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As someone with severe social anxiety I WISH it was this easy!

Interesting concept for a game! I like the idea of the gameplay mechanics and I quite enjoy the idea of using this style of card battling to romance someone. I think the game has a lot of potential, and I speak about it more towards the end of my video, but I think this concept can be expanded by building a slew of characters to "romance", and then building out how the player convinces them to date/etc them (or continue talking to them; whatever!).

I would personally start the game a week before prom and, over the course of that week at school or perhaps after-school events, introduce the card game and a series of challenges (perhaps our character meets everyone and we decide at the end who we take to prom, based on who we won against, or maybe we battle the characters we choose multiple times and 'earn the right' to take them to prom - it can happen many ways).

The end goal doesn't necessarily have to be dating them or taking them to prom either, but to build up the overall battling feeling and feeling triumphant, I think it's important not to just throw us at characters to fight; it should feel like you are building to something vs. just doing random battles - imo. The game is only super fun if you are going to get a great reward for doing it.

I might start fleshing the game out like this;

Overall concept - what happens, when, where, why? So this could be "Main character has a week to work up the nerve to ask someone out to prom.. time to rely on the heart of the cards and learn how to socialize! If successful, MC gets to take their dream date to prom!"

1: decide if MC is masculine, or (preferably) make them gender neutral - really solidify the training for card game and how to play it

2: build out characters to romance/date/fight (who are they, what motivates them, what are their personality tropes/archetypes, what do they look like, how do they talk to friends, how do they talk to strangers, how are they known at school?)

3: build out how those characters battles would go; hopefully they would not all be the same (color, symbols, lines of dialogue; make them personal and interesting, make us care about them)

4: build out how you meet and the final sequence with those characters (if the game is over the course of one week, are we choosing who we interact with every day? that's six days + prom to decide dialogue for -- are we only meeting them once on the night of prom? maybe they are having a fight, or situation that we help them solve through card battling? maybe they are just there and we charm them because they don't have a date)

I think this is really the basis of what you need to create a game on a large or small scale. From there you could really decide what more you want to do - unique cards from fighting other characters? A stat system which increases elements of your personality, which helps you secure the person you want to take to prom? Silly moments in the gameplay that happen based on your choices as you go through it in a visual novel style?

The game could be really small in scale, have 3 characters you talk to/fight/ask out, or  it could be larger -- whatever the development team has the capacity to do.

I just feel there is a lot of potential here!

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This was a fun and unique card game! Loved how the cards are used as part of the communication & interaction with the characters. Excited to see more content for this game! Good job! 

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i need an entire full version of this full of content omfg!

Loved every second of the game. Cant wait for more updates.
My questions are about the future mechanics. Here are my questions that I will leave:
- will you start each future conversation with a fully recovered anxiety or will you restore just a percentage of it after a battle (like a rogue like). 
- if the previous mechanic is like a percentage, can you take routes to do other stuff other than conversations (like stay in a corner to regenerate health or look on your phone to gain more cards with more topics). And doing these "passive" interractions might trigger other dates (like you get the attention of another anxious girl or the tech geek)
- will you be able to use the other dates as cards? Like after you win a girl, you can use her contact card and briefly call her into the conversation and see the opinions of the girls about that individual.
- what else will it contain? small cutscenes of more talks or meeting other individuals?
- should it be LGBTQ friendly or be mostly straight couples?

There are so many ideas that I have and I cannot comprehend how much I like the concept and how I relate to the game. Good luck in development!

quick and nice

Pretty fun and relatable (in an exaggerated way), if real conversations were simplified to cards like this game, that'd be awesome!

There is a soft-lock when the emotion meter runs out. The game just freezes with the girl having no dialogue. No inputs do anything, other than alt + tab out of the game or alt + f4 to close.

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My gamplay and review. The concept of the game is really interesting. i hope this game still continuing to add more and more features. keep on the  awesome work guys !! 

I really enjoyed the game. I hope a feature to change the color of the opponent's card is added in the future, but otherwise this is a wonderful idea and I hope more characters and plot are added soon as this leaves beta.

Hey there! Just wanted to drop by and say I'm absolutely loving the concept, art  and style of Party Party Anxiety! Can't wait to see the full game in action. Keep up the great work!

Hello, thanks for playing Party Party Anxiety!

If you don't mind, please also leave any feedback so we can improve more in the future.

-Damon

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Hello, it's a nice idea to use cards to have a conversation rather than a battle. It reminds me of Griftlands, when you argue / converse with cards. Or even Potionomics when you haggle the stuff.
But I think the gameplay it's kinda simplistic now, most of the times, the choice is kinda obvious, which card that is the best for now, so it lacks of decision making or strategizing when choosing the cards.

And I don't know, when compared to other deck building game / game using cards, it lacks the notion of deck in this game. It feels like everyturn we got a random cards, without any control of it.

But I'm curious how you will expand this game idea further. Thanks :3

Hello, thanks for playing Party Party Anxiety! 

Thanks for the feedback, I acknowledge we could improve more in how the card and deck building feature. We will work for more improvement in the future.

-Damon

cool :3