and supplement your draws appropriately to make sure you can still continue to turn the deck empty. The cards you buy in the store will all go into the deck, leaving you with no “weak” cards in your hand. You'll just be grabbing more and more high-level damage and high-level red cards as you go along. Of course, it doesn't matter if you don't grab high-level red cards, you just need to spend a little bit of red energy to buy high-level purple energy, and then use the high-level purple energy to buy high-level purple cards and you're done. As long as the deck is running, you'll make more and more money on your costs. So adding removal cards is a terrible thing. Because right now the only thing that can interrupt your running is if the filter draw ratio isn't high enough coupled with not enough luck to cause the deck to stop running with tons of high level energy cards and high level damage cards, otherwise your deck just keeps spinning indefinitely. On top of that In fact, I've been able to grow to a height of 6km in just 3 turns using purple characters that take advantage of the fact that it's easier to rack up purple costs now, and that's with a hand so full of cards I can barely see them anymore

(2 edits)

Then... instead of blaming removal cards, how about blaming the sytem itself for being too abusable? If you already think this system can be abused in numerous ways, then blame the system and not one type of card. I can guarantee you, the more cards and systems the dev will add to the battle, the more fragile the card shop system will be, lol.

That's why I proposed a split from red cards being universal cards into their own card type, because the universal card type system is already busted.

(+2)

No way this gets released the moment I was done with Growing Rivalry, another card-based growth game.

(+3)

There might be correlation there lol, I was getting pretty tired of GR, that was my big incentive for the game.

(+1)

GR is good, its just developments stagnated a bit and its very limited by RPGM

On his patreon, he said he is done for now and left the game after a terrible rebalance, which made it so much harder, if you don't know the exact combo to progress.

What annoyed me was the dozens of UI bugs and softlocks you can brick your save file with. The card UI is also pretty buggy and laggy, but that's because the official plugin he uses is just that bad, lol.

I have over 40 or 50 hours on this game myself, and I was getting tired of it after the fifth or so event softlock.

(+1)

Honestly, this game is fantastic. I haven't played a game this fun in a long time. But then again, the game does seem a little low on overall completion at the moment. Since there's only one level available, the enemy difficulty in that first level feels a bit lower than usual. Of course, I understand it's just a demo—but precisely because it’s a demo, I think there should be a reduction in the number of special statuses/keywords used, especially since I’m not quite sure what some of those keywords or effects actually do.

Standardizing descriptions is quite necessary. Providing clear and consistent wording, and making sure important information appears where it’s needed, is equally important. Also, I think the number of enemy attacks is a bit too much—it makes the overall combat flow feel a little... cluttered. Sometimes, I feel like if enemies only used one card per turn, it would help reduce the information density significantly.

A lot of enemy cards don’t really synergize with each other; in many cases, it feels like they’re just stacking random effects. I think it might be better to make individual enemy cards stronger, but reduce the total number of effects each turn, so the pacing feels less overwhelming.

It would also be nice to have clearer feedback for injuries. For example, when I’m swiping or checking values, my attention is mainly focused on the cards. As a result, I often miss when I take damage or heal, simply because there’s no noticeable feedback. Having at least some kind of hit confirmation would be much better than nothing.

That said, I didn’t get a very clear sense of the difference between HP and Desire during my playthrough. From what I can tell, Desire feels like a variant of HP—just used by characters that are more focused on that resource. But since many cards seem usable regardless of the character, it’s hard to see if there’s a meaningful mechanical distinction between the two.

Also… for a size-based game, how am I supposed to win without a good stomp or two? When I’ve grown to be thousands or even tens of thousands of times bigger than my opponent, I feel like it’s about time to end this farce myself~

Then again, with the way the current values are designed, it seems like both sides recover their sizes every time you start a new battle. I can see why that’s necessary for balance—but there’s something a little empty about realizing all the growth you’ve earned is only “temporary.” And with percentage-based growth, things can escalate really fast—both for the player and the enemy. Once that size gap opens up for whatever reason, it just snowballs and becomes harder and harder to close. And because of the nature of percentage scaling, values keep accelerating faster and faster. I only tapped the value a few times and already shot up to 2 kilometers tall. That’s… a bit much. So I think a better system might be to rely on fixed-value growth, and have both sides gain size only from each other whenever possible. That way, you avoid extreme inflation.

By the way, do you need any help with UI design? I don’t have much experience in that field, but I’ve worked with art before, so I might be able to assist a bit.

(+2)

DISCLAIMER, I WILL NEVER POST LINKS IN THESE COMMENTS! DONT DOWNLOAD ANYTHING YOU SEE HERE!

(+2)

First of all, great game! Bang up job for an alpha 10/10

As for feedback:
- Even if I select "metric" in settings, the bio of the characters and intro stories still show imperial units
- During the intro stories, while the height comparisons to other physical entities are enjoyable, I'd love for it to reference standardized measurement units more often.
- The only way to advance intro stories seem to be with a left click. Pressing enter or space bar would be cool too
- I love the size flavor text you have incorporated into the tutorial explanations. Absolute banger. 
- During gameplay, while the size delta is the only thing necessary for gameplay, I'd love for my character to be displayed in full graphics next to my opponent for a much more real size disparity representation... #height_comparison (even though I understand you wanting to play with perspectives)
- I don't find it very intuitive that whenever I select a card, the card that gets played is the left most card in hand with that same title
- Right now, when I hover over a card it doesn't zoom in enough for text to be readable. When learning about new cards I have to individually right click each one to read them. I admit the graphics are very intuitive and should allow for fast memorization of each card's effects, but I thought it should still be pointed out in favor of accessibility and responsiveness 
- I don't think it was explained in the tutorial that the maximum amount of cards you can hold in hand is 7
- It's absolutely impressive that in a game of "growth" you've found an amazing way to be able to succeed at the game while playing from much smaller stature with cards that benefit that sort of gameplay
- The "Viscious Rivalry" card is awesome
- The way to exit the card compendium isn't obvious
- Every time I re-open the settings it seems to default to "Hybrid" measuring units

I absolutely adore this game and can't wait to see how it evolves into a fully featured card game! Keep up the awesome work

Thanks so much for the review! Thanks for letting me know about the metric inconsistency (I honestly just forgot about the character select screen in my implementation >.<), I'll add space bar for text advancement, its an easy addition.

A "Mirror" function is on the way, so you can see your character's sprite next to your opponent's in an accurate to scale environment.

The left-most card getting played is a bug, around the 10th is when I'm dropping the next update, and it has a fix.

7 is your hand size per turn, but you can draw over that limit, but I can add that to the tutorial for sure.

(+1)

Awesome! Can't wait for the mirror function. I understand that visually it would make sense to have the environment adapt to the scale of both the characters and the background according to POV but it's such a development trap... I'd totally be ok with a static background just as it is right now <3

As for the hand size I really thought we weren't able to have more than 7 cards in hand but I see now I'm wrong so I don't really see a need to have it explained in the tutorial. Thanks!

The Card Compendium either doesn't have or is very hard to find way out of the card listing page.

(+1)

Press ESC; Left click on "return to title (progress will be lost)"

It's not obvious but it's there.

yeah, that's my bad, next update I'll have more clear controls posted

(+1)

After restarting the game and pressing settings, settings getting set back to default. Fullscreen off stays but Resolution, Quality, Measurement Units, Text Speed and Volume getting reset.

Measurment Units Metric doesnt change the Height in Character Selection to Metric.

Looking out for more things ^^

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