nightly: version 2


hello again everypony,

i have been working on heart by hoof this week! yippee! i am hoping to continue working on it at a half decent pace in the future, but as always i am a very fickle horse.

but, if i can keep up the work, my plan is tentatively to do a weekly release. i don't know for sure if pushing new builds will itself put anything in your feed -- but if so, a weekly release lets me avoid completely spamming your feeds, while still being able to regularly push updates and even write changelogs, which is nice.

edit: from what it looks like, not only does the project update not show up in the feed, but neither does this post. i could swear i read somewhere that itch rate limits the posts it shows; that is probably what i'm running in to here. maybe i need to reduce my changelog posting rate to once every two weeks.

double edit: it looks like this post does show up in the feed after all. let me know if one thing in your feed once per week is too often.

if you would like to keep up with the changes in more detail i have been posting a bit about them on bsky. mostly this is posts of new card arts and other rambling, as you might expect.

important notes on saves

due to the way cards are implemented, i think it is possible that certain cards may break when upgrading between versions. this means that if you upgrade during a run, you might experience a game crash. i have implemented some safeguards to hopefully prevent this from happening, but if you run into it: you should be able to recover by just hitting "abandon run." i trust nobody would have had any run that was too incredibly interesting (or if you do, consider finishing it before upgrading!)

changelog

so what are the changes for this version?

  • perhaps the #1: the starting deck has changed! this might be a temporary change, but it is a direction i think is necessary to explore. specifically, the status quo for heart by hoof. is that the first encounter is essentially always the same. this simply seems bad to me from a fun and replayability perspective; i'm sure this is why most other deckbuilders have you make some deckbuilding choices before the first encounter. so, i may eventually also do something like a card reward or some other kinds of deckbuilding before the first encounter. but for now, you get one random card added to your deck, and your deck also starts with an additional copy of thrust in.
    • all encounters have been buffed by 5 max tension to offset the boost in starting power.
    • i think it is very likely that you can roll some very bad cards (such as invigorate!) and lose the first encounter without any counterplay. i have not yet encountered this so i haven't playtested it. again, this will probably eventually be fixed by the way this new feature evolves in the future.
      • also, thrust in. is arguably a good addition to the starting deck. we will just have to see how it plays...
  • more card arts ported to the new system: combo!, bouncy?, calm nerves? and electrified. i may have honestly missed some, but i believe that's basically right. 
    • for better or for worse, i have switched the shading function from being something a bit custom to the exact "interpolation 2x" blending mode from krita. it was becoming too difficult to keep up with the sometimes pretty severe visual differences between krita and the final product, so now they are (in theory) exactly the same. this does, perhaps, make the main menu art and some card arts look worse, i'm not really sure. but it seemed necessary for me due to some of the new card arts i was drawing.
    • i am also trying a new(ish) style on a couple of them -- i took the existing new card art, added a layer on top where i drew some line art, and then added this to the "interpolation" layer. i think that having a (sort of) line art may make them look nicer, but i'm not sure. the good news is it is pretty easy for me to tweak them between these styles so i will have ways to play with it and figure out what i want.
  • other new art: card frames! i'm trying out some new visuals for the card frames, that are based on your palette colors (of course). i do kind of like these new card frames a bit but as always they are subject to change.
    • i wanted to make the card art itself less cropped given that i am now spending even more time  on it.
  • there are five new cards, three with (hopefully) finished card art: whimsy!, whimsical thrust?, vulva veneration~, play with tail~, , and all out!
    • play with tail~ has unfinished card art, while all out! has essentially no card art.
    • i am trying out some new effects with the whimsy cards. they may undergo some serious changes.
    • i quite like the vulva veneration~ card in a lot of ways. the card art was drawn on a whim, and i had to come up with a name and effect that seemed remotely relevant. i think it is fun.
  • misc balance changes.
    • visualize! tweaked to draw 2, cost 1. i'm not sure exactly what i want from this card but i figured i would try out this version of it for a bit.
    • take it slow. tweaked to have no stamina cost, but cause you to gain 6 horny. this honestly still might be too weak; i originally tried it at gain 15 horny which was completely unplayable. i will have to run into this card more to see how it plays.
    • intimacy. tweaked to remove 16 horny from your partner after playing it instead of exhausting. i played a couple times with this card and i honestly think the old version may have been strong enough anyway, so this might make it overpowered. but, i thought it would at least be nice to be able to play it more than once.
  • the sex scene now has actual semen, which was kind of fun to animate, although i had forgotten how absolutely painful it is to export glb's from blender. maybe the brand new blender version fixed this, i don't know. i would like to do some additional animations but i think i will need to figure out a better workflow and also hopefully stop fighting so much with blender's NLA editor.
  • you can now zoom in or out on the 3d scene by scrolling the mouse.
  • some audio changes:
    • there is a new "night theme" track. this actually plays for both the "sunset" time and the "night" time for now, although i would maybe like to have a sunset theme in the future. this track may also get some tweaks.
    • i am trying out some new sound effects for the buttons. not sure i love these either.
      • i want to probably create some new sounds for some of the main gameplay actions too, such as applying/receiving statuses.

feedback

if you have any feedback at all on the changes made to the game, let me know. or, if you even have feedback on how you would like to communicate feedback, let me know. i don't really know how most game devs collect feedback--is it through discord? some other way? maybe just nobody has anything they want to say?

the closest thing i got to any feedback on the changes so far is:

  • the nightly version has 69 downloads total (nice!)
    • there does not seem to be any overwhelming interest in a web upload.
      • i am sure that nonetheless, were i to figure out what i want to do for a web upload, it would get as many plays as the existing jam version.
      • annoyingly, the game is still deindexed, so i still don't know if it is somehow breaking the rules to upload a new version on a separate page.
  • i uploaded some of the art to newgrounds and the uploads were rated 1.78 and 2.16 stars respectively (...after i gave each one a 5...) which suggests the art is not well received, but i really have no idea.
    • i am just going to keep doing whatever i want in lieu of any actionable feedback. maybe the art is really bad, but it doesn't seem that way to me, and i have no concrete reasons to believe otherwise (e.g. nobody who plays the game has actually said to me anything negative about it).

meta

as of the writing of this post, i have in theory cashed out all of my itch.io balance. so, to the people who bought my games: thank you! it is very cool to me that i have actually made money from making art. it has not happened to me before.

i know everyone is still worried about the status of itch.io, and i am too, so i thought it would be good to throw my info in the ring: it took ~20 days from payout initiation for the payout to go through. and, this is my first ever payout. so, do with that information what you will.

i do hope that one day the payment processors will let me sell stuff again. in theory i could actually re-enable payments, given that my game is deindexed anyway -- but here's the thing: i have seen other "feral" games actually taken down from itch after re-enabling payments. i would like to avoid a ban if possible, so for now the payments will remain off. oh well.

conclusion

who knows what next week will bring. hopefully, more cool changes. possibly, not that. we'll see. as always, thanks everyone for playing, and hope you enjoy the new changes!

Files

nightly android 110 MB
Version 2 3 days ago
nightly macos 118 MB
Version 2 3 days ago
nightly linux 154 MB
Version 2 3 days ago
nightly windows 179 MB
Version 2 3 days ago

Get heart by hoof.

Comments

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(+1)

most of my pony art on newgrounds gets low stars too
the culture there is majority of people saying 'ferals are bestiality, add tits'

that said, there are a few of us old guard still there.

I think weekly updates is fine if you can keep up with it, I got some folks I follow on itch that do daily posts so I never stop seeing their games. However, it is very tough to keep a weekly upload schedule, I know from experience. Which is why, at most I go for one update every month or so. That is the speed I can keep up with.

Good luck with the game, if I had any request it would be 'lesbian horse' but that is by no means a requirement; that's just my highly specific niche fetish carried over from my little pony. You could probably make a google survey to get some results, just make sure only one vote per email, the last time I didn't do that, my survey was ruined by one guy spamming crotch boobs as an answer with 50+ votes.

i'm sure i will fall off in terms of output soon enough. once per week is probably as often as it will get.

i would love to add at least cis-adjacent m/f, f/m, m/m, and f/f pairings to the game at some point. the main blocker is i really have no idea how. right now the metaphor is obviously quite focused on piv sex (for better or for worse), and largely from the perspective of the one with the penis. if i were to add other pairings i'm not sure if i could keep the same set of cards or if i would kind of need completely new ones. i'm not even sure what the sex animation would be... it does not strictly have to be related to the cards (e.g. i have previously considered making the current m/f pairing randomly include a cunnilingus scene instead) but it would be nice if there was at least some kind of sex happening.

on the one hand, having these other pairings have entirely new decks would be a way to add a lot of variety to the game, which would be cool. but on the other hand... wow is that a lot of extra work, both from a game design perspective and from an illustration perspective.

so the other option is to reuse the existing set of cards, but somehow make them feel appropriate to the other pairings. this option i just kind of blank on. like, for example, i would like to sometimes play as a lesbian mare with a vagina, and it feels like in that fantasy i wouldn't really want to be playing all these cards with a penis on them. so making many new art assets kind of seems like the inevitable conclusion.

and then the question ends up back at metaphor. what are you doing, as a mare fucking a mare? or as a mare fucking a stallion? as the player you are necessarily in control of the flow of the sex, which seems like it should be reflected in the metaphor. but then i always want to be as thoughtful as possible in how i depict sex and it feels like it is very easy to end up with something a bit... inconsiderate when you're starting from "sex where you have total control." (in particular, one of my most hated tropes in porn is sex that is essentially nonconsensual but that is treated like it is consensual. it feels much seedier to me than actual noncon. but poorly thought out sex can also be cringe to me in simpler ways, e.g. by just being too heteronormative for my liking. and although I am happy to indulge in cringe porn occasionally, the amount of effort i pour into my games makes me want to keep them more thoughtful).

for piv sex i don't stress about this too much because the bar is underground. improving upon the status quo of internet porn in terms of depicting piv sex is practically trivial. i'm sure my work still isn't perfect, but, oh well. i am less certain about my ability to make decently healthy depictions of other kinds of sex.

so, adding additional pairings is thus held back by this: it will probably be a lot of work, and it doesn't seem like there's any point in even starting work on it until i have an idea of how to do it in a way that is good enough for me.

but, hopefully one day! hopefully. i suppose now is better than ever to start thinking about it because i am definitely starting to get comfortable with throwing completely unfinished prototypes into these new builds. :P

lol I wasn't even thinking in terms of gameplay. I was thinking in terms of story, so like 'you go see your two gay aunts' or somefin. (I guess you could just change the card art to be dildos but that may be a bit odd)

gameplay wise, it sounds like you're pretty close to what Dating Joyce did with their submission and domination decks, so that could actually be really cool but yeah that is a lot of work. XD

Here's wishing you luck