[FEEDBACK] Risky Pick Legacy

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bits
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Re: [FEEDBACK] Risky Pick Legacy

Post by bits »

Hmm, I'm loving that there's a new twist on the rules, the Game Mistress certainly is harsh though :\'-( I started a new game to see how it goes. I'm not sure if I like how it discourages playing to the end so much, because getting mystery cards or other punishment cards can be the most fun part. The debt from passing quickly exceeds the debt in the offers sometimes.
I suppose it makes more sense when the orgasm card is still in the deck. I'll need to keep playing more. Gonna try leaving my solo orgasms up to the Game Mistress and hope my gf is kind to me in our sessions in the mean time!
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Re: [FEEDBACK] Risky Pick Legacy

Post by dublinmarty »

CXZman wrote: Mon May 11, 2026 2:53 am 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!
There seems to be a downside to getting debt for passing an offer, seems to me you are less likely to end up with a special card like Chastity Bane, Mystery, etc. as to get there you need to take up quite a lot of debt to get to the point where you get one of these cards. Maybe the level of debt shouldn't go up quite so fast for passing offers.

marty
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Re: [FEEDBACK] Risky Pick Legacy

Post by dublinmarty »

Being playing around with changes and I think you have it right, as usual, nice balance between spending credits or taking on more debt. Not a great choice for a poor sub. Looking forward to taking a plunge and playing for real in next couple of days. Thinking of keeping a diary of how I get on, not sure if it will encourage people to play or scare them off!

marty
bits
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Re: [FEEDBACK] Risky Pick Legacy

Post by bits »

dublinmarty wrote: Mon May 11, 2026 11:24 am Thinking of keeping a diary of how I get on, not sure if it will encourage people to play or scare them off!
marty
I would really enjoy that, fwiw :D
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Re: [FEEDBACK] Risky Pick Legacy

Post by CXZman »

I've just adjusted a liiitttle bit the probability of receiving a Give up Offer to go with the new pricing. Hoping it better reacts to the dynamic of play and makes the game more interesting
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Re: [FEEDBACK] Risky Pick Legacy

Post by wet_margo »

really great job on this!

I did a play through just to get the feel for the game and one thing that strikes me, and maybe this is just my personal preference and others feel differently, but
Spoiler: show
I feel like there needs to be an end point. If I know I can quit any time, there's nothing stopping me from spamming curses, then quitting when the game gets too hard. If I know I'm locked in for X many days, I know I can't do that without facing the consequences of the curses. The way I see it, it doesn't even really need to be built into the game mechanics, just something at the start that encourages you to decide a minimum play time. I guess I could just do that in my own head :-D but it would be a nice addition if I felt like it was part of the game and not just an arbitrary choice by me.
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Re: [FEEDBACK] Risky Pick Legacy

Post by CXZman »

wet_margo wrote: Mon May 11, 2026 4:06 pm really great job on this!

I did a play through just to get the feel for the game and one thing that strikes me, and maybe this is just my personal preference and others feel differently, but
Spoiler: show
I feel like there needs to be an end point. If I know I can quit any time, there's nothing stopping me from spamming curses, then quitting when the game gets too hard. If I know I'm locked in for X many days, I know I can't do that without facing the consequences of the curses. The way I see it, it doesn't even really need to be built into the game mechanics, just something at the start that encourages you to decide a minimum play time. I guess I could just do that in my own head :-D but it would be a nice addition if I felt like it was part of the game and not just an arbitrary choice by me.
Thank you!
I did have an idea of a much longer term "end", but it's going to take time to implement
The thing with many aspects of this game is that... well... it's just a thing in the web browser. Anything I try to throw at the player can be countered by clicking the cross at the top right of the window :-D
I could implement minimum playtime, but it will conflict with real life events, it will also be easily broken by, again, clicking the cross at the top right of the window.

Now all that being said, it might mesh very well with an upcoming tweak I wanted to do... I'll think about it
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Re: [FEEDBACK] Risky Pick Legacy

Post by Iambadwithnames »

I think it would be fun if you could improve the deck beyond its starting point. Like, right now, the starting state of the game is the best it can possibly be. Curses and Mystery cards can ever only make things worse for you.

Imagine, instead, if you could spends credits to make the game easier in the long-term, so the player has to decide between "Do I save those credits to buy an orgasm, or spend them to make any future credits/orgasms easier to get". To not make the game too easy, the current starting state could be the new 'best possible result' state, with the new starting state being noticeably worse. So the player has to spend a few thousand credits shrinking the deck/upgrading debt costs or the like. That way you'd also disincentivize just restarting if you've got a few bad curses, because any progress you've made towards a better deck is lost along with it.
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Re: [FEEDBACK] Risky Pick Legacy

Post by dublinmarty »

Starting a diary as a new thread to let everyone know how i get on. If anyone else wants to keep a diary with me feel free to use the same thread.

marty
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Re: [FEEDBACK] Risky Pick Legacy

Post by CXZman »

Iambadwithnames wrote: Mon May 11, 2026 6:02 pm I think it would be fun if you could improve the deck beyond its starting point. Like, right now, the starting state of the game is the best it can possibly be. Curses and Mystery cards can ever only make things worse for you.

Imagine, instead, if you could spends credits to make the game easier in the long-term, so the player has to decide between "Do I save those credits to buy an orgasm, or spend them to make any future credits/orgasms easier to get". To not make the game too easy, the current starting state could be the new 'best possible result' state, with the new starting state being noticeably worse. So the player has to spend a few thousand credits shrinking the deck/upgrading debt costs or the like. That way you'd also disincentivize just restarting if you've got a few bad curses, because any progress you've made towards a better deck is lost along with it.
I think these can be interesting but I'd rather not put those options in the Credits Shop menu. In a way that would help nullifying the tension that the game is trying to build. Some players manage to get quite the amount of Credits right away, and they might be able to keep it that way for a while. What I would rather do is put that into additional Mystery cards. You get both of the worlds: a leg up to help reconstitute the deck, and the strong feeling that this is not a cheap bonus, this is "earned".

I'll see how I'll implement that.
dublinmarty wrote: Tue May 12, 2026 9:24 am Starting a diary as a new thread to let everyone know how i get on. If anyone else wants to keep a diary with me feel free to use the same thread.

marty
Wow okay :-D Let's go!
Tg878787
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Re: [FEEDBACK] Risky Pick Legacy

Post by Tg878787 »

I am a lover of Mystery Cards! I have "discovered/experienced" 9 different Mystery Card!
I sure hope there are a lot more! If not, please, please, please create many many more!
Also, I would like to be able to add more Mystery Cards to the Deck. Maybe by purchase with Credits? Or maybe by some form of punishment? Any way to add more Mystery Cards would be greatly appreciated!
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Re: [FEEDBACK] Risky Pick Legacy

Post by CXZman »

Tg878787 wrote: Thu May 14, 2026 8:06 am I am a lover of Mystery Cards! I have "discovered/experienced" 9 different Mystery Card!
I sure hope there are a lot more! If not, please, please, please create many many more!
Also, I would like to be able to add more Mystery Cards to the Deck. Maybe by purchase with Credits? Or maybe by some form of punishment? Any way to add more Mystery Cards would be greatly appreciated!
Adds "more Mystery cards" to the list of things to do for the 10th time :lol:

Thank you :-D
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Re: [FEEDBACK] Risky Pick Legacy

Post by Tg878787 »

Thank you, Thank you, Thank you!!
When you get around to it.... please, please, please add at least 9 new Mystery Cards or maybe even more as it might keep me from requesting more for a while!!!!🤗
Many thanks & much appreciated!!!!👍😁
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Re: [FEEDBACK] Risky Pick Legacy

Post by CXZman »

Tg878787 wrote: Fri May 15, 2026 11:53 am Thank you, Thank you, Thank you!!
When you get around to it.... please, please, please add at least 9 new Mystery Cards or maybe even more as it might keep me from requesting more for a while!!!!🤗
Many thanks & much appreciated!!!!👍😁
I don't know about 9 new ones :D but I will add more eventually
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Re: [FEEDBACK] Risky Pick Legacy

Post by HappyToLose »

I might be miss remembering, but i think the Devastation MC just turned my 2500 credits into 1000 debt (actually 1600 debt, but i think i already had around 600 debt before). My conversion rate is 1:2.5 debt to credit, maybe these two are linked? If not, I must've done something else with my credits previously...

This doesn't seem intended though, as having a worse exchange rate would mean that the devastation card is less ... devastating ;-)
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