Project K
by Verotox
2DCG
AI CG
Female Domination
Footjob
Handjob
Harem
Male Domination
Male Protagonist
Masturbation
Oral Sex
Sci-Fi
Strategy
Teasing
Titfuck
Vaginal Sex
Build a collection of cards to fight increasingly difficult computer opponents to unlock more cards. Project K is a constructed deckbuilder where you make your deck before selecting a fight. It uses a unique clash system to decide which characters win fights and how much damage is dealt.
Screenshots
v0.2.0 Test 2
Created a new battle hud, made all 15 fights have a unique deck, animated large portions of the game, finished all of greens art.
v0.2.0 Test
### Gameplay Changes
- Reset one-use character abilities when their card leaves the battlefield, allowing the ability to be used again if the card returns.
- Changed Dione's Attack and Defence reduction to expire at the end of the next clash phase instead of being permanent.
- Made Channeling not count as an action, so players and opponents may Channel before playing a card or passing without handing priority over.
- Gave the White Tutorial opponent opening priority so its Training Drone is already deployed when the player is taught to oppose it with Asset Charlie.
- Kept player Health meters blue and opponent Health meters red, including at low Health.
- Randomly assigned opening priority before each non-tutorial fight and alternated which side acts first in every following action round, with the opening order shown during the mulligan.
- Rebuilt the White Tutorial around a required three-card mulligan into a curated training hand, an opponent that visibly Channels and deploys from a blank board, and a guided Taunt into Fall hard combo alongside clearer lessons for priority, Clashes, wounds, battlefield states, and battle information.
- Reduced the White Tutorial opponent's starting Health to 5 and consistently used Health throughout its lessons.
- Fixed cards in the Discard pile being treated as Exiled by combat effects.
- Reworked turns into shared action rounds: the side with priority acts first, both sides alternate playing a card or passing, may Channel without giving up priority, and begin the Clash after two passes in a row.
- Added a brief pause before each opponent action and a clear banner whenever the opponent passes.
- Kept the current player, opponent, pass, or Clash banner visible until the phase changes.
- Taught opponents to consider accepting a player's pass when the player still represents a response with cards and Mana, especially when the opponent is already winning the upcoming Clash.
### New Content
- Added three fights for each robot colour after the tutorial, with new fights and cards unlocked through victories. The White route has no extra card reward.
- Added a unique fight rule to every non-tutorial Major Malfunction encounter, with each rule explained in the battle HUD.
- Added a Card Rewards browser so each route's unlockable cards can be previewed before a fight.
- Added an opening mulligan where the player and simulated opponents may put up to three cards on the bottom of their deck and draw the same number of replacements.
- Overhauled the Major Malfunction campaign and battles with a damaged orbital-command theme, a clearer route map, a new combat HUD, and improved card and clash presentation.
- Rebuilt the Deck Builder as the Rift Workbench, with clearer deck progress, more compact cards, and artwork that can be clicked for a closer look.
- Redesigned the Set Selector as a campaign dossier with new Major Malfunction artwork and clearer route progress.
- Refreshed the main menu with new Project K artwork, illustrated navigation buttons, an improved character profile, and access to the changelog.
- Added new default silhouette artwork and improved name fitting for cards without bespoke art.
- Added complete card artwork for Asset Tango across every card state.
- Added complete healthy, stripped, discard, and exile artwork for Babe, Cutie Pie, Dearest, Sweet Pea, and Garnet, plus full card-state artwork for Grow, Garnet's Technique, and Fortify.
- Added looping music throughout the main menu and campaign screens.
- Added a new Project K application icon.
v0.1.0
Initial release.
AI slop. It's like 5th game I seen with such UI design. I wish someone could tell me why AI keep making that exact UI. Is there some specific service churning out such games? Or some specific boilerplate? Onto the game itself. It's garbage. Rated on 0.2.0-TEST1-PC. Buggy mess. I have no idea how I ended up stuck on the 'tutorial'. (Note that I ran the windows version through wine.) But I don't think it's a me problem, considering there's others talking about the exact issue. The AI art is okay-ish for AI art. It's kinda low quality and could do with some editing and some minor tuning. Common errors like fucked up hands are present here and there. But it shouldn't be hard fixing with some minor quality check and editing. Overall, the UI and game design is horrible. Needs a lot of play testing and work. It's barely playable at the moment.
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