SakeTami
hardcoded
hardcoded

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Build Revision 2

Ok I uploaded another revision!!!! This will not be typical, going foreward, fyi. We just had a ton of structural changes with this version so the bugs were crazy. ANYWAY. Now Insult to Injury should be working! Bite lip should have the correct art! And the play area UI element has been slightly fixed! It now shows up at the side of the screen when you play a card UNLESS you maximize the window. It works fine if you drag to resize the window, but for some reason, some UI elements get fucked up by the Maximize thing specifically. It's like the game doesn't detect the actual window size after Maximize accurately. I'll fix it eventually. And it's not like the play area UI element is super vital. Sorry about the daily builds lmaoooo but I so appreciate you all testing the game and giving me feedback!!!

https://yoplatz.itch.io/the-succubabes-bathhouse/patreon-access

Loose Patch Notes:

Comments

This is really mild, but the word is spelled "goddess" with two D's. It's also "NPCs" not "NPC's." (It's both correct and incorrect in the message where you first go to the bathhouse). Also, it would be amazingly nice if your deck was consistent -- as in, if you forget cards, they stay forgotten, and if you gain cards, they stay gained. It's sort of depressing to be unable to repeatedly have to start from scratch instead of progressively improving.

Ashe C. Addams

also I am probably missing something but when I read that the player might end a run during the first combat, I thought a couple things. 1. the math isn't mathing - the player starts with 25 health and only needs to draw two or three combos to win. the chance of losing the first fight seems very very low to me. if the player had discard as an action or if the heat penalty was lower for staying in combat vs leaving, i think it would basically be impossible for this to happen. 2. if the starting deck isn't strong enough to win one fight against a snake lady, maybe kat's starting deck should be buffed? I remember reading that Kat is more of a straightforward damage dealer character, but she doesn't start with any cards that deal damage outside of a combo. I almost never take Bite Lip from the field but I have to admit that it would be thematic to include in the starting deck of the orc barbarian character!

kiki✨

also glad you're considering this! maybe being locked in to combat isn't the way forward, but it could be good to have an option to stay or leave. maybe staying has a lower heat penalty or something. also I think it would be funny if the button was labeled "edge" instead of "pass"

kiki✨

other QoL stuff - you should be able to view your entire deck, and also the subset of remaining cards that it's possible to draw next. enemy descriptions of rewards & penalties doesn't usually match the gameplay. neither does down time's flavor text iirc

kiki✨

I made it to stage 2 a lot more consistently on my second night of trying the demo, but have yet to defeat stage 2 boss. cards that let you draw or swap out from your current hand (like glimpse, piercing gaze, wigglers etc) were the most reliable. I guess some of those cards are +0 and others are -1 but with some choice involved. losing all of those cards in stage 2 drops your momentum to zero, which feels bad. there were a couple times that I drew a card in stage 2 that I had bought in stage 1. to my understanding this is a bug? but I would prefer to keep some or all of those cards. stage 2 with a starter deck and 19+ heat is just not a fair proposition. if the player is really supposed to continue on with high heat and no stage 1 cards, then the cards available in stage 2 need to be way stronger and give way more momentum. like +1 or even +2 cards. I experimented with farming gartner snakes for the max health increase. I only ever got up to 28 heat which doesn't feel too meaningful. rewards across the board could be stronger, tbh. I have some ideas. +2 or 3 heat capacity would be a start, but I'd love rewards that let you interact with your deck in more complicated ways. how about a reward that lets you duplicate a card in your deck? if you really don't want to reset heat between rounds, the healing reward from lesser succubabes could be doubled or tripled - and I'd still be choosy about taking heal vs Beg (because the card reset murders your economy)

kiki✨

I played the new revision a bunch last night and have some notes! not necessarily new stuff, but stuff I've noticed. in the tutorial, when the boss shows up, it says you'll have a few turns before it starts dealing heat every turn. but that's not true, it deals heat right away. another thing about that kind of heat dmg each turn - it is dealt as soon as the monster shows up. At one point, I made it to stage 2 with only one heat remaining, and there was no way to survive. as soon as a lesser succubabe spawned, the run was over - i didn't even get a chance to play cards or start a battle because the damage was dealt at the beginning of the turn. would it be better to deal damage at the end?

kiki✨

yay! I'm glad you liked the idea. I realized that about runs ending immediately as well. I had a thought in the shower yesterday, sort of a revision of the idea. what if combat ends when somebody comes, -or- when you deck out. and to facilitate that, the whole deck gets reshuffled at the start of every turn. that way there'd be even more strategy involved in buying stuff and using the Forget cards. then you'd be able to design around max deck capacity, as well. start it low and then increase it a bit for killing x monster or clearing a stage, that kind of thing.

Mayor T

if i changed it so that a single combat continues until either the player or the monster cums, then the player would often end their entire run on their first combat. I want the player to be able to fail and attempt to recover, to an extent. I could see drawing back up to five at the start of combat being fun though. I will consider this :D

Fortunae Virgo

actually combining this with that other patron's suggestion of combat not ending until either the player or the monster comes makes a lot of sense. minimizing dead hands and back and forth turn changing would streamline a lot of the experience.

Mayor T

I think it would add a lot more strategy to the game if any unspent cards in your hand while you're on the field screen stayed in your hand when you started combat. for example, say it's a new turn. I'm on the field screen and I've got first touch, flirt, two second guesses and a ponder. I pop the second guesses and the ponder for their coins and buy a card, then enter combat. the first touch and flirt stay in my hand and I draw three new cards to bring my hand back up to five, and I combo from there. it feels really bad when you have a good combat hand on the field screen and it gets discarded when you go to actually start combat. doing it this way instead would give gameplay a good setup>action flow and reward strategizing. also it reminds me of five-card poker where you discard to get a better hand. I think I said this before, but I'm posting it again because as I'm playing more of the game I'm continuing to feel like it's a good idea.

Mayor T

hardcoded does not do this. Also, I do not plan on doing this many builds per month in the future. I hope to get it back down to a nice little One Build Per Month

Fortunae Virgo

Instead of releasing build after build, why not create a client that does patches and updates on your own schedule? Doesn't Hardcoded do this?

Robakabob


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