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(+1)

Didn't quite realize you needed to buy in on the left cards to build up your base currency amounts so you can actually play your good cards my first couple rounds. Connecting the currencies to their names was a little confusing.

Honestly feels pretty well balanced. Not the most polished, but it's from a jam.

Another Uskprod dressup-style game, and it's a deckbuilder? It's not even Christmas yet! Am I dreaming? I'm way too busy to check this out RN, but I really want to... Will give my thoughts when I do get to it.

Great little game!

Here's some feedback:

- The Linux version works well.

- The AI is not great, it never comes close to winning. It's only benefit is buying cards from the center row, giving you more options or punishing you for not buying a card you want.

- The starting deck is not great. Boardgames like these usually start with 8 economy cards and 2 other cards, ensuring you have something at the start. Here you have 6 economy cards, 4 other fleeting cards and 5 basic clothes, AND the economy cards stay in play. Your total R&D before your first shuffle you can vary quite a lot, between 17 and 7, and it's especially frustrating if you have no R&D in your first hand and lose great cards to your opponent.

- The Erin cards are not very good. You need more Manuf overall to play the basic Amelia cards, the great Shelly and Lynn cards. Paying 4 Manuf for merely +1 Marketing is a worse deal than Jackie's 3 Mkng for +1 Manuf and it rarely makes the difference needed to play good Melody cards. I would rate clothes power this way: Lynn > Shelly > Melody > Jackie > Erin > Amelia

- when you buy a card the new card appears before the bought card is removed, making the shop row shift during the animation.

Suggestions:

- remove a sewing machine and a magazine ad from the starting deck, but start with 1/1 right away

- remove 3 drawing boards from the starting deck, reducing its size to 10, and start with 1 recurring R&D

- change Amelia clothes to give temporary R&D: and cost different combinations of Manuf/Marketing: panties could cost 1/0 giving 1 R&D while the pants cost 2/2 and give 4 R&D

- make Lynn clothes costs lean towards Marketing and make Erin clothes refund +2 marketing

- add a Cycle button that removes the leftmost card for 1 R&D and increase this cost by 1 for the turn.

Nice little game :)

(+1)

Interesting.  Kinda confusing, but I like the concept. 

(+2)

I really like the design idea of converting dress-up poses and clothes to playable cards! It feels very efficient and gives some story to the characters and what they're wearing. The card game stays interesting for the play length, it would probably need extra mechanics and interactions with the opponent if you want to scale it up to something bigger. Figuring it out felt fairly intuitive, but the terms and abbreviations could be replaced by resource icons for consistency, I got confused about which color was what a few times. Quite impressive for a little over a week of development, nice work!

(+5)

Thanks!! I tried to make the icons sort of represent what they were (manufacturing is a sewing needle, R&D is a magnifying glass and microscope, marketing is a chat bubble, sales is a dollar sign) but they didn’t wind up reading very well. I’m hoping to get it a lot more polished for the Finish Your NSFW Project jam.

I'm really looking forward to seeing this get expanded, it's quite fun! I'm curious, what made you want to pick this game for that jam out of all your small projects? Is this just the one you consider "unfinished" out of all of them?