Can you make a futanari path? and a cat and or lion furry? also, great job so far, this is a really interesting and well-made game.
A furry visual novel with rpg mechanics, breast expansion, fmg and wg. Level up your furries! · By
Hey there, been enjoying the development of this little game so far. There's likely better spots too yap, but I'm meh around crowds so I'll soapbox SOME of my overly thought out suggestions here. If the Discord/ Patreon have already tossed these out, feel free too pass.
Battle Qol
The start of the game, fights are slugfests. It'll help that a character's starting skill is always usable. I suggest raising base MP, or reducing the costs of those skills.
Also, please give the Cow a 'Hoof Stomp' as her first skill, or something similar. Have it be either flat higher damage move, or damage and debuff that drains enemy attack power. Something besides JUST basic attacks too deal damage, and help her early game feel.
Side whining on skills. I don't agree with limited uses, except the 'growth path' based ones. Clearly there's more skills in the works, and I don't know the length of the planned late game combat. If there are more enemies like the Wolf boss, and have multiple stages. I'd suggest a costly item from the shop that restores all uses (Energy?) for the character skills at least.
Exp Grind/ Enemy Growth
Have felt the 'slow down' spots in leveling everyone else has noted. Maybe a 'Rank Up' Item for Each zone/ area an NPC sells that upgrades the enemies by at least ten, and gives them a visual upgrade and scaled up rewards too match. Have 5-10 growth stages(?), and upgrades the NPC's appearance too. Have the basic enemies cap at 100, if 100 stays the player cap. Also would mean players have choice too stay in a favorite spot/ enemies too farm.
Have the same NPCs sell/ trade for an 'Elite' version of said item for Special/ Bosses, or have it drop as a rare reward from random encounters/ mob fights that I've seen suggested/ battles with said bosses. 110 as their cap, possibly 5 stages of growth.
There could be character quests tied beating X amount of boosted enemies.
Characters/ Zones
Tying into the 'Rank Up item' suggestion. The Alley could give a Rat/ Mouse, or Cat character. The Forest offer up a Doe, or maybe a Bear.
As for new zones. Where's the Swamp? With a Gator, or Snake. A Mountain zone with maybe a Goat, or Bird of Prey (Hawk/ Falcon??). Mystic/ Magic realm, Dragon, or Unicorn. Desert home too a Jackal, or Scarab.
Growth Type/ Stages
For new paths can only think of Ass Expansion, or Hourglass.
Right now all chars cap on images at 45. Other than wanting at least one more stage for level 50 in general. I personally would be fine with every ten levels after 50 being a new growth stage too lessen the work/ or keep the characters from reaching silly sizes. If the plan IS for more stages for every five levels from 45 up... I won't be sad about that either.
Expanded Gallery
Yes Please.
That's my Ted Talk. Thanks for reading the ramblings... Oh can we get a Doe Shaman/ Druid enemy for a WG/AE path in the forest, please?
Great game so far, loving the development.
As with all things the exp curves and levelling in areas need some work, no need to reiterate what has already been stated.
My biggest gripe currently is a lack of real choices. Other than the paths giving each girl a particular skill there is no way to customise them or lean them towards a playstyle or even see their stats in detail. Something along the lines of equipment or quests that can effect their skills (i.e. make the milk skill heal more), or more skills in general.
The fishing minigame is fun and I like the sprites but the effects of the fish is too geared to the lower levels and it just gets monotonous and grindy very quickly, some kind of patterns to the fish could spice that up.
I would love to see more intermediate areas that could allow more quests, even something like after investing in the bee bank she sends you on a quest to the forest to find their colony that can unlock a higher level area.
More to do in the town or a way to level up the shop stock would be great I just end up with lots of cash and nothing worthwhile to spend it on towards the end.
Looking forward to what comes next!
After playing through the game a fair amount of times, I gotta say that the BE path feels rather underwhelming in comparison to the FMG and WG paths. I mean, both the FMG and WG paths provide a skill that in addition to dealing damage and giving path-dependent boosts also stuns the enemy (very useful), AND also provide much better stat increases - raw damage for FMG and higher HP for WG. In comparison, the BE path provides more mana, which isn't really that useful in the long run (most skills either have use limits or cooldowns, so you are already limited in how much you can use practically per battle), and the path skill's only uniqueness lies in its' ability to restore mana to all members of the players' party - which isn't that useful in the long run because a.) it is a single use skill and b.) other methods of regaining mana (that is, fish) exist, and c.) stunning enemies so that you can avoid damage, even if just for 1 turn, is in my mind a much better proposition than a single use mana recovery. I think the BE path could use some reevaluation and so that it could be more worthwhile, because as I said - the other paths are simply better overall.
Do keep in mind that all of this was written from the perspective of a "all furries on a single type of growth path" playthrough style, so the issue may be less exaggerated on a more mixed playthrough, but I feel that this is still a potential problem worth considering.
maybe add a dojo where we could train to improve skills/ stats or get more skills and possibly spar against opponents we can set the level of. Though for skill ideas I think those should have two categories universal can be used by all paths and path specific.
For basic universal skill idea say a guard skill that raises defense by 15% lasts say to 4 round with room to improve either it's defensive capability or duriation definatly be helpful when your trying to heal and the enemy does slightly more damage than you can heal. A martial arts stance skill which boosts base damage for a few rounds.
While a path restricted skill say counter it either be locked to the muscle path or wg path. Pretty much you deal back part of the damage delt to you. That's just and idea for an example.
This is a really well made and interesting game. its a little grindy, but I dont mind that at all.
I would love to see a future update with some or hopefully all of the following features(sorry if it's a lot, I just have lots of ideas and didnt want to spam, so i just made a list)
Savannah biome
Jungle biome
Outback biome