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Fire-Dancer rated Growth RPG [18+]

A downloadable game for Windows.

Strikingly unique gameplay and clever innovation clearly played the key roles within Growth RPG, in a way that likely won't be replicated anytime soon. This was all due to the unique main mechanic of increasing the player size, which in any other RPG would be a weird gimmick, but given how Growth RPG was designed around the mechanic, it meant the whole world and the way which it progressed slowly changed the entire world and turned one RPG into multiple layered overtop each other. A minor bandit enemy with its own combat encounter became a bug to be instantly squashed. A insurmountable giant became approachable as an equal. Yet most striking of all was the way the environment changed. A tree turned into a tall weed which turned into the grass. A wall that blocked off previous regions became jump-able and eventually walk-over-able. Pots, then barrels, then boxes, then cargo ship containers became insta-breakables one after the other. While this game was far from perfect, it had a incredible unique concept and strutted it about in a strikingly obvious and fabulous way.

Also, the character creator was maybe the most player friendly character creator I have ever seen when it came to overall body shape, I could truly make whatever I wanted. So I made a weird purple bee snake tentacle monster hybrid... anyways, this game was really fun, and in case it ever gets updated again, here's some bugs and other issues I noticed to hopefully make it even better:

Menus:

- right clicking or pressing the escape key end character creator, which makes more sense when deeper into the game, but when first creating a character the only way to escape character should be a confirmation button, to prevent accidental escape  

- while redundancy can be helpful at times, the redundancy in character creator is confusing. Body color and patters from previous tabs and sub-tabs repeat themselves so many times that trying to figure out what is and what isn't a repeat becomes confusing and makes creating a character more difficult

- most of the menus had no tutorial, even with tutorials enabled. Only after I had beaten the final boss and played around a little did I realize the skill tree was an ascension system, where levels and attributes decrease but new tiers are unlocked for purchase. I though "sacrifice" meant sacrificing ability points and resetting what was purchased.

- the "scaling" setting in character creator only had an obvious effect once hours of gameplay had taken place, and by that point I thought it was useless because it changed nothing when I first saw the setting in character creator. Perhaps a notification once 100 is reached in any stat?

- Ego seems like it has no purpose, if it's just a scorekeeping mechanism then I forgot about that by the time I had beaten the game. Ego and what it does should be somewhere obvious, given how often it's mentioned.

- Key Items can be sold. There should be a separate  and protected tab for Key Items instead

- checkpoints seem to be in no particular order, making navigating after unlocking many checkpoints a bit difficult

- the loading screen has a black line across it

- interacting with farm plots gives the "DEFAULT DIALOG" text


Gameplay:

- even at the end of gameplay, I still cannot get used to zooming in and zooming out being inverted. there should be an "invert zoom" setting just like there is for invert x-axis and y-axis

- the lack of music is disturbing, and there could also be a lot more soundbites in various places to make the world feel more reactive

- a bug towards the end of the game caused some textures to not load in properly, it may have something to do with extremely high sizes and going in-between the Final dungeon and town

- Scarf item doesn't have any physics

- characters that fall off a cliff have a walking animation midair, which looks a little jenky

- multiple of the dungeons seemed to lack an exit

- some of the docks unload from view from the bamboo forest side, which not only removes a cool view of the docks, but also makes it look a bit messy, because some assets, such as the Renamon and a few untextured platforms, remain loaded in.

- the ravine rocks also disappear, both from view and from the physics engine when walking alongside the lake

- the food cart in bamboo forest is not touching the ground at all

- invisible walls litter the map. While they make it hard to get out-of-bounds which is a good thing, they also make it hard to get back in-bounds

- some basalt columns and many bamboos don't have collision

- when fighting an enemy, their overworld model and battle model are different, this becomes especially obvious when their gender changes

- levels shouldn't be shown above enemies' heads. While in most RPGs enemy levels are a good way of telling whether a player is underleveled, in Growth RPG enemies often have levels in the thousands, but can be fought just fine at a player level in the early hundreds. Besides, size is a much better way to tell difficulty given it's the whole point of the RPG

- in the docks, a giant enemy often spawns inside one of the buildings, clipping it in a unflattering jenky way

- the damage numbers lie sometimes. sometimes when enemies deal dozens of damage the player health bar goes down completely, and sometimes when they deal dozens more the health bar goes down just a little bit