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(+2)

Hey! Didn't know how best to leave my thoughts since I follow your socials but just thought I'd say my piece here. 

I've been playing your game a lot this week and I have been enjoying it! It's been great to look at your history and see that you continue to work on this project. It's been a while since the last update, but I assume you are still banging away at it!

I have some suggestions based on what I've played and experienced so far. I'm not going to mention graphics or sounds or aesthetics much since this is a solo dev game and the focus of the game (the girls, animations, sizes) is already fantastic! Can't improve much on that front!

So let's talk about the actual game.

It can't be easy to make a fun platformer with speed and momentum mechanics, but you've definitely got the bones of a good thing. It's great fun to run on a wall, lunge off, do a trick, triple jump, land on another wall, and get to insane speeds! The mechanics are there for a great time. However, I think some of your priorities are in the wrong place, frankly. 

First of all, there's nothing in the environment that requires good platforming. Or any platforming at all really. The level is a large town with rows of houses, some gardens, and a castle area. It's a nice diorama of a town, but there is no platforming level design.

It would be great fun to have a Mario Sunshine level where you have to get from A to B by wall-running, triple jumping, bouncing on spheres, etc. You seem to have a single mini-game where platforms are used, but its only floating squares. It's not fun to jump on the same squares over and over. I know you are probably still working on this, but I think you should focus on making bespoke levels for the platforming mechanics.

Doing tricks and stunts in an open environment can be great fun, but the game relies on it way too much. EVERY single inspiration token is the exact same challenge.

I would suggest taking the conversation minigames out of the conversations. Make the minigames necessary for collecting tokens. The inspiration score can go higher by finishing a level quickly, or finding the exit quickly, or by getting trick scores in bespoke platforming levels.

Putting minigames in the conversations, unfortunately, makes me want to ignore conversations entirely since they take up so much time. There really isn't much punishment for being lonely, so I just dont engage with it. I understand that you want to make the conversations fun, but making each conversation take up SO MUCH TIME with relentless minigame after minigame is just not working. These can still be interesting, as each NPC could have a different taste in conversation options and the player would need to learn their likes and dislikes to do a conversation well. PLEASE make it take up less time, PLEASE take the minigames out of the conversations and use them to instead make collecting inspiration tokens more interesting.

Also, the maze level, while interesting, is much too narrow and square. It is very hard to jump from one wall to another to effectively climb. Please open these up more, the camera gets very busy in the enclosed space, and if you try this minigame while spherical it is actually impossible

Here are some suggestions.

Social: Have a conversation with an NPC. The better you do in the conversation (picking topics they enjoy) the better the score. The NPC can be randomized so the player doesn't talk to the same character over and over.

Artistic: (This can stay a score/stunt challenge)

Economic: A platforming level with collectibles (money). Similar to the "jumping on blocks" level you already have, but with walls to run on and more open space.

Political: The "bookshelf" maze level, but with wider hallways.

Scientific: A race to a specific area of the map (a restaurant or other building)

It seems that having conversation minigames may be important to you, but I really must insist that you take them out and use them for the tokens to add some variety. I don't want to play so many of the same minigame over and over only to get +0.85 relationship points with random questgiver mc whats-his-name. I know this must come off as harsh, but making this change will immediately improve your game immensely.

Another thing I must share. For the stunt game, I found an easy way to get a lot of points without doing any difficult tricks. I would simply inflate into a sphereical shape, touch a token, and then mindlessly bounce off the floor and walls. This would rocket me across the map and earn me 2 million or more points consistently. It feels like I'm breaking the game. Getting points while spherical is very easy, and the player doesn't even have to use all the fun platforming mechanics you designed. It seems unfair. Just another reason to vary your inspiration tokens with different tasks. This is absolutely fine if I can use this tactic for only one kind of topic. But since I can use it for every single research topic in the game, there's no reason to do anything else.

There are a few other and feelings I have, but they have been communicated in many other comments, so I'll leave it at that. Once again, this may seem like a harsh critique. I am asking you to fundamentally change your conversation system. However, I know this will make conversations more fun and make your game have more variety.

Some other suggestions:

The player will almost never have their body inflated without being spherical. Make the double jump something every body type can do, or only hips since the hips abilities don't seem very useful (maybe use farting to accomplish this?)

While I appreciate that you want to treat your town like a real place, there's no reason to keep restaurants closed in the morning. It is frustrating for the player and accomplishes nothing. 

There is no incentive to keep Mood high and no punishment for Mood being low. The speed of the clock doesn't affect me as a player at all.

It is way too difficult to find my way back to the house to sleep. I have no idea where to go. Time passing doesn't seem to accomplish anything. Is this really a necessary mechanic?

Overall, your game is very fun and one of the best inflation games available in my opinion. The animations and reactions are top-notch, and I find myself not only drawn to this game for fetishistic reasons, but because it's fun! That's very hard to find in this niche community so you deserve a bravo. However, many parts of the game seem overdesigned and insignificant. The conversations take too long and the minigames feel out of place while the inspiration tokens are too repetitive. I understand that you have a specific vision for this game, but it may be necessary to relent on some of those ideas so that your game can really shine.

Anyway, good luck on your game making journey! I am looking forward to more updates.