the Succubabe's Bathhouse Patreon Build
Added 2025-02-08 08:37:32 +0000 UTCIt's fucking here!! Build 1!! This is ultra-WIP and is missing a ton of stuff. Porn, notably. And it's extremely unbalanced. But also there's no tutorial, so here's a brief overview of how it's supposed to work:
You start in the tavern area. Pan the camera like in hardcoded (needs refinement, might be a weird speed,) and click the door to start the card game. In the card game, your goal is to build a deck that can defeat a boss on each stage. You play your cards each turn and use the coins you're granted to buy new cards. You can also click on monsters to start "Combat," to free up space on the stage and gain the rewards they offer.
I'm very interested in what you all think of the game! Gimme feedback!! But know that the final product is gonna be significantly different from what appears in this build.
Thank you everyone! And enjoy this first preview of the game!!
Comments
neat! also, weird!
SalsaDeGranada
2025-02-12 08:01:54 +0000 UTCGlad to be of help!
Lucy Severine
2025-02-12 07:32:02 +0000 UTCok i read through all these, this was some Extremely helpful feedback, thank you!!!
Fortunae Virgo
2025-02-12 07:29:46 +0000 UTCinvestigating this and i Am able to recreate it. The whine is not coming from my speakers.... It's coil whine, it seems. I will limit FPS in the next build and see if that fixes it.
Fortunae Virgo
2025-02-12 07:28:12 +0000 UTCI can definitely fix that :3 I plan on adding the Settings Menu that hardcoded lacked for most of its development much earlier in the dev process for this game
Fortunae Virgo
2025-02-10 23:18:25 +0000 UTComg thank you for this extremely in-depth feedback :o im reading through it and noting things down, adding stuff to the bug list and the to-do list and stuff :D Not gonna respond to everything here, but i will to a few things: * I do plan on doing that card-art gallery ur talking about :D * I have planned on clarifying the UI for the combo meter (which i might refer to as the Combo Roll in the future) because ur totally right about that. I want to grey-out or dump used symbols, and maybe make it scrollable for if combat goes extremely long. * Most of the Incorrect Ui information is Known Bugs that I didn't get around to solving. Literally hours before uploading the build i was solving the most egregious version of these problems. * "Remove" is currently the keyword that means "take this card out of ur deck." Im considering changing the word to something used in other cardgames, like Trash or Exile or something. Obviously just ditching a card from ur hand isnt good, but removing one from your deck can be extremely powerful when tryna get consistent effectiveness per turn. * There's Definitely gonna be cumming animations and lots of other Sexy Arts in the future :3
Fortunae Virgo
2025-02-10 23:17:28 +0000 UTCyeah im def gonna add Some kinda between-stages reward :D
Fortunae Virgo
2025-02-10 22:58:23 +0000 UTCI never play strategic card games like magic, Pokémon, etc. though in general I like cards and strategy, so I want to get into this, but tbh I’m totally lost on how to play. I get if I discard a card when not fighting I get coins relative to that card, and can use those coins to buy better cards, but then the number in my deck seems to keep changing like it refills with random cards, also I don’t get to keep my draw before the fight. Is there a way to see my whole deck and edit it before starting? Or, will there be eventually? Is there a way to play more than just the cards I have on hand in a fight (excluding cards that let you draw during a battle), aka a way to fight multiple rounds without going out, and going back in… is there a relevance to number of turns, or it it worth burning ten rounds making my deck stronger. Does my deck grow when I buy a card or does it replace one of my discards with a finite deck size. Do discards only shuffle back in once you’ve used up your whole deck? Is there a way to keep coins round to round? (other than cards that have a minor ‘start next turn with en extra coin’ type perk? I know no tutorial yet and I’m kinda blind to standards someone else might find obvious, but I had a hard time finding the strategic hook unless it’s literally waste rounds making your deck bigger/better before battling, then battle and pray good cards randomly come up
Thaddeus Echeverria
2025-02-10 18:21:48 +0000 UTCaaactually it seems to stay during a run, but quieter. muting the program doesn't remove the noise either.
SalsaDeGranada
2025-02-10 16:23:42 +0000 UTCI like the UI; I'm not sure I can easily wrap my head around what elements of the cards do what, when. Maybe elements that only apply to battle or only apply to non-battle can be grayed-out in the respective modes? This combo mechanic is interesting but seems like it would be tedious in longer play. Unless the moves list also expands I'm not sure how one would obviously tell if a card is better than another. Obviously ambiguity is not a negative thing in a strategic deckbuilder, but it's not really a genre I enjoy. I'll be looking forward to future updates for the art but I'm not sure I'll be playing this one.
rancorousFilth
2025-02-10 14:28:19 +0000 UTCI'm getting an odd high pitched whine in the tavern for some reason? it's quiet but definitely there. it disappears as soon as i start a run though!
SalsaDeGranada
2025-02-10 06:18:09 +0000 UTCOhh, that's strong then!! But yes it definitely needs to be clearer and more consistent with the wording, defining clear terms for "destroy permanently" vs. "discard" vs. "remove from deck for one round" will definitely be needed for clarity - see for example Slay the Spire using the terms "Exhaust" vs. "Permanently destroy"
Alice Hanigan
2025-02-09 21:17:43 +0000 UTCA note for you on the use of "remove a card from your hand": I worked out that it's used for deck thinning, because remove is apparently *permanent*, unlike Discard. But yes, this isn't a good word choice imo and should be burn/delete/shred to make clear it's permanent nature Also yeah I didn't work out exactly that that starter deck thing was probably a bug but it makes the game incredibly punishing rn. The only way I've had ANY success was to reset the game completely, and then go aggressively for deck thinning cards to get the frankly terrible starting cards out. It feels very punishing that you start with so many of them because it means it doesn't feel you have ANY control over the deck for a large number of rounds, especially when the enlarged deck bug happens. Also, +1ing the suggestion that the cards you have in the pre-match shouldn't be discarded, I was honestly really surprised that you DIDN'T keep them because it seemed to get rid of so much interesting strategy
Lucy Severine
2025-02-09 14:41:55 +0000 UTCFurther thoughts!! - that "Skip/Accept" issue seems to specifically be when using certain cards that ask you to select cards from your hand during combat (e.g. Mindbreak) - ah, my last note on the previous message was not about Vicious Words (or maybe it was, but i found a different example), it was Insult to Injury that has the odd art/concept pairing - Drey Mare's passive (which does appear to be 2 heat, not 3) seems to apply at the end of *every round*, regardless of what happened - it applies if you end your turn on the field, it applies if you win a fight, it applies if you lose a fight - it would be extremely useful if we could check the discard pile + draw pile to reference what's in each, though obviously that would be a little bit tricky (esp. since draw pile should be displayed in a way that does not reveal the order they're presently in, either by randomizing them each time, or by always sorting them by a specific logic (e.g. alphabetically) regardless of the order they're in) - obviously this is for later bc it's a suggestion for new assets, not just for fixes and visual clarity improvements, but a character-specific art of the player character cumming when you lose a run would be really cute (I love Kat and wanna see her cumming her brains out uwu) - Mindbreak doesn't seem to cash in coins properly when used on cards in the field (e.g. selecting Bite Lip doesn't get you 2x2 coins), is this intended? I could see that being a balance decision, and it'd make sense if there were a clearer distinction between "tokens" and "coins", but since coins are listed alongside the tokens used for moves, it seems like it should apply to coin values as well - as Lucy noted, only clicking within the text box (as opposed to anywhere on screen) will advance dialogue, I think if you could click anywhere to advance it that'd be a big improvement - if you build up a sufficiently-long combo meter, it's not clear which tokens can still be cashed in; e.g. if you have Sweat/Vicious/Sweat/Vicious, you need to take a moment to confirm in your head that the first SVS would have been counted already, and that playing a Sweat now will not trigger that move. removing these (or indicating somehow which have been "spent") for visual clarity would be excellent; obviously, removing them entirely when spent could have implications for some cards that scale off of how many a specific token is in the meter, like Insult to Injury, so if those cards are meant to scale off of tokens that have already been spent, then instead of removing spent tokens, they should be visually distinguished somehow as having been spent (an X over them, for example). - the way cards move in your hand can get a little messy, sometimes if you mouse over them as they're entering your hand they can get a little stuck, or they can overlap each other and conceal other cards because of how the game tried to position them, that might need some polish
Alice Hanigan
2025-02-08 19:08:45 +0000 UTCOnce I got the hang of the mechanics I think the format is nice. I do think you should keep some of your cards from level to level, even if it's not all of them. Maybe you can choose a new starting deck from any cards you have at the end of the level? Because your draw matters so much I think looting cards are overly powerful at the moment. Like others here it seems like the host never notices that I've been to the bathhouse (even after beating the first stage). Seems like a very solid start!
Daniel Drexler
2025-02-08 18:14:16 +0000 UTClove the concept. the presentation and basic loop are great. it would be nice, I think, to keep the cards you haven't spent on the main screen when you go into combat & vice versa rather than everything being discarded and a new hand drawn every time. it would add a lot of strategy when going back and forth! also, I think every card needs to have something to do in both modes. drawing four copies of "second guess" for your combat hand or three of "flirt" when trying to shop really sucks 😭. OH also, when using "second thought" or other cards with the removal mechanic, the popup box is very tiny in fullscreen mode and at the top of the screen away from the rest of the ui at the bottom. for my first five runs or so, I didn't even notice it up there and I thought the mechanic was broken.
Mayor T
2025-02-08 17:11:09 +0000 UTCI love the potential here!! My initial observations: - lots of text is incorrect, specifically the "Skip/Accept" button seems to use the wrong word half the time, and many enemies have incorrect info when viewed on the field (various enemies spawning with "Victory effect: None" displayed, but when fought do have a victory effect) - major bug, if you lose a run and retry, the game will give you another copy of your starting deck, so each run you'll get a bigger and bigger starting deck instead of always starting with 10; clicking "Reset Save Data" did not immediately repair this, but closing and relaunching after doing so did - the boss's passive is unclearly worded, looks like a blank "Passive:" section with a normal "Defeat effect: take 3 heat" underneath, until you realize that second line is the Passive effect's text, and not a separate effect; also I think in-game that's actually 2 heat, and it also seems to be applying even when you win a fight, or when you pass a round on the field - the lack of a tutorial is really felt, I figured out how the game works after a bit but it's not super intuitive, in particular it's not immediately clear what the incentive is to fight enemies or what the card effects mean (especially since the list of moves is hidden by default while on the field) - the messages that display upon starting a run are inverted, the one that should display after a win is the first you'll see, after that you'll only ever see the one that was meant to display before your first run - the conversations in the tavern don't seem to quite work as intended, specifically talking to the mom keeps prompting the "I'll have questions once I return" text even after a failed run (is this meant to only update when you've won a run? from the dialogue it sounds like it's meant to update after your first run, win or lose) - a few typos, in particular the Succubabe is referred to as a "Godess" instead of a "Goddess", and Rose says "dane" instead of "deign" - some game rewards (specifically the cow snakegirl) offer to remove cards from your hand, but I never saw a card that'd be *bad* to have in your hand, if anything you'd always want as many options as possible, these may need to be revisited to see if they're in line with the game's design philosophy - balance-wise, when it's running without major bugs (see above about the growing starter deck) it feels fair and fun, I really liked the mechanics once I figured them out - holy *fuck* the card art is hot, like, Mindbreak? Impact Play? omg this is so good - on a related note though! the reused card art, while completely fine given this is an early state, does make it hard to differentiate cards in one's hand at a glance, even just palette-swapping some of them would help a lot - I noticed the card art is large enough to fill the card, extending into the text box, maybe a meta-progression reward could be unlocking a gallery to view full art pieces? :3c - a couple cards had (placeholder?) art that seems ill-fitting, I think specifically Vicious Words had the same kissing art as Ponder, which while it *does* conjure a fun image to mind (demeaning and degrading someone while making out with them uwu), doesn't feel like it fits the card's intended flavor
Alice Hanigan
2025-02-08 17:00:28 +0000 UTCThe card game is hard lol But that was a nice engaging gameplay loop! Really excited for where this is going!!! The art was overall gorgeous too!
Lucy Severine
2025-02-08 15:31:24 +0000 UTCWhen using the card "Down Time", and selecting "remove a card from your hand", when you select one it still says 'Skip' rather than 'Accept'. Also, would be helpful to use a different word other than Remove, because that's not super clear
Lucy Severine
2025-02-08 15:15:39 +0000 UTCAn explanation of what these cards/symbols mean would be nice, lol. Right now I'm just playing them randomly Kat is admittedly very cute tho. I love her posing xD Edit: I understand the moves now
Lucy Severine
2025-02-08 14:52:31 +0000 UTCFlirt didn't have card text on it. Also, Tease did start with some but then lost it when I discarded and drew it again. So it just may be arbitrarily not showing text? Also, rn it's super not obvious how turns/combat are meant to work in the bath house lol. Eventually I realised that I had to click Pass until someone appeared but until then I was under the impression I was on some kind of loading screen Can't click on the deck or discard pile at present
Lucy Severine
2025-02-08 14:50:06 +0000 UTCDuring the bear head dialogue, the barkeep misspelled exercise as Excerzise. That one... Might be intentional? Idk Entered the actual Bathhouse game screen, and the beginning text discussing the game ran off the screen lol. I can send an image if it helps! The card art and text for Caress and Ponder are the same card? Wondering if that's one of them loading wrong? The card art for Bite Lip looks odd atm. It's nicely stylised but the chin and lip look, weird
Lucy Severine
2025-02-08 14:45:29 +0000 UTCHmm, seems that being able to click/spacebar to skip ahead text is just *inconsistent*, mostly seems to be when the text box has just loaded and/or when it's doing exposition text that it doesn't work? Also, some kind of highlight aura for things that can be interacted with when moused over would be good!
Lucy Severine
2025-02-08 14:32:24 +0000 UTCFirst stuff is things I'm sure you're aware of but I'll note nonetheless: Wow that text speed is slow, and as far as I can find, no options menu yet? Or no key presses. Also, inability to click to skip (discovered that spacebar DOES work, good). For now I'd personally appreciate it if the text speed was upped at least a bit lol First thing I clicked was the Hastaff, and there's a spelling mistake in the first text dialogue (peice, should be piece)
Lucy Severine
2025-02-08 14:28:17 +0000 UTCEee very excited! I'm gonna thread notes on stuff as I discover them in replies to this.
Lucy Severine
2025-02-08 14:25:48 +0000 UTCThe art is nice, is there a way to edit the deck?
Amfibius
2025-02-08 11:39:33 +0000 UTCoh shit i knew about that, i just forgot to fix it dfljkgnsdflg Thank you for reminding me!!!
Fortunae Virgo
2025-02-08 10:19:35 +0000 UTCfirst ever porn game with no porn :0
Fr33kOut
2025-02-08 09:18:13 +0000 UTCI'm excited we can finally experience some of this. I've been hyped since y'all first revealed the cute orc girl. two initial impressions right off the bat. first is that I love the pixel textures on low poly models for the environment. it's like somewhere between minecraft and spooky's jumpscare mansion in the best way possible. second is a noticed a bug where the text box that appears after you go through the door is a bit bugged in full screen mode, nd I have to view it in windowed mode to see all the text. chances are you probably are already aware of most bugs but I thought I'd point it out just in case. better safe than sorry.
Theblakdeth
2025-02-08 08:57:15 +0000 UTClet's fucking goooo!!!!!!
katienugget
2025-02-08 08:42:00 +0000 UTC