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On the left you have the list of cards you own, in the middle, the big green space you have your deck. You use the deck in card battles, and to make one you select the desired cards by clicking them. On the right, you will have a card's description once you do click on it. You can also click that orange "!" on the right corner, iirc it gives some info about the system, and if you still don't get it, save your game, start a new one, pay attention to the tutorial this time and load this save back again.Or you can just use common sense...
It will do both depending on what it is. If it's a whole H-scene that doesn't have an alternative, it'll just give you a message saying that you've unlocked a new scene that you've opted out of. If it DOES have an alternate version and it doesn't include anything you've toggled off then it'll show.
If it's dialogue stuff, there'll be an alternate line usually. There is a Netori toggle in 0.13B that'll change Maggie's 'husband' into 'ex-husband' and make it so they've been divorced for a while.
I want to love this game but the card game is absolutely rigged against the player. Items are only helpful if you know whats coming and you cant use them after selecting a card. I just went through 4 straight matches (two garner trusts and 2 fast dates) where they countered EVERY single time and I lost, hiking up that shame meter quite a bit. Theres gotta be a better mini game or better way to do it.
TLDR, we're working on updating and reworking the consumables for Version 0.14 but I'll explain why they are the way they currently are.
The Ultra Sense is the 'when you know what's coming', that's usually the best time to use them. Otherwise it's a hail-mary play which usually is the kind of play that could win you the game.
During playtest, if allow players to use it after a card is selected, they essentially become invincible if they have the right consumables because it's a get out of jail free card; the answer to that would be to lessen the amount of consumables you get, which then makes it very valuable and would end up never being used (like item hoarders in RPGs, only using their items at the final boss).
We want to provide players a way to mitigate attacks against them without it being a no-brainer way of plowing through matches that are way above their level. There's a satisfying feeling when your consumables does land and reflects damage or activates ultra-sense but we do understand it's also a bad feeling to use one and waste it.
We're looking into adding passive activations where it would provide you protection for multiple rounds of a match in exchange for health or ultra-sense activation or something. There's not a lot of variables that can be changed so we'll try our best to come up with something within that realm.
I second this. I really, REALLY want to love this game - the art is lovely, the story seems fun, basically everything seems cool but the card game is just annoying. I say this as someone who played multiple card games in my day, even at high levels, but this one is just nonsense. The game seem completely random and most of the time it feels actually unwinnable, and I'm talking about the very first matches available. I think I managed to win once or twice and then never again. Honestly at this point if it's going to be full-RNG like this I'd rather have an option to skip the minigame.
Appreciate the feedback, I've given a long reply to the OP about the decision on why the game it is at the moment. Long story short, it's rock-paper-scissors with a little twist. It's meant to be on the more accessible side, everyone knows how to play RPS and everyone understands how the odds work in RPS. With the addition of the Ultra-Sense, Bird cards, and consumables, it goes from complete RNG into mostly RNG with a bit of strategy.
For 0.14, we've overhauled the consumables so instead of 3 crappy items that feel wasteful when it doesn't trigger. We have 10 different items that have instant-effects, passives, cooldowns, and card manipulation.
The final version of ATU will be released in a few weeks. It has been in development for long enough and I'd like to put an end to that era.
There will be no pregnancy for both games, I personally don't really like putting it in my own games mainly for the logistics, it'll literally put storylines on hold and bring the flow to a stop until they're available again. And with the plans I have, they affect other characters too.
The game is great, the few scenes I've seen so far are great. One thing i dislike is that the only progress with the girls is by RNG that doesn't feel like RNG sometimes. I understand there are items to give you an edge but sometimes it feels like they do nothing. I saw that you were trying to minimize the amount of RNG I would love to see that happen. Sorry for the rant I tend to do that when frustrated.
Edit: I beat Maggie at her 36 starting health fight after countless tries but it doesn't show the victory screen. I might be destine to lose to her forever
Yeah, definitely. At it's core, rock-paper-scissors is RNG no matter how you twist it. I've thought about providing the player more information like knowing what their next card/action will be always like slay the spire but that'll just turn into a 'click the correct card' simulator, which is pretty mundane. Or maybe giving them a R/P/S count so they have an idea what the probability is and make an informed play based on that but renpy RNG is a little weird and that information will be more of a bluffing/deception game against an AI who has no tactic.
Ultimately, consumables will get a great overhaul in 0.13/ 0.14, we're looking into making them provide passive protection and other effects. It'll take some iterations as well but we hope that greatly improves the card game.
I'm happy to hear about these changes cause i had a similar review of the game. But i do disagree that RPS is an RNG game. I think the exact opposite actually its more of a pattern/strategy game. Most people either open with scissor or rock for example because those words are most common in their minds being the first and last said words.
I think what makes the game so frustrating for people is that human psychology allows for people to be more likely to make certain decisions and so someone who has played a large amount of RPS games is definitely likely to win more often than someone who hasn't. While in your game there isn't any psychology we can follow to base our decisions on. It's completely RNG in a way that RPS irl isn't. So some additions that allow us to be more predictive or strategic would help the game feel alot better imo.
Anyways I'm excited to see the consumable rework it's a lovely game and I cant wait to enjoy it more.
Hey, thanks for the feedback. We're always looking for ways to better improve the card game. Check back in around Version 0.13 or 0.14. We're looking into doing a whole consumable upgrade to put more decision and strategy into the player's hands, there'll still be RNG but it'll be minimized further with these changes.
Loving the game so far! I've hit girlfriend mode on a few of the ladies, but keep seeing 1 final H scene for them that I can't unlock. Is there some special event I should be doing? Is it just having sex in front of others?
Also, I noticed some of them have more CG that the base, e.g. 8/4 (Lilith in this case). Is that legit as in there will be more, or a bug?
All characters have 2x masturbation scenes, so make sure you got both. And some characters have post-story h-scenes. Sex in front of others doesn't count as another scene.
As for the CG thing, it may be a bug that I've already fixed I believe, just an inaccurate count bug. Clicking the 'update old save' button in the in-game settings might fix that.
I just encountered an odd glitch where at the end of the month or perhaps when paying rent or something, Willow's (and maybe Juliet's) level reset back to 1. Atleast it was only at 3 but still I'm worried this could happen later on. (EDIT: As of ten minutes later either I'm forgetting/missing something or it just happened again to Juliet)
I had not, and those 2 were the only ones that reset. I barely even paused let alone touched any settings. I feel like it may relate to when the money is ready to be collected given that it happened at end of the first month, which I think was a Monday as well and I believe it happened on a Monday the second time. I would've noticed before if it happened before then since I see that menu a lot since I frequently use the "Date" feature. I'm a wild guess could even be related to the level accidentally being messed with when backing out of a bad date location or gift when tight on money since I'm unsure how Ren'py handles the "back" button.
Don't think it's a back button problem. Hard to figure out what's going on and since you said it's no longer happening and this is the only report I got of it, I'll just ignore it for now. I did have a look into the code for anything that has to do with setting, adding, and subtracting the girl's levels but there's nothing there that resets it like that so I'm stumped in recreating it.