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(3 edits)

No worries, feedback is good. I think the game could be improved with:

- More content, OC.

- Pondering the probability of the cards, so not all the cards appear too often (it is implemented in the JSON but not in the code).

- Reviewing the actual content (as some results can not make sense, as you point out as well; you don't have passive anything xD neither that card should appear more than once).

- Improving the 3D models and/or giving some feedback on which story line are you following; even certain sound when a given card is drawn will suffice.

- Counters, so cards can no be drawn for a while after they are played, or even be removed from the deck if too much time passes.

- Adding a state machine, so cards are not trees or rand() that are loaded from the beginning but decks can be loaded to the card pile depending on arbitrary choices.

- Daydreaming: one mechanic that makes cards have a chance to succeed depending on your stats, so with two choices you can get up to four different outcomes.

Oh I know what happens with the "Let me inside you" card! Thanks for the feedback. It is just that if you reject him, he will keep knocking to your door. It would be great if he just gave up after a while.

(2 edits) (+1)

Edit: Nevermind, I noticed you are already using decks. Maybe somebody else will find this interesting.

I have one nifty tool for dealing with randomness, and avoid the same event happening over and over again. I noticed it in another game, and I use it in mine.
Decks!
Imagine a deck of cards. Let's say there are 4 cards. [A,A,A,C].
Let's say we draw a random card from the deck, and it determines what event happens. As we see, card A represents more likely event, having probablilty of 75%. Event C has 25%. We pull cards from the deck until there is nothing left, then we just reset it.

What advantage do decks have over a simple random value?
1. We never have long streaks of unlikely events (It's impossible to get three C's in a row, and only improbable with randomness)

2. We quarantee that the rare events happen eventually (So there are no long streaks of likely events either).

There are disadvantages to this system (if the player knows about the deck, and what cards there are, they can have a good chance of predicting next events), but it is a nice way of making sure the player is not screved by randomness.

(+1)

> - Adding a state machine, so cards are not trees or rand() that are loaded from the beginning but decks can be loaded to the card pile depending on arbitrary choices.

A state machine always sounds interesting!