What's New
Rival Mode: You will compete against 6 opponents. Unfortunately for you, your TF score won't reset to 0 after each match. To help you survive at the end of each match you will have the option to select one card from the previous match to add to your starting deck. The cost of the card determines how much your TF score is lowered.
NOTE: The opponents are relatively easy to beat. This release was to prove out and find problems with the tournament and rival modes. Very little time was spent tweaking the opponent difficulty. This will be changed in the next update with a major overhaul to the opponent system.
What's Changed
Icons Under Cards: Clicking on the icon below an upgrade card now automatically upgrades the card if it's condition is meet. Choose cards now have icons below that you can click to select which option you want without going to a second page.
Supply Card End Turn: Supply cards now have an end turn icon underneath each card. Clicking it ends the turn and discards the card above it.
Orb Page: Complete redesign with images and more options.
Opponent Information Reworked: Opponent information has been moved from the stat bar and placed onto a card on the left side of the page. This is in preparation for the next update which will modify how the opponents work.
What's Being Worked On For The Next Release
Rework to the opponent to make the game more interesting and repayable.
Future Work
1) Achievement system
2) Full tournament-12 matches starting with a local game store tournament.
3) Optional expansion decks
4) Custom character option
5) Back story for the game and how it came to be
6) Game over stories for the opponent
7) Survival mode
8) Different Endgame cards
Always In Progress
1) Card Balance
2) Opponent Difficulty
3) Improved design for some of the secondary pages
4) More Storage Orb options
5) New characters
6) Different transformations for existing characters
7) New Cards
0.1.1
-Reworked difficulty
0.1.2
-Fixed discard pile not completly clearing between games
0.1.3
-Fixed End Game Bug
-Image Sets Added
-Next Turn Cards Added
-Start Hand Limit Added
-Cards Balanced
-Opponent Difficulty Adjusted
0.2.0
-10 Card Supply Deck
-Basic Cards
-Second Transformation Sequences
-Character Poses
-Storage Orb adjustments
-Cards Balanced
-Opponent Difficulty Adjusted
-Last Attack In Stat Bar
0.3.0
-Tournaments
-Opponent Play Styles
-New Upgrade Icon
0.4.0
-Opponent Gender Selection
-Sudden Death
-Opponent info page
-Game Over before discard
-Aftershock bug fixed
0.5.0
-Rival Mode
-Opponent info moved
-Upgrade icons now clickable
-Choose card icons added
-End turn lower icons added to supply cards
-Orb page overhauled
-Orb recycle cost
-Shield cards cost tweak
-Misc fixes
One of my very favorite games on this site. LOVE the new orb-spending screen, makes everything so much faster and easier to play.
It's nice to see more actual games, rather than interactive stories. Having such a strong focus on gameplay really delivers here, so far the mechanics are really solid!
For the inevitable direct contrast with TF Card Battle, this one neither has (yet) nor needs an overarching plot, instead offering a solid game loop. I hope that when a backstory is added, it remains just that - a simple setting for the game and nothing more. I appreciate TFCB for it's depth and I appreciate Transformicon for its accessibilility, I hope you keep playing to this niche!
My only suggestion is as of 0.5.0, it wasn't clear from the tutorial how card progression works; at first I thought I needed the number of copies on the battery icon to upgrade them all! :p (Instead you just pay energy, as if buying a card.) Also if there's ever a forum thread with links to alternate resource packs (morphs are a bit too uncanny for me, but the stuff here is still pretty good), that'd be nice.
Looking forward to seeing how this changes!
Simple in concept, but very nice execution of that simple concept.
The changes made in 0.2 really help with makign the game more accessible, and even more strategic. Instead of cluttering up the supply with the basic energy/TF cards, placing them on the bottom with permanent access is brilliant. Now the game has a very nice balancing act with the energy pool, and the discard cards are significantly more appealing and useful for upgradin and thinning your deck. They, I would go so far as to say, can actually be more useful than straight up draw, so well done there!
The only thing I wish was more clear would be the difference between an upgradible card, and a recyclible card. Though I face palmed when I figured out clicking the recycle icon below the cards didn't play them, and in fact had a different effect... but it doesn't help that same icon is shared with the card removal mechanic, so there's teh soruce of confusion. You have different icons for when a card has a delayed action, and when it takes away energy, so could you replace the "recycle" icon with an upgrade one? it would add visual clarity, and make it clear the method of upgrading the cards does not involve discarding them.
I look forward to further updates and other new mechanics, though hope you keep to the simpler core!
Since I love card games I am happy to see another one on here! :) I understand that the theme of the pictures are definitely not for everyone but I like them a lot! Can't wait to see more.
I hope you don't mind, but I'm going to be comparing this game quite heavily to TF Card Battle (abreviated TFCB for brevity), because they are very similar games.
Right now, it's very barebones. In terms of content it's probably a little lighter than TFCB was back when it was a mini-game in Calibration Error. The game consists of a single match between two picked characters, with 2-D renderings of a preset transformation.
In terms of gameplay, it's almost identical. Play mana generating cards, draft new cards from a selection of 5 each turn, build up TF power to transform your opponent and sheilds to block their attempts. First character to 100 loses.
However, there are some differences. Most notably, this game is far more fetish heavy than TFCB was. Unlike TFCB, you effectively gain access to the entire pool of cards from turn one, meaning there's no natural escalation of fetish material. What's more, while TFCB does go rather heavily into BDSM style content, this game goes much harder into a variety of different fetishes, including extreme proportions, futa/hermaphrodite content, mild furry content and more.
These cards don't signify anything to the player as far as I can tell, they seem to just be pictures of fetish porn, with no connection to the game being played. While this may be intriguing to some people, I always rather enjoyed the logical escalation of the content in TFCB. It managed to feel like less of a card game, and almost like a RPG.
Another key difference is the card drafting system. As I said previously, you have access to the entire pool of cards right from the get go. However, every turn you are forced to discard one undrafted card from your selection, which over time can deplete your pool. Apparently, you then get access to end game cards which are more powerful, however I never got to that stage so I cannot confirm. This game overall has a much heavier focus on discarding cards, which theorectically would prevent some of the RNG reliance found in TFCB once you have a huge deck.
Finally, there is only one type of mana in this game, and no other in game systems. Again, this is early in development, and TFCB also lacked these systems when it was first launched. However, this means tha game lacks a lot of depth at the current state of development.
Ultimately, with some additional polish and content, this game may be a viable alternative to TFCB for players who want a more arcady experience with a heavier focus on fetish material. However, I'd have to say that it's just not for me.