[FEEDBACK] Risky Pick Legacy

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Kaelis
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Re: [FEEDBACK] Risky Pick Legacy

Post by Kaelis »

MkVash wrote: Sun May 03, 2026 10:31 pm Hey!

Congrats on winning TOTM.

Love all the progress. I was playing around with the tease, and at one point, I was given this offer:

"0 credits for 1500!"

I think I had a 500 & 1000 card and 1 more high debt card left.

I get that the offer is based on what cards are left, but this feels like an oversight :P

Not sure what the fix would be but I thought youd like to know.

Just adding to the conversation, like a previous poster, I would also like a feature to let the game know if I came without permission.
Sometimes the offers are unappealing, yeah. I've only seen that when I had at least one of the 'bad fate' cards still in the pool.
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Re: [FEEDBACK] Risky Pick Legacy

Post by CXZman »

MkVash wrote: Sun May 03, 2026 10:31 pm Hey!

Congrats on winning TOTM.
YES!! I couldn't believe it when I saw the poll growing in favor of my first published tease o_o
Thank you everyone for your support and your love! :love:

I wanna shoutout MrNadra's Kenna Unleashed 3: Isle of eclat(1.2)
I sincerely thought this tease would be the winner of that month, and so I wanted to bring light to his work!
MkVash wrote: Sun May 03, 2026 10:31 pm Love all the progress. I was playing around with the tease, and at one point, I was given this offer:

"0 credits for 1500!"

I think I had a 500 & 1000 card and 1 more high debt card left.

I get that the offer is based on what cards are left, but this feels like an oversight :P

Not sure what the fix would be but I thought youd like to know.
So... due to how the rules of the Tease of the Month contest work, I couldn't risk pushing too big of a patch for the Tease, but this is a problem I saw and fixed in the meantime. I've just published an update, and you shouldn't be seeing that one again! Thank you!
MkVash wrote: Sun May 03, 2026 10:31 pm Just adding to the conversation, like a previous poster, I would also like a feature to let the game know if I came without permission.
I'll add it to the (already way too big) list of future updates :D
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Re: [FEEDBACK] Risky Pick Legacy

Post by dublinmarty »

This tease is amazing, congratulations on winning TOTM.

So far I have been just trying it out, without real consequences but I think I am ready to play for real and risk a long time in chastity.
Has anyone got any advice on how to play the game? It looks to me you need to take a risk or two to get an orgasm. How many times a day are people playing, I am sure it is tempting to play multiple times a day.
Anyone got any thoughts before I jump in.

marty
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Re: [FEEDBACK] Risky Pick Legacy

Post by CXZman »

dublinmarty wrote: Thu May 07, 2026 8:16 am This tease is amazing, congratulations on winning TOTM.

So far I have been just trying it out, without real consequences but I think I am ready to play for real and risk a long time in chastity.
Has anyone got any advice on how to play the game? It looks to me you need to take a risk or two to get an orgasm. How many times a day are people playing, I am sure it is tempting to play multiple times a day.
Anyone got any thoughts before I jump in.

marty
Thank you!! :love:

I would say it is thought out to be revisited occasionally, but you can also just binge tons of plays back to back. Both are taken into consideration.
The game is "kind" (more or less) with players who are trying to get a release out of the game. Some players quite easily get lots of Credits, and it's fine. However, this is not a situation that lasts for very long. You can speed up the process by activating Curses. From that point on, the game slowly becomes more cruel. It's all based on what the master deck contains. It starts relatively fine, but can become very punishing. You get to dose it yourself.

In general though, most things are permanent, and there are (almost) no take-backsies.
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Re: [FEEDBACK] Risky Pick Legacy

Post by dublinmarty »

CXZman wrote: Thu May 07, 2026 1:19 pm Thank you!! :love:

I would say it is thought out to be revisited occasionally, but you can also just binge tons of plays back to back. Both are taken into consideration.
The game is "kind" (more or less) with players who are trying to get a release out of the game. Some players quite easily get lots of Credits, and it's fine. However, this is not a situation that lasts for very long. You can speed up the process by activating Curses. From that point on, the game slowly becomes more cruel. It's all based on what the master deck contains. It starts relatively fine, but can become very punishing. You get to dose it yourself.

In general though, most things are permanent, and there are (almost) no take-backsies.
I like the way a player is encouraged to use the curses, that certainly leads you into a dark hole in my experience so far, but I couldn't resist at least when I was testing the tease. When I start playing for real I might be more cautious. Getting two 1000 debts is probably enough to get one in real trouble, and then you are trapped.
Any other players got opinions on how to play this?

marty
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Re: [FEEDBACK] Risky Pick Legacy

Post by lucilia »

Two potential bugs:

Taxes do not work as intended, they seem to leave you what the tax rate is (so cursing to make it higher is actually better) - I am not sure if that is still an issue, but may need to be checked.

Also, when you get Chastity Bane and annoy the Mistress, she adds days, but those do not actually get added (or the original sentence is not calculated correctly, I may have misread)
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Re: [FEEDBACK] Risky Pick Legacy

Post by CXZman »

lucilia wrote: Fri May 08, 2026 4:12 pm Two potential bugs:

Taxes do not work as intended, they seem to leave you what the tax rate is (so cursing to make it higher is actually better) - I am not sure if that is still an issue, but may need to be checked.
Thank you! I hate it when I reverse the fucking logic like that -_- Should be fixed, though
lucilia wrote: Fri May 08, 2026 4:12 pm Also, when you get Chastity Bane and annoy the Mistress, she adds days, but those do not actually get added (or the original sentence is not calculated correctly, I may have misread)
Surprised by this one...
Spoiler: show
Did you ask the Mistress to pick the number of days for you? If yes, then I spotted the issue and it's fixed. If you entered a number, I don't know where the bug is.
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Re: [FEEDBACK] Risky Pick Legacy

Post by machine_maker »

taxCredits is not defined
at Interpreter.unwind (interpreter.min.js:1:57275)
at Interpreter.throwException (interpreter.min.js:1:55951)
at Interpreter.getValueFromScope (interpreter.min.js:1:53867)
at Interpreter.stepIdentifier (interpreter.min.js:1:72938)
at Interpreter.step (interpreter.min.js:1:3938)
at Interpreter.run (interpreter.min.js:1:4285)
at Gt.eval (index-6f90e65e.js:23:20307)
at index-6f90e65e.js:23:21020
at String.replace (<anonymous>)
at oh.resolve (index-6f90e65e.js:23:20972)

I just started getting stuck after this message
So you only get taxed for 1 Days of absence instead of 3 Days.

Saw this error in the console log.
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Re: [FEEDBACK] Risky Pick Legacy

Post by CXZman »

machine_maker wrote: Fri May 08, 2026 7:15 pm taxCredits is not defined
at Interpreter.unwind (interpreter.min.js:1:57275)
at Interpreter.throwException (interpreter.min.js:1:55951)
at Interpreter.getValueFromScope (interpreter.min.js:1:53867)
at Interpreter.stepIdentifier (interpreter.min.js:1:72938)
at Interpreter.step (interpreter.min.js:1:3938)
at Interpreter.run (interpreter.min.js:1:4285)
at Gt.eval (index-6f90e65e.js:23:20307)
at index-6f90e65e.js:23:21020
at String.replace (<anonymous>)
at oh.resolve (index-6f90e65e.js:23:20972)

I just started getting stuck after this message
So you only get taxed for 1 Days of absence instead of 3 Days.

Saw this error in the console log.
Fixed, sorry!
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Re: [FEEDBACK] Risky Pick Legacy

Post by HappyToLose »

Hello there!

This is by far the best tease I have ever played on here. So much so that after 10 years of regularly visiting this site I finally made the effort to create a Milovana Account just to give feedback on it. :-D

A short summary about what's great about this tease: Game Mistress' personality feels very realistic, dialogue feels alive, the pictures of Riley and the cards fit beautifully, and the card game itself is fun too, since both currencies are relevant to you and what you will be allowed to do.

Thank you for the amount of effort, polish and care you put into this project!


This inspired me to think about and try to improve the systems and gameplay loops a little. That is still a WIP, and when I get anywhere I might post my ideas here. For now I have the following small remarks:

1.
Spoiler: show
IMO the start/end of the day should be 06:00 o'clock. By this time, most peoples days are over. The problem with it being 12pm is that when people are in chastity and start playing at night, after 12pm, and buy a chastity release, they have it for the next day as well, and so are able to "double dip". To me this feels undeserved the next day, like you're tricking the system instead of abiding by Game Mistress' constraints.
2.
Spoiler: show
Is the quality of "Offers" from Game Mistress during the game dependent on something, such as the quality of the card I have picked? In experimenting with it, I was not able to find such a pattern. If not I might have an idea.

My idea for using the offers in additional fun ways would be a "mood" variable for GM. It would be rolled daily, as a value between .25 and .75 (the higher the better mood). This may then be further positively or negatively influenced by how many punishments you have done in the course of this game or just this day, how often you misbehaved, or the amount of debt and credits you currently have.
The result is the probability, that in between card draws, GMs Offers are "honest" and help you (good offer when on a bad card, bad offer when on a good card) or are "dishonest" and try to sabotage you (vice versa). Then, every day has the minigame of finding out whether GM is in a good mood or bad mood and achieving this would allow you to make choices with improved odds. This could also influence other variables, like with how many credits GM will be satisfied at Mistress Offering, how lenient she will be to you being rude (/punishing when you're behaving well) or how much credit she'll give you when pulling the "Coin" Mystery Card.
3.
Spoiler: show
Lastly, a problem i don't have the answer to yet, is motivating the player to take a few early instead of getting lucky for a few days while recklessly accumulating curses that make the game unplayable the next time they play... obviously this is the choice of the player right now, but IMO the game shouldnt allow players to fall of a cliff, especially the avoidant ones, and chastity for the price of a flat 50 debt is just not enticing in any situation. (This might be just for me, as someone who only very gradually wants to be forced into chastity, but wants to avoid it in general. I never take chastity days.)

I think this is a fundamental problem of the game and the cards, in that it only has negative feedback loops that escalate too quickly and don't have the option to be fought against or reversed, even if the player wants to, i.g. by being able to raise the price of chastity days with credits or being able to pay with a few (ever increasing amount of) chastity days (not credits) or even hours to remove a random curse, or add a credit positive card to the deck.
Hope this was not too ranty and I got my point across... Anyways, thank you again for this tease!
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Re: [FEEDBACK] Risky Pick Legacy

Post by CXZman »

HappyToLose wrote: Sat May 09, 2026 11:05 am Hello there!

This is by far the best tease I have ever played on here. So much so that after 10 years of regularly visiting this site I finally made the effort to create a Milovana Account just to give feedback on it. :-D

A short summary about what's great about this tease: Game Mistress' personality feels very realistic, dialogue feels alive, the pictures of Riley and the cards fit beautifully, and the card game itself is fun too, since both currencies are relevant to you and what you will be allowed to do.

Thank you for the amount of effort, polish and care you put into this project!
Thank yooou :love:
Glad you enjoy the tease!
HappyToLose wrote: Sat May 09, 2026 11:05 am This inspired me to think about and try to improve the systems and gameplay loops a little. That is still a WIP, and when I get anywhere I might post my ideas here. For now I have the following small remarks:

1.
Spoiler: show
IMO the start/end of the day should be 06:00 o'clock. By this time, most peoples days are over. The problem with it being 12pm is that when people are in chastity and start playing at night, after 12pm, and buy a chastity release, they have it for the next day as well, and so are able to "double dip". To me this feels undeserved the next day, like you're tricking the system instead of abiding by Game Mistress' constraints.
The reason I chose 12am is for conceptual and code ease of use. The project was complex enough as it is, and I didn't want to deal with too detailed time management, and it also need to be a clear concept in the mind of the player. In general, things ending and reverting "at midnight" is a thing in tales, stories, at least in western culture, so I went for that.
It is true that picking another cutoff time would avoid the midnight problem... but also would move the problem to this other cutoff point.
One alternative would be to simply get a certain duration of time off the hook. So any time you activate it, you have X hours (X to be determined). It makes the wording and the narration a bit different, but the code wouldn't change much. I'll think about it.
HappyToLose wrote: Sat May 09, 2026 11:05 am 2.
Spoiler: show
Is the quality of "Offers" from Game Mistress during the game dependent on something, such as the quality of the card I have picked? In experimenting with it, I was not able to find such a pattern. If not I might have an idea.

My idea for using the offers in additional fun ways would be a "mood" variable for GM. It would be rolled daily, as a value between .25 and .75 (the higher the better mood). This may then be further positively or negatively influenced by how many punishments you have done in the course of this game or just this day, how often you misbehaved, or the amount of debt and credits you currently have.
The result is the probability, that in between card draws, GMs Offers are "honest" and help you (good offer when on a bad card, bad offer when on a good card) or are "dishonest" and try to sabotage you (vice versa). Then, every day has the minigame of finding out whether GM is in a good mood or bad mood and achieving this would allow you to make choices with improved odds. This could also influence other variables, like with how many credits GM will be satisfied at Mistress Offering, how lenient she will be to you being rude (/punishing when you're behaving well) or how much credit she'll give you when pulling the "Coin" Mystery Card.
That idea was an option I considered early and decided to drop it. It's quite a fundamental mechanic is Tease AI, so I see the concept, but it's also very costly in production time, since once you step in that direction, you want to change and vary every expression, every address to the player, etc. It's a ton of writing to make it right. I opted for a much shorter term mood change, that is basically embed in the writing. You know if you pissed her off within the same minute of gameplay and she calms down soon after that, basically.

I do want to keep the Offer patterns relatively secrets, but they need more work. It's a fundamental aspect of the Tease and after giving some playthroughs and thoughts, it needs a v2.0 :-D clearly
HappyToLose wrote: Sat May 09, 2026 11:05 am 3.
Spoiler: show
Lastly, a problem i don't have the answer to yet, is motivating the player to take a few early instead of getting lucky for a few days while recklessly accumulating curses that make the game unplayable the next time they play... obviously this is the choice of the player right now, but IMO the game shouldnt allow players to fall of a cliff, especially the avoidant ones, and chastity for the price of a flat 50 debt is just not enticing in any situation. (This might be just for me, as someone who only very gradually wants to be forced into chastity, but wants to avoid it in general. I never take chastity days.)

I think this is a fundamental problem of the game and the cards, in that it only has negative feedback loops that escalate too quickly and don't have the option to be fought against or reversed, even if the player wants to, i.g. by being able to raise the price of chastity days with credits or being able to pay with a few (ever increasing amount of) chastity days (not credits) or even hours to remove a random curse, or add a credit positive card to the deck.
Hope this was not too ranty and I got my point across... Anyways, thank you again for this tease!
So on that front, I won't spoil too much, but the problem you've identified is more or less the core of the game. This is all by design. It's supposed to tempt you to play the dangerous way instead of the safe way.

Good feedbacks though, thanks!
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Re: [FEEDBACK] Risky Pick Legacy

Post by bits »

dublinmarty wrote: Thu May 07, 2026 1:44 pm
CXZman wrote: Thu May 07, 2026 1:19 pm Thank you!! :love:

I would say it is thought out to be revisited occasionally, but you can also just binge tons of plays back to back. Both are taken into consideration.
The game is "kind" (more or less) with players who are trying to get a release out of the game. Some players quite easily get lots of Credits, and it's fine. However, this is not a situation that lasts for very long. You can speed up the process by activating Curses. From that point on, the game slowly becomes more cruel. It's all based on what the master deck contains. It starts relatively fine, but can become very punishing. You get to dose it yourself.

In general though, most things are permanent, and there are (almost) no take-backsies.
I like the way a player is encouraged to use the curses, that certainly leads you into a dark hole in my experience so far, but I couldn't resist at least when I was testing the tease. When I start playing for real I might be more cautious. Getting two 1000 debts is probably enough to get one in real trouble, and then you are trapped.
Any other players got opinions on how to play this?

marty
Multiple 1000 cards is definitely very dangerous. I don't play for real, but sometimes I log on and try not to give myself a release until I'm allowed one. The other day I landed on 1000 twice in a row and then a mystery card that added a LOT of chastity thanks to some extra bad luck. Most times I play I have managed to earn a chastity release and some form of orgasm but it's got much much harder and my chastity sentence is currently running until October :no: I'm tempted to start afresh and play it more real and see how it goes.
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Re: [FEEDBACK] Risky Pick Legacy

Post by CXZman »

bits wrote: Sun May 10, 2026 11:43 pm Multiple 1000 cards is definitely very dangerous. I don't play for real, but sometimes I log on and try not to give myself a release until I'm allowed one. The other day I landed on 1000 twice in a row and then a mystery card that added a LOT of chastity thanks to some extra bad luck. Most times I play I have managed to earn a chastity release and some form of orgasm but it's got much much harder and my chastity sentence is currently running until October :no: I'm tempted to start afresh and play it more real and see how it goes.
Well now you know how harsh the Game Mistress can be ;-)
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Re: [FEEDBACK] Risky Pick Legacy

Post by CXZman »

UPDATE

I did just change a bunch of little stuff, helped with many texts and logic to improve the main core game.
However, I also changed an important part of the rules:
  • Now drawing more than 1 Card will cost Credits. Drawing 2 Cards costs 2 Credits, and drawing 3 Cards costs 5 Credits. Drawing 1 card is still Free.
  • Passing an Offer instead of Giving Up will now eventually cost Debt. The first pass is Free, but any subsequent one will increasingly cost more Debt.
Game Mistress decided the game was a tad too easy on many of her players...
It's also to make the resources a little bit more dynamic and make decision making a bit more involved.

Feedbacks welcomed, as usual!
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Re: [FEEDBACK] Risky Pick Legacy

Post by bits »

That's interesting... I rarely take offers because I find it more fun to leave it all to luck, so I'm curious how this changes things. Punishing picking more than one card at a time will slow the game down but maybe make me play more seriously. Interesting! I'll give it a go and let you know how I find it
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