Sluts Duel [v0.3] [Mandr4goran]
18+. Anime. Card game.
Sluts Duel is a full-blown TCG with real mana ramp, shield breaks, and creature combat. Think Duel Masters, but horny. Runs on desktop or right in your browser.
You build a 40-card deck from a roster of 60 hand-crafted maidens, each one available in 4 rarity tiers with their own art. Fight your way through an AI campaign, earn coins, rip packs, fuse your duplicates into rarer versions, and unlock explicit CG scenes the better you play. Everything’s earned. No paywall, no microtransactions, none of that.
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Sixty maidens spread across seventeen orders. Each order has a name, a look, and a reason to be on the battlefield, so the roster actually hangs together instead of feeling like a random grab-bag of girls.
Blood mercenaries of the Crimson Oath. Samurai of the Fujin-kai. Gladiators from the Golden Pit. Void scholars of the Schola Obscura. Primal mages of the Stormblood. Death witches of the Ashen Court. Sun priestesses of the Dawnsworn. Moon wardens of the Duskguard. Druids of the Verdant Rite. Demon royalty of the Obsidian Court. Shadow assassins of the Unseen Blade. The Hollowed, uncanny horrors that don’t get a nicer name than that. And the newest orders: the Tideward, the Rimeguard, the Prismward, the Kurogane-ryu and the Kagero.
Every one of them has a name, a silhouette, and four versions of herself.
THE NSFW STUFF
Rarity is undressing. Common is armored up. Uncommon shows some skin. Rare is barely covered. Very Rare is fully nude. That’s 240 pieces of art, every one unique and hand-prompted so each girl stays consistent across all four tiers.
Then there’s the Bond system. Summon a character and she warms to you: at bond 5, 10, 15, 20 and 25 a new CG scene unlocks. Five scenes per maiden, 300 CGs total, every one redrawn in v0.3 in the same style as the cards, all saved in the Gallery.
Mira, Zoe, Vanessa, Hana and Diana are the rivals. Each runs a six-battle chapter of her own, loses a layer of clothing at every stage, and has her own CG scenes. Selected rival scenes now play as short animated loops in the Gallery.
HOW TO PLAY
You can either play it on Itch.io on your browser app or you can download it and play it on your personal computer.
Your v0.2 saves carry over. Please leave a comment with your thoughts on the game, and tell me what v0.4 should focus on!
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Everything that changed since v0.2:
New content
– Steel & Shadow expansion: 10 new characters and 40 new cards, with portraits and CG scenes
– Five CG scenes per character, unlocked at bond 5, 10, 15, 20 and 25: 300 scenes in total
– All CG art has been redone: every character CG was redrawn from scratch in a new square format, in the same style as the cards
– The first animated loops for the rivals: selected rival CG scenes now play as short looping animations in the Gallery viewer
– Rivals Mira, Zoe and Vanessa redrawn, and new rivals Hana and Diana, each with six battles, clothing stages and CG scenes
– Voiced battles: every character has a voice line when she is summoned and a reaction when she is defeated. Story readings play in the Gallery only when you ask. Voices have their own volume slider
– Music: a menu theme plus a track for the battle boards
– Changelog screen and the version number on the main menu, start screen and in Settings
Rules and balance
– Both players now start a duel with 3 mana already in play, then add at most one per turn
– Ascend: play a higher rarity of a character you already control straight onto it (+2 mana)
– Order bond: control two or more creatures of the same order and each gets +5 power
– A broken shield now deploys as a free creature for its owner instead of going to hand
– Copies of a card are capped at 3 per deck. Returning a creature to hand resets its power and bond, and untaps it
– A creature that blocks now untaps at the start of its owner’s next turn (it used to stay tapped for an extra turn)
– The enemy can now block your attacks. Attack All fires one attack at a time
– The AI is gentler in the early game: on difficulty 1-3 it sometimes holds cards back, swings badly or skips attacking, and Mira’s first four battles use weaker decks
– Economy: first clear of a battle grants a pack, coin payouts scale with difficulty, shuffling is unbiased, and packs beyond your 5 slots convert to coins. Free Play now shows the coins you will earn
Battle screen
– Live card faces with the golden frame and a new card typography; combat and on-summon keywords use different icons
– New combat effects: attack trail, block parry, a line showing who blocked whom, and a VICTORY / DEFEAT finish before the result screen. Bond CG scenes now appear after the victory screen
– Destroyed cards shatter in place and then fly to the graveyard, where the last card lies face up
– Cards that go into your mana zone leave your hand as the animation starts; cards from a broken shield fly to the table
– While you choose a blocker, a red arrow shows what the enemy is attacking, and hovering a blocker shows the power difference and who would die
– Faster tapping and attacks, no shaking or pop-out on the attacked card, no particles on shield hits
– The hand starts expanded, with slightly larger shields, deck and graveyard
– Abandoning a battle asks for confirmation; losses return you to the right screen; retrying a battle no longer duplicates bond gains
Menus, shop, forge and packs
– Shop: the balance drains when you buy, a price floats under it, and the pack pops. Daily deal cards are shown at a readable size
– Forge: much faster animation. The forged card stays up until you click it, and panel cards and text are larger
– Pack opening: the final card grid is bigger and no longer scrolls, glow is even on all sides, and cards you have never owned are tagged NEW! (also in the forge)
– Square, centred icon buttons everywhere. Free Play difficulty cards and button are larger
– Gallery: rival clothing stages and champion CG scenes share one viewer with arrows next to a framed image
– New background art on every menu screen, with a different pair of maidens on each
– The Glossary, tutorial and Gallery text now match the real rules
Saves and stability
– Desktop saves are stored in a saves folder next to the game and merged per slot; writes can no longer overlap
– Corrupt saves are quarantined, with a recovery screen, an error boundary and a notice if a save fails
v0.2
Everything that changed since v1:
Fixes and balance
– The Card Forge works now (it was quietly wiping collections, that’s gone)
– Power buffs, keywords and abilities finally show up on the cards
– Fixed attacks landing on a shield instead of the creature you actually clicked
– Full card rebalance, so a higher rarity now means a stronger card instead of a worse one
– Aggro decks no longer run the table: broken shields drop onto the board as blockers so slower decks can fight back
– The Hard AI stopped sandbagging its opening turns
Quality of life
– New Glossary screen that explains every mechanic
– Attack With All button, Open All Packs button, and combat skips itself when you have nothing to do
– Deck editor filters and sorts by ability, the shop refreshes hourly instead of every four hours, and CG scenes unlock about twice as fast
Content and art
– More characters on the roster, the campaign now unlocks chapter by chapter, and a big pass of art fixes so the CGs finally match their cards
– Two brand new rival galleries, Zoe and Vanessa, each with a full 13 scene set and their own poses and settings
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For this version I’ve tried to solve all of the issues notified by your comments. Please let me know in the comments or in PM any issues that you’ve seen or stuff that you feel needs changing, as well as ideas and anything in general. Please join my Patreon if you want to be a part of this journey!
With gratitude and excitement,
Mandr4goran
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I want more of it. Play a few battles and tell me what you think. Too easy, too hard, a card that feels broken, a screen that confuses you, a crash, whatever it is. If you find a bug, tell me what you clicked right before it happened, that helps me a lot. Ratings and reviews help too, they keep the thread visible so more people find the game.
I’m planning v0.4 right now. More rivals, more characters, a longer campaign, better deck tools? Tell me what you want to see next and I’ll see what I can fit in. Comments here or a PM, both work.
Mandr4goran
