Ren'Py Decked in Love [v0.1.3] [MrSilverLust]

4.00 star(s) 2 Votes

osanaiko

Engaged Member
Modder
Jul 4, 2017
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Can we get the content, but not the grind please?
There's already untold millions of AI generated images available on the internet, you'd be better off chasing after those than the few that are in this game which are intended as the reward for learning the card game and playing well.

What you call the "grind" is literally the thing that is supposed to make it fun for fans of "slay-the-spire-likes". At this stage, the storyline is paper-thin, so if tactical card battles are not your jam then the game is probably not for you.
Having said that, if you desperately need these specific images, go find "unren-forall" and use it to extract the RPA files, the images will all be revealed.
 

AlexFenec

Newbie
Nov 20, 2022
66
66
I haven't seen an adult game based on Ring of Pain yet. The difference in rival management and the light deckbuilding make it distinct from Ring of Pain, it puts its own twist on the concept and feels like its own game.

I feel like the game could be more generous with its rewards. I enjoy the game, but not enough to grind to the end 15 times. I reached the end with Miriam twice and already feel like I need to become efficient if I want to complete the collection, instead of enjoying the game.

The randomness can be punishing at times. On my first attempt I faced the Taunt rival with the Weaken activity at the start of a level. Hand management can also be a chore as you are forced to play cards to draw new ones; it would be much nicer if you could discard cards to try and find answers to your problem.
 

osanaiko

Engaged Member
Modder
Jul 4, 2017
2,092
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Wow. This is incredible. Great gameplay and hot art.
But please give me an option to save the game mid way through a run :)
Save scumming doesn't really work with Renpy because the randomness is actually not really random (unless the developer intentionally reseeds the pseudo-random generator from a constantly changing source). You'll get the same results (cards) for every reload.
 

anon6076

Member
Nov 24, 2018
231
477
Those AI arts look absolutely the same between different projects.
Are they all trained to produce the same result, or devs are too lazy to setup generator and just use some stock of them?
 

Prokopije

Stupidity Exterminator
Donor
Jun 5, 2017
1,535
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Needs save game option, at least at the end of each level. It's annoying to start from level 1 each time we fail.
 
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MrBlobby2

Member
Jan 7, 2018
154
49
Save scumming doesn't really work with Renpy because the randomness is actually not really random (unless the developer intentionally reseeds the pseudo-random generator from a constantly changing source). You'll get the same results (cards) for every reload.
I'm not asking for a save to fudge the system. I just might want to take a break from the game and come back later.
 

MrSilverLust

MSL Games
Game Developer
May 22, 2021
438
2,867
Thank you all for the feedback. Most comments seem to be about the difficulty.

Before addressing the individual comments, let me just let me just state what I'm trying to do with this game and what I don't want to do:
I think this site has a strong bias towards Visual Novels - that's fine, my other game is also one - but there should also be room for games that are challenging, have true gameplay, are hard, and that take some time to get good at. I want this game to be hard, but fair. The idea is that good players can beat it consistently, but bad players can't.

In essence, you need a certain skill level to get by. You need to pick cards that synergize well to create powerful combos. You need to know your enemies to save your best cards for the harder ones. You need to know when to add cards, remove, upgrade, spend money, save it, which clothes store to go, etc. There's lots of decisions to make and all of them matter. Bad decisions will end your run.

I got through 2 or 3 levels very easily without really understanding the rules, but then very quickly got a top row of a Cock Blocker, a Cold Blood and a Toxic, which meant that I couldn't do anything, so I just got bored and stopped playing.
Good concept but needs a bit of balancing and work. You can easily get into a position where you can't win at all. And cock blocker can be given to characters far too powerful to be able to negate. Its too easy early on to have all the wrong cards to win.
Has any of you played any roguelike like Slay the Spire, Ring of Pain, Hades, Dead Cells, Faster than Light, etc? Did you win at the first try? Would the difficulty curve of those games be better if anyone could win the first time they play those games?

I can win the demo 90-95% of the time, so I disagree that it's too easy to have all the wrong cards. But, you need to make the right decisions, that's what makes this kind of games fun: some players can consistently reach the end of the game, while others can't pass the first levels. This means that there is skill involved.

This doesn't mean the difficulty curve is okay as it is. I'm just saying that I don't want the game to be so easy that anyone can beat it at the first try, wihtout even understanding the rules. It's okay to lose in that case. You should have to learn the mechanics, the cards, etc, and get good.

That being said, this is just the demo and the difficulty curve is adjusted to be somewhat of a challenge to reach the end of the demo. Once the game has all the levels, I'm make the beginning a bit easier. And will add more difficulties so that experienced players have a bigger challenge. It will be hard to balance all of this, but that's also the fun part of game design.

Be very careful about including cards etc that stop the player from being able to do things, as this can easily make the game tedious and frustrating very quickly.
There a multiple cards and equipment that can negate the effects. The update included new cards that specifically negate Cockblocker.

Not that I can't disagree. Its frustrating to lose a run due to no saving between the levels and you also have to be lucky with the shops to get equipment that compliments each other and your cards.
There also may be mechanics too unfair like the cockblocker. I think there are enough options to deal with it, but maybe those options are just inherently unfun. Maybe that effect should just be taken out of the game, I'm not sure.

The randomness can be punishing at times. On my first attempt I faced the Taunt rival with the Weaken activity at the start of a level. Hand management can also be a chore as you are forced to play cards to draw new ones; it would be much nicer if you could discard cards to try and find answers to your problem.
Yeah, I've had that same thought on my mind. Currently, there is a deck archetype that benefits from having cards in the discard pile. Being able to just discard any card would make that archetype broken. So, I've kept things like this for now.

But I may add new game modes in the future that allow for stuff like that - perhaps by adding a new girl that plays differently, the same way that Splay the Spire also has several hero's with different mechanics. Could be fun to try to come up with different game rules for new girls and see how that affects the gameplay.

I feel like the game could be more generous with its rewards. I enjoy the game, but not enough to grind to the end 15 times. I reached the end with Miriam twice and already feel like I need to become efficient if I want to complete the collection, instead of enjoying the game.
It's just the demo with the first levels, the rewards system are a bit wonky thanks to that. The plan is to have plenty of rewards that you keep earning by playing the game, similar to ring of pain: finish the game with a certain style card, or hand card, or in a new difficulty level, or in less than X turns, or.... we can think of fun challenges that just makes the player wanting to try different things and have fun doing it, while naturally unlocking the rewards and it never feeling like a chore.

That's not the case at this time with just this demo, but I hope it gets better in future updates.


Wow. This is incredible. Great gameplay and hot art.
But please give me an option to save the game mid way through a run :)
The game already saves automatically at the beginning of each level (there's an indication on the top left corner each time the autosave is triggered). You can quit and come back any time you want, just exit the game and then, when you come back, click on Continue.

There is just one save file though. If you start a new game, the old one gets erased.

Needs save game option, at least at the end of each level. It's annoying to start from level 1 each time we fail.
Like mentioned above: you can already do that. Click "ESC" on your keyboard, click on "Main Menu", click on "Continue" and you're back to the start of your last level. This might be less useful than you think because you're still with the same deck and clothes. Bad decisions compound over time, you may reach a level which is impossible to beat with the choices you made previously.


I didn't even bother to look at the hands.
6 fingers!!! oh yes.
Let me know if you find images with 6 fingers to fix them. I swear I can't tell anymore and miss basic shit. Can't even count until 5 properly anymore.


Is this game just about groping?
Working with ai makes you gain a hand and groping fetish. That's all this game is about, fucking hands.
 

Paitryn

Well-Known Member
Mar 10, 2017
1,520
2,082
I love a good roguelike. FTL is one of my fav games. But you are a long ways from that.

I'm not talking about general fail till you succeed. I get that. I'm talking about the fact that between stage one and stage two the stats double on your opponents and you have zero chance to succeed because you could not raise your stats high enough to get any form of success. Like I said before, it needs balancing.

As a person who's been a game tester for many many games, You are the worst gage (as dev, not as a person) to determine anything about your game. You built it, so you know how to win it. The question becomes who else can figure that out? how easily? is the challenge fun or frustrating. does the frustration come with a worthwhile payoff?

Remember its a porn game, people aren't playing for the challenge. If your going to make it that challenging there better be a fully animated personal cum dumpster at the end because anything short of that would be disappointing
 
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Prokopije

Stupidity Exterminator
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Jun 5, 2017
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Like mentioned above: you can already do that. Click "ESC" on your keyboard, click on "Main Menu", click on "Continue" and you're back to the start of your last level. This might be less useful than you think because you're still with the same deck and clothes. Bad decisions compound over time, you may reach a level which is impossible to beat with the choices you made previously.
That's exactly why we need proper save feature. If my bad choice from level five cost me at level seven, I can reload level four and do something different without replaying everything. Sure, those small levels are not so big problem, but I don't know how many levels are going to be? Imagine redoing entire thing if we fuck up something at level 25 or 50? :cry:
 
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xesaie

Newbie
Nov 3, 2020
55
99
The art in the samples doesn't seem to match the art I've seen in game, is there some kind of progressive unlocking that's hidden?
 

osanaiko

Engaged Member
Modder
Jul 4, 2017
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The art in the samples doesn't seem to match the art I've seen in game, is there some kind of progressive unlocking that's hidden?
The redhead is Norah, the second girl target. You unlock her by completing the blonde, Miriam.
The more suggestive poses are unlocked as you progress through the levels.
 

phlore101

Member
Jun 28, 2017
288
124
You probably aren't going to please everyone but I like what I've seen so far. Generally if the game saves your position in the game when you exit and you gain some sort of benefit when you fail (i.e you get to keep some stat bonuses or cards, or just unlock possible cards) then I don't think you need to be able to save manually. You'll probably need different difficulty levels to appeal to more people. For someone like me, harder the better really.

Edit: Added a comment.
 
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xesaie

Newbie
Nov 3, 2020
55
99
The redhead is Norah, the second girl target. You unlock her by completing the blonde, Miriam.
The more suggestive poses are unlocked as you progress through the levels.
I've cleared the 2 chapters with Both characters, and I've seen nothing remotely as saucy as the first screenshot. Question is, "do those just unlock by continuing to play, or is there some other trigger?"

Thanks for the response tho! :D
 

jdw6

Member
Nov 30, 2019
209
183
Has any of you played any roguelike like Slay the Spire, Ring of Pain, Hades, Dead Cells, Faster than Light,
Never even heard of those games, let alone played them. I hear "rogue" I think the character in the movie War, and no amount of Wikipedia reading is going to help change that.

No I do not expect an explanation or quick-start. The above statement is to let the dev know there are people who don't have a clue what is being discussed.
 

radoxthegreen

Newbie
Oct 26, 2019
22
35
Has any of you played any roguelike like Slay the Spire, Ring of Pain, Hades, Dead Cells, Faster than Light, etc? Did you win at the first try? Would the difficulty curve of those games be better if anyone could win the first time they play those games?
I wasn't complaining about the difficulty level (I would never complain that a game was too difficult even if I thought it was), I was commenting on how the difficulty was manifested. I thought that this, and that I was trying to respond to your request for constructive feedback, was clear from the rest of my comment, apologies if it didn't read like that.

You are of course correct that if someone can win the game first time then it is too easy, but there is a huge difference between "difficult in a fun and challenging way" and "difficult in a boring and frustrating way", and from one of your other comments you are clearly aware of this. For me at least, Cockblocker gets much too close to the latter type of difficulty.

Fun difficulty: "That enemy is really tough, but I have a Cunning Plan to beat him with an ingenious combination of cards".
Boring difficulty: "Oh, I can't do anything."

Almost every deckbuilder I've tried falls into this trap sometimes, with the last two missions in Monster Train being serial offenders (those sweep/emberdrain bastards and the ones who put garbage in the top of your draw pile). Agency is fun, even when you fail, forced inactivity is not.

Anyway, good luck with the project and I look forward to further updates.
 
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rb813

Active Member
Aug 28, 2018
958
569
It would be helpful for people like me (whose memory is not what it used to be) if there were a confirmation/warning when you press Start in the main menu (if a game is already in progress), reminding us that it will overwrite our existing save. I finished (failed) a run yesterday, so when I opened the game today, I pressed the Start button... and then I remembered that I had already started a new game yesterday, that I had been making decent progress on. Well, that's gone forever now.

But also, there's just no reason there shouldn't be multiple saves in a Ren'py game, except limiting the enjoyment of the game to one type of player. Some players have more fun doing Ironman runs with a single autosave. Others have more fun with multiple saves (whether that's because they're actively savespamming, or just like the comfort of knowing that they could reload an old save if they wanted to try something different). If a game only has one autosave, then people who have more fun with multiple saves can't enjoy it as much. If a game has an autosave and the option for multiple manual saves, then the people who like multiple saves can enjoy it their way, and the people who only want one autosave can just not make any manual saves. Everybody wins, especially in Ren'py when the save feature is built in and doesn't even require any major effort from the dev. So why not increase the range of players who could enjoy the game to its fullest extent, by allowing multiple saves?

Boring difficulty: "Oh, I can't do anything."
I pretty much agree with your entire comment, but this really sums up the whole thing. Fun difficulty is when you're presented with a difficult challenge that forces you to think strategically and creatively to get past. Boring difficulty is when you can't do the thing that the game is all about doing.
 
4.00 star(s) 2 Votes