I am not perfect.
Sometimes there is bug.
Tell me.
I will squash bug.
Man. That... hurts. haha.
But, hey. I at least tried my damndest, submitted it on time, and made something that others would like to see ported or at least made more accessable.
AAA, or Alloy Alchemical Anarchy was a failure; but a positive one. I was able to see my failures in this game, but also, my successes. I... don't mind that I didn't get first, but getting last... well, that sucks. I... got close in some categories, but overall, the limitation of working in Tabletop Simulator was my ultimate shortcoming, as I misjudged that most people would have a copy.
If I could code, this would have been a more successful title. But unfortunately, it was difficult for me to even get my foot in that door, as it kept pushing me back with setbacks.
Again, thank you to all who playtested, and despite the last place going to AAA... honestly, I don't mind. I had fun making it, and getting to know the Strawberry Jam community. Even if I got dead last, I at least tried.
Thank you to all the commenters, who had advice on how to improve the experience. I think, when I make my next rendition of this game, I think I'll ask for more help than I did, as this was all I could do, and... well, I've noticed that I'm great at making concepts, art, and the like, I'm absolute donkey nuts at coding.
Congrats to the winners, and... well, I hope that next year, I can submit A.A.A II or, the aforementioned A.A.A Deluxe, and have it be playable by all.
I apologize! I thought I set the game page to 2-4, but I understand the confusion!
I tried to lean more on 'stealth' instead of blatant kink, as a more challenging thing.
I would personally love to see this card game used in a more tabletop RPG setting, and I appreciate hearing this idea of using it to spur on storytelling! That makes me smile to see folks come up with ideas for this, as it were.
I do eventually plan on making a more elaborate, and cohesive rules document once I'm no longer burnt out on making this game!