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Add rear views at least for 'spicy' which is not finished yet. For arse' fetishists sake. meh.
If you still developing this game. Thanks.

truly the future of gaming

(+1)

I do like this a bit. What are your plans for the gems? Because I would love to be able to have either a multispin function, or just a faster spin without the cooldown between them, and would like to use the gems to buy these features.

That's exactly what I want to do, to create some progression for the gems :)

Oh perfect. I look forward to the implementation of the systems you have planned.

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this is pretty fun and amazing , thank you so much for your time and effort razzzel (:

How many cards of the Same Typ do I need to unlock spicy

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There a bug/glitch or something because whenever I try to play the game the chat box covers the whole screen and i'm not able to see anything. (It doesn't seem like others have this problem so it be a me thing)

Edit: It only a problem for desktop it works fine on my phone

Hi Andrew! Can you please attach a screenshot

This is what it looks like before I click on it.
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This is what it looks like after i click on it

(5 edits) (+2)

First, big thanks to razzzel for putting in the time and effort to make this game. It’s fun,  addictive, and the art is beautiful. Yes, it’s made using AI, but the creator never claimed otherwise. That being said, and as many here have noted, the game can become tedious and unrewarding after a certain point. This comment is one of appreciation and constructive criticism, with the hopes that the game develops into something that we can enjoy for the long haul, because the potential is there. 

Priority #1 - Spicy Versions

Collecting all of the cards is time consuming, and increasing their affinity enough to unlock the spicy versions even more so. I am certain that A LOT of people stop playing the moment they realize only a handful of Spicy versions are available. I can’t blame them! If there’s no reward, why put in the work? Adding a full set of Spicy versions should be the creator’s #1 priority. After all, it’s the central premise of the game!


Priority #2 - PVE over PVP

The PvP was a nice addition to the game, but won’t significantly improve most users’ late game experience. With further development it could, for some, but IMO a PVE addition would resonate with more users. As it stands, PVP is a more intricate, lengthy, and somewhat formulaic game of rock, paper, scissors. 

Keep the mana, flow, hp, armor, and defense system — it’s a variation of a tried and true classic most love! But, instead of pitting users against each other, pit them against the monsters they would encounter in a dungeon; give the monsters specialized stats, abilities, and play styles; give users a range of challenges to adapt to and overcome. Do this, and users will be glued to their phones. Trust!

Priority #3 - Escape the Dungeon

This title will hopefully make sense later.

One of the main issues with collecting the cards is how discouragingly repetitive it gets. I ran the numbers — as it stands from a sample of 7,014 pulls, the odds of pulling each kind of card are:

Common - 67.07%

Uncommon - 27.00%

Rare - 5.25%

Epic - 0.61%

Legendary - 0.07%

That’s at least 80 hours of gameplay to max affinity all of the COMMON, UNCOMMON, RARE cards. For the sake of our continued enjoyment, I did not run the numbers on maxing out the epic and legendary cards as well. Yes, that’s what makes them epic and legendary, but it’s hard to stay optimistic after seeing the same 19 cards literally 6,598 times. Not to mention that there’s a roll refresh timer on all of them. 

Suggestions: 

1. Remove roll timer on girls that are In Love.

Or

2. Add an interactive way for girls that are In Love to be removed from the card pool. 

This is where the title becomes relevant. This could also work extremely well with a PVE. 

Give each girl specialized stats and abilities. These could be basic and underwhelming at common, and get progressively stronger and creative as rarity increases. 

If a girl is In Love, then each time she is rolled there is a probability of that girl entering a dungeon. The user would then have a chance to fight and defeat a monster. 

Each girl could have a dungeon path that she must complete in order to escape the dungeon. If successful in battle, next time the girl enters the dungeon she encounters the following monster. Once she defeats all of the monsters she escapes the dungeon and is removed from the card pool. Heck, there could even be an extra spicy version for girls that manage to make it out of the dungeon! 

This would turn repeatedly drawing the same girl, a possibly frustrating and definitely boring experience, into an exciting encounter with the possibility of thinning out the card pool just a little bit. This would add a dynamic element to the cards, add a fun and challenging PVE experience, and give players a way to improve their chances of completing their collections! 

Parting Words 

Although it is already enjoyable, this game has the potential of being a top-tier, wonderfully addictive experience. If you’re on the fence about playing it, I selfishly must ask you to give it a go! I hope the game gets all of the support necessary to give the developer the resources and opportunity to fulfill its potential. Until then, I’m stoked to be part of the journey. 

Thank you razzzel, again, for all of your work! 

TL;DR

Good game with real potential to become a true masterpiece. Developer is responsive to the community and actively improving the game. 

Edit: Spelling errors

your art style smells like AI

Yeah, he stated this in the description

(+2)

after receiving more than half of the “common” in the "in love" status, there is no point in further turning, since progress begins to slow down very much.

(+2)

Gave this a whirl because "screw it, i need something to do inbetween Overwatch games", ended up porting progress to my phone to spin on my lunch break. It feeds my collector's bug which is nice, I would prefer Human art, but I'm not opposed to someone using AI to draw because they can't, it's something I can understand so no judgement <3

(5 edits) (+7)

The game has potential, but it's a long road to get there.

Someone with 50 hours played only has marginally more content than someone who has played for 5 hours.

Please allow for us to do 5x rolls or something, at least every now and then. It's so bad to spin as much as we need to, to unlock the final affection level (where we don't even get a decent reward!?)  

Play a different game if you want nudity because you won't get it here often at all. Looking forward to updates.


Please fix:

  • Duplicate rolls, super annoying get cards you've already mixed out... unlocking cards and affection levels should be faster the more you play, not the same speed.
(+2)

The nudity comment is particularly annoying since the game first advertised nudity but never had it, and then switched the term to spicy. Felt like a bait and switch.

(+3)

This is exactly what I've been looking for in a game. Obviously it's barebones but it's something I can play mindlessly and it's it in a card/art format and I enjoy collecting. Haters gonna hate but I think you're on to something good here. It is at least appealing to me and I thank you for the enjoyment this has given me today.

With the latest update (2nd update) my affection level went down from in love to a lower level on some, perhaps all girls.

(+10)(-5)

... The idea of setting up a premium subscription for an A.I.-generated gacha game is... baffling, especially when it's as threadbare as it is now, with nothing beyond rolling as a "gameplay" function. You're kinda putting the cart before the horse here by trying to get money before there's anything beyond the most vague proof of concept.
You could, in theory, do something interesting with this, but that just screams sketchiness and a quick get-rich scheme out the gate, to me, I fear.

(+9)(-8)

1. Actually, the idea turned out surprisingly good: I see a lot of positive feedback and high online in the game.

2. "AI Generated Game" is anything but this game. It involves a lot of manual work, both in art and coding. I spent a huge amount of time creating it and that's what a lot of players are noticing. Yes, I can't draw cards by hand (since I'm a goddamn coder) and there's no denying that I've used AI tools. But generating an image and creating an image using such tools are bloody different things.

3. "Getting rich quick" is ridiculous. I've spent way more to give the community this game than I can get. While I was making this game I wasn't making money, but I was paying my bills.

In conclusion: You are putting labels on the game you don't understand. It's easy to call a game an AI scam without understanding how it was made and how it works. Yeah, I'm not arguing that it's a pretty simple game. What game was I supposed to do as a first project? And what's wrong with asking for financial support if I'm spending money on development? How am I supposed to develop it without that?

I apologize for the tone, but it really hit me. Maybe this just isn't the game for you, either way I wish you find a good gaming experience on this platform.

(+3)

Word to the wise slow burn is an understatement. Considering you get 3 rolls every 4 minutes it would take 2+ hours of rolling and getting the same girl every time to earn your "reward". So with a max of 32 tickets coming back the next day is barely rewarded.

I tried to find a balance between ticket earning and the value of the cards. If everything was easy, there would be no value in getting rare cards.

(+4)

I just question how punishing players for playing your game for longer than 30sec could ever be called "balanced". It's the same reason so many mobile games are completely unplayable after the first hour. Your grace system easily creates the rarity you want and has some great potential, but as far as I'm aware the best gambling games revolve around getting the player playing as long as possible. Even the most rare card has no value if the reward hinges on the player landing that randomly rare chance 38+ times. I could see an easy solve for this by maybe shifting the requirements lower with each rarity so it feels remotely attainable instead of this vague ai-generated concept designed to practically never be seen. I'm not talking ease I'm talking fun.

(+2)

how does the grace system work?

or is it just random

random

(+1)

how comes the rolled card shows "curious" but the collection card only shows "indifferent?

It's some kind of bug. Please update to the latest version.

(+1)

"As a bonus, cultivate relationships with these beauties; win their hearts and watch as they slowly fall for you!"

Do I as a player have any influence on the gain or loss of "grace"? Seems completely random to me...

random

I dont know how IT works with Grace

(2 edits) (+3)(-1)

as a collector, it's good, the arts are good (yes, i know they are AI generated), i think it would be cool to have changes to the character arts as you advance her interest, and the characters that are maxed out should exit the gacha rotation, i have almost all the common rarity girls maxed out and they keep appearing without any benefit (after all, there are no benefits even from maxing them out for now... :c)

(+3)(-1)

Added a feature that allow players to undress maxed characters. Only available for a few characters so far, but I'll be adding new ones gradually.

(+1)

+ I listened to your advice (and other players) and added getting a new art when maxing out.

(+7)(-2)

So the entire game is rolling for pictures every few minutes? This needs a lot more to be called a game.

(+3)(-1)

I have big plans about adding new features. Would you like to suggest something