Card Miner 2
Click or tap (mobile) to draw cards, collect power, and buy more cards. Also, the *rare cards* have 'hot grills'. The rare cards you collect improve the amount of power you get, and different cards have synergy with each other. There are multiple achievements to collect in the game. If you enjoy clicker or idler games like Cookie Clicker, you will probably like this.
If you leave a suggestion that is used in the game, your name will be added to the credits under 'Advisors' in a future version of the game. Please be aware, however, this is all I can offer at this time in terms of credit.
Feel free to comment any suggestions or questions you might have, and if you want to support the project in its growth, or just want to buy me a coffee, consider donating to the project, and thank you in advance for playing!
The game is NSFW, so use your own discretion.
Card Miner 2 is meant for anyone 18 years of age or older in the US, or above the age of majority in your country.
The girls are portrayed in a sexually suggestive way, not sexually explicit.
Bathing suits and lingerie, but nothing less than that.
The rare card images were generated with AI, which is the only part of the game that was AI generated. See more using the 'CREDITS' button in the game.
If you're able and feel so inclined, drop by the Discord, which is also 18 and up. You can find the Discord link by pressing the 'DISCORD' button in game.
Additional Links:
https://drive.google.com/file/d/1vHQ0hQLK0pmPF41xaF6Xxh68MjEM14jz/view?usp=shari...
Updated | 1 day ago |
Published | 3 days ago |
Status | In development |
Platforms | HTML5 |
Rating | Rated 2.0 out of 5 stars (1 total ratings) |
Author | C. Uriah |
Made with | Godot, Adobe Photoshop |
Tags | Adult, AI Generated, Casual, Clicker, Erotic, Fantasy, Female Protagonist, Idle, Monster Girls, Singleplayer |
Average session | A few hours |
Languages | English |
Inputs | Keyboard, Mouse, Touchscreen |
Development log
- Card Miner 2 Ver 1.1.0 Released!1 day ago
- Card Miner 2 Ver 1 Released!3 days ago
- Card Miner 2 Close to Version 1 Release4 days ago
Comments
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Congratulation on making a game!
The game felt quite flat. Drawing cards from the deck give a seemingly random amount of currency points which makes it hard to tell how much of an effect the power upgrades have. I quickly stopped wasting points on the first upgrades and buying only Beast upgrades for straightforward points per second, going back to unlock the rest of the cards only after I have a steady passive income.
The UI is frustrating. The Shop has an uncommon design that makes it difficult to realize there are multiple upgrades per currency and gives no description of what the upgrade does before you buy it. Half the screen is occupied by the deck and the drawn card, half of what's left by the Gallery and the last quarter is split in three making the Shop tiny and difficult to interact with. The Gallery/upgrades list is awkward to scroll trough once you have a couple of unlocks.
This feels like a project exploring Godot and trying out the engine. I have a couple suggestions:
- Remove the Deck, instead clicking the revealed card to draw a new one
- Use a TabContainer to use the freed space for the Gallery, Shop and Settings, leaving the Resources and music on the side.
- You could also add an Achievement tab to review the achievements you have earned.
Thank you for commenting and your suggestions!
The UI was somewhat difficult for me to figure out. There were multiple iterations of course and believe it or not, this one was much better than previous ones :)
That being said, I was looking for ways to save space, and adding a way to check already earned achievements sounds convenient, so I am seriously considering that one.
Regarding knowing what a card does before buying it I had imagined it would be a surprise, loosely similar to opening a pack of cards or a loot box and you wouldn't know what the card type does or looks like (unless you played the game or bought it already).
This also bleeds over into the idea that some cards are more valuable than others. The idea being sometimes in a TCG when you're pulling from a card pack, you don't know ahead of time if the cards (even the rare) will be good.
If that didn't come across, I'll have to figure out how to implement that a bit better or change it, but I'd like to get the idea working if I can.
Tab Container, huh? Hmmmm...
I am new to Godot, but this is not my first project - It's my second :)
I migrated over from Gamemaker Studio not too long ago, and this has been a learning experience for me, so that was a great catch!
Anyway, this is just to say space and configuration were big issues I kept running into, so I agree that will need to be adjusted in some way. Thank you again for taking the time to comment, and I'll make sure to post updates to the devlog when anything changes!
The upgrades here are not like TCG pulls. There is no randomness, you get the same card every time.
Not knowing what it does is particularly frustrating with the Vampire BeastMode. The other BeastMode lead you expect a Wolf points income, which is best bought as soon as you can afford it, which in turn makes tje point transfer easy to miss. Even if you spot it you have to wait to get the points again before you can buy the next. This ability is essential to get Wolf, it's frustrating to have te game punish you like this.