I'd like to report a glitch if you go and fight the boss in the Wolf's Den and you lose if you go into the bestiary you can't exit out
I don't know if anyone else is experiencing this glitch but if this is where to report it then here it is

A furry visual novel with rpg mechanics, breast expansion, fmg, wg and futa. Level up your furries! · By
Hello from Russia. I'd like to share some things that seemed questionable to me during the game.
I played before the update that added weapons and skills for enemies and wanted to speak about the balance of the current party members’ stats, which bothers me a bit.
At the same levels for all, there’s a noticeable gap in stats in favor of the furries we get later. What’s especially unpleasant is that they outperform the earlier party members not in just one, but several stats. For example, the fox is the weakest in health, second in mana after the cow, and only third in attack. Meanwhile, the shark and the wolf have completely identical stats, which makes the comparison even more obvious.
The fox could stand out thanks to her ability, but in reality it’s just a boosted attack without any additional effects — no buffs, no debuffs. Meanwhile, the shark has a bleeding ability that not only deals damage, but also applies a debuff that reduces the enemy’s health by 5% over three turns. And this ability doesn’t have a cooldown, aside from being limited to three uses per battle — which is more than enough for regular fights.
Other party members, unlike the shark, have a one-turn cooldown on abilities — this creates an imbalance. Maybe the fox should have a blindness effect from a tail strike, so that the target is “blinded” for a couple of turns and deals less damage in percentage? This would give her uniqueness and a tactical use.
Considering that more furries will appear in the future, I’d like each of them to have a clear direction and uniqueness without some kind of “inferiority” compared to others.
Also, I think this was already mentioned, but right now there's not much strong emotional attachment to the party members — I even have more sympathy for the NPCs that just chat with us. At times it even felt comical.
When I talked with Maris and went through her quests, I thought she’d be the one we get as a fighter in the end — but at the end of the quest chain, we got a furry literally from nowhere. Same with Luna: after the boss battle and the whole story with the wolf clan, I thought she’d join us, since we become the leader of the wolf clan and all that... As a result, we got a hikikomori from their clan with a couple lines dialogue. Though in this case it was a bit more justified. I think it’ll be smoothed out a bit in the story later, but the moments were funny. Also, the feature of obtaining bosses as allies would be pretty cool...
In general, these are just my thoughts and suggestions. Of course, the author knows best in which direction to move the project, and I respect that. I just wanted to share my opinion as a player who cares.
Overall, I really liked the game, especially considering how few games there are with well-integrated BE content. :3
Tengo una duda. ¿En este momento solo ahí 11 fases de crecimiento o ahí más? Si actualmente solo ahí 11 fases, eso significaría que aún quedan 11 puntos de nivel sin fase de crecimiento, ya que llegas a esa onceava fase al nivel 50.
Por cierto si no te molesta podrías agregar a futuro un mejor objeto de XP Boost. En niveles altos se vuelve demasiado difícil subir de nivel
tengo una duda. ¿Cuantas fases de crecimiento ahí actualmente? En el inicio avían 10, pero en una actualización creo que agregaste una, por lo que serían 11. Esas 11 fases de crecimiento se terminarían al llegar al nivel 50, loqye significa que ahí 11 puntos de nivel sin fase de crecimiento.
Por cierto. Me gustaría que agregaras un mejor objeto de XP Boost ya que a partir de el nivel 40 se vuelve muy difícil subir dr nivel y los enemigos del clan de los lobos te gastan mucho XP Boost
New update, new feedback, let's go:
1. Futa content - while I'm personally somewhat apprehensive when it comes to adding more paths than the previous three (simply because I fear that it could result in content bloat, and could also be a problem for balancing), I like the fact that it also includes some visual modifications for some enemies, and that the futa path seems to be a jack of all trades when it comes to stats
2. UI changes - the quest screen is exactly what I asked for in a previous post, so that's great. The NPC gallery is also a good change, and so is the player skills screen. Although, I do wonder why it tracks the sum of all the skills' levels
3. Crafting skills/mechanics - a good start, although considering that woodcutting has little to no content tied to it (save from chopping wood and crafting a total of one item), I think it could've been saved for a future update, where it could be somewhat more useful. Also, the smithing screen could see some improvement, especially when it comes to the material selection, as you have to directly press on the material icon to select it, instead of the general area around it and its' description being an easy to press button.
4. New NPC - haha yes, swole bear grill iz gud (also her being a woman of few words is funni)
5. New equipment - when it comes to weapons, good to see some extra options. When it comes to armor - good to see something like that implemented, now all you need to add is trinkets/rings for the full RPG-esque experience (huehue).
6. Gathering minigames - the mining one is fine, very much like the fishing one minus the timer. As for the woodcutting one, I would very much prefer if you were able to press anywhere on the screen, and not have to press on the timing bar. I say it after doing some small testing on an Android phone, and well, having to press such a small area on an already small screen is kind of annoying
7. Character interactions - again, kinda basic right now, but hopefully will be expanded upon.
I think that's all for now, a good update overall, even if it is more an expansion on the game base, rather than extra content that continues from where the game currently ends.
I've been playing around a little bit with this update (0.716), and i have a few suggestions;
-Considering the crafting menu doesn't save recipes, perhaps we can buy crafting recipes from Eleanor or Hilda later. Either that, or we can get them automatically by leveling up our smithing/woodcutting skills.
-Please allow us to sell the bronze stuff that we can smith, otherwise it's just cluttering about in our inventory.
-Being able to use or sell the stone/ore and logs we acquire through our skills, so that it doesn't clutter our inventory. I presume the construction skill that we might get later will do something about that, but right now it's just clutter.
-Speaking of construction, what can we potentially expect from that skill? Is it just going to be a money sink or will it actually bring benefits to the party? In any case, i would love to see potential benefits such as bonus exp/money/loot items after a fight, bonus exp for our other skills, furries that aren't in our team to get a portion of our exp after a fight, that sort of thing.
-Speaking of our furries, i would love to see a description of them as they grow, not just for the npcs.
-Obviously i would love to see more story content and furries and perhaps new routes(considering Bunny already hinted at butt expansion and pregnancy routes and all that), but i'm pretty sure you're already working on it ;)
That's all i can think of at the moment, i'll be following this game and it's associated trello board with great interest :D
My suggestions
1: shopkeepers body progress being linked to their inventory an example is the bunny shopkeepers inventory expands every time her artwork changes allowing more items to be bought and sold (though you have to buy the new stuff to expand again just to prevent people from buying a shit ton of fishing bait)
2: new skills being alchemy and cooking (and others I've yet to think of)
alchemy give the player the ability to make buff and debuff potions using the fish or nightshade they will acquire
cooking makes stronger healing items as well as granting permanent exp and money stat increases (by use of hard to acquire ingredients)
each having their own npc
3: either a revamped fishing minigame (due to the sheer amount of hand pains I experience doing the old minigame) like a clicker of a timing minigame or an item bought by maris that (with a % chance of working based on the fishing level meaning you still need to do the) auto fishes for you base on how much bait you used (30 bait = 30 times with a chance of nothing be fished)
4: more sellable goods like the charms like stone into sculptures and bronze (and other metals) into goods
I have a suggestion and a question.
The suggestion would be a tracked level for the player character. Not as a playable character but for passive party wide effects or increased exp for other characters that are below the player level. If new allies are added in the future leveling them up to the point they become usable could be tedious.
Also how do you craft the spell book and it's upgraded version? I can't find a working layout on the crafting table.
3 ideas.
Butt expansion. (which is a weird one for me since I more for breast and belly) and Path affect stats. Maybe as a option but I would think the paths the players can use affect the stat growth. belly/weight is defense. breast is mage, buff is attack, and butt is agility, not sure how a agility would work but maybe it would work like a dodge system.
group fights. while fighting one on one is ok it limits any aspects of team work. maybe you can have battles with multiple characters "in the field" and skills can do different things. like guarding with a shield lets that user tanks the attacks for the other teammates.
Suggestions:
-Add silhouettes to each of the growth options for the girls, just so we get a hint at what their growth will be like. So, like, she's skinny on the left and there's her mid-level form as a silhouette in the middle, and her max-level form's silhouette is on the right. For me, I picked WG but restarted when I saw how quick they get all... blobby and flabby.
-Add some way to lock NPCs at specific sizes like we can with our party, just in case the player finds the bigger sizes a turnoff. (coughbearcough)
-Change the minigames so that the higher your level is compared to the thing you're collecting, the smaller the area the clickable spots spawn in at. So at level 1 the click spots for stone will be all over the rock, but at mining level 10 all the points are spawning in the center and you don't have to move the mouse much. (Same with fishing too, I mean.)
-Maybe higher gathering levels also make the clickable spots bigger?
-Let us pick which resource we want to mine. I've got like 100 copper and 0 tin, pls RNGesus, pls. (For balance, it could be a "look for [resource]" button, you click the resource, wait as a meter fills for about a second, then the chosen rock appears, and when you mine that, another of that rock appears too, maybe after a slight delay.)
-Make tools into key items that work all the time, rather than an item you have to equip. Maybe to balance out how easy it'd be to get each upgrade, they'd roll a "quality" stat (affected by your smithing skill), so players might have to make a few pickaxes until they get a really good one. Either that or just make them more expensive/difficult to smith. (Craft the head and the handle separately?)
-More ways to multiply resource gain that aren't just "1% chance to get 2 rocks". Really just increase resource gain in general, pls. "1% chance to gain an extra [resource] per click"?
-Maybe a "fetish toggle" in the options? Like, if we don't like muscle growth, we can either cap the max size to something low, or disable all muscle-related changes to the NPCs.
Feedback:
-The mandatory loss fights at the beginning are too slow, just make her two-shot us or something or beat us in a cutscene, get it over with already. Feels like she's doing less damage than the level 1 fights in the forest. At least on repeats we know just to mash the attack button and skip the dialogue.
-The dialog options in the game don't actually seem to do anything at all, even NPCs reactions are the same. I wish the beginning ones would at least give us permanent stats based on which ones we pick or something, instead of padding time.
-Holy fuck, so much grinding, pls make it stop, why is the game like this? Resources, fights, it just doesn't end. Just because the game's early in development doesn't mean the game needs to be padded to last 10 hours, it can be short, that's fine.
-Is there a way to sell ores? I don't think so. I wish we could sell ores.
-The buff skill that says it makes you grow doesn't change the image.
-I muted voices almost immediately, TBH.
-The rabbit shopkeeper has 6 fingers on one hand in one of her pictures. (Her starting size, starting pose, IIRC.)
-The fox party member's face is kinda off, IMO. Weird muzzle.
-It's a pain to try to cheat in this game, it's like there's some kind of anti-cheat thing built in and it's annoying.
-You can't gather materials in advance before a quest needs them because the quest states "gather 0/10" rather than saying you just need 10. I THINK it still lets you turn them in if you go gather 1 of the items manually and come back though.
-It's super easy to start a quest, go do the thing, then come back to realize the quest's first item is "talk to [character]", meaning you gained no progress. The game really should just start the conversation right away after starting the quest.
Enjoying the game for the most part- But I gotta admit, the grind to raise your level around the Beach and everywhere past that is a slog and a half.
The Divided EXP function makes this grind worse- Meaning the more party members you have the less EXP they get, so ideally you leave behind two party members for maximum EXP growth.
The problem is that on the Beach, in the Wizard Tower, or in the Nightshade Clan den the enemies are extremely difficult to fight making going in with only a single Furry kind of a waste of time with enemies like the Tidal Sentinal not only having almost twice the health of anything before her, but also can heal half her missing health, added with her bleeding bite and even shoving fish down my Furry's throat I'm spending more time healing that fighting. She may be only able to heal once, but that one heal puts you on the backfoot in the fight significantly more often than not.
And while fighting the Papercraft enemies in the Wizards tower is a nice EXP buffer before the Nightshade clan, it is still painful because their regen outpaces and outlasts the Bleeding effect you can inflict.
And this is exasperated when you have the poor luck of running into an enemy 10+ levels higher than your Furry.
I like this, and I genuinely cannot wait for the Pregnancy Content to be added, but we need a something to ease the grind between the beach and everywhere after. I'm okay with having to be tactical when fighting new enemies- But when I need to sit down and grind for potentially hours, I prefer to have a good old slugfest to grind faster, especially when the enemy starts to get noticeably lower level than mine,
Others have said what I'd like to say, but I'll reiterate for visibility:
1. The exp curve and gain is abysmal. There is no reason for it to spike up so much past level 30~35 and it makes unlocking new gain stages unnecessarily painful. This isn't an mmo and it's currently an early build/demo, it'd be a better option to make it easier to level and then bring the leveling in line with your vision closer to a full release. Doing this would allow people to experience and experiment more easily with the game itself and enjoy what you have there.
2. The gap in power between some of the zones is real and painful. Going from forest to alley is fine, but alley to beach is rough because it's not just a level spike but an ability spike as well. The Sharks there have buffs and support abilities not really seen prior as well as high stats and it all compounds very fast. Then from beach to Den is even rougher (I know there's a place to level in the wizards tower, but nothing points you there and the only NPC there straight up says she's not canon yet.) The overall curve should be reduced by adding areas, lowering the levels of the enemies or reducing the leveling grind for your own characters.
3. Nothing is sellable outside of a small grouping of items, it's annoying to have a smithing skill (which we are incentivized to level) yet we can't do anything with the products we make after we outfit our characters. I get that eventually this will likely be solved as smithing is relatively new but in the moment it feels bad to have an inventory of garbage I can do nothing with.
4. Expand the shops/services based on the growth level of the employee. Let the general store sell better healing items, more weapons (like the beginner spell book or something, not very 'beginner' if you have to get it from a level 40ish enemy) and buy more stuff.
5. Ease up on the fishing/mining, It feels like I'm opening up aim-labs whenever I want to catch fish and the RNG on the rocks is a bit much especially with nothing we can do with the materials right now. Wood cutting is fine, but we don't have much use for it yet.
6. Give trinkets a purpose, they require so many shards to make yet sell for almost nothing in comparison. Something like the emerald trinket giving a passive regen or hp%+ effect if equipped.
7. More fetishes, a commonly requested one is pregnancy, but how about light smothering, light crushing, lactation, etc.
7.1 I'd personally like to see some kind of vore(soft) and absorption but I understand that's extremely off-putting for many.
8. More interesting combat, I get that it's a simple fetish game but if we have to grind even 1/4 as much in the final product as we do now most likely won't get out of the first region and see the rest of the game without something (other than fetishes) to pull them onward. A fetish game is nice but at the end of the day without engaging gameplay it might as well just be a gallery of images and stories.
Thank you for making this, I look forward to seeing where it goes and I wish you the best of luck.
Sex scenes with your party members, and NPCs too. Choose to have sex with defeated enemies instead of kill them.
More species (as party members, NPCs, or at least as enemies): felines, hyenas, dragons, horses, avians, otters, skunks, raccoons, more canines than just wolves
Male party characters, with male breast growth, hyper replaced by futa
Combining routes, or allow an additional route after one is maxed
I havent quite finished the game yet, but I must say, this game has a lot of potential. I like the core system and the concept to have party members that grow through leveling up. I also think the setting is quite nice and intriguing, definetly looking forward to how this project evolves.
I do have my two cents about things that I would like too see/ coud be improved though:
First off obviously I am very curious to see what the game will look like, once the AI placeholders have been replaced, since if this was a 100% AI project from start to finish,I wouldn't want to support it.
Maybe this is a redundant point, but a lot of my wishes regarding the game can just be summarized by adding some more meat to its bones. I would love to see more story, maybe even have it that you start the game with a main quest of sorts and that the npc's gve you sidequests along the way. I'd also loved if there were more ways to interact with your party members, for example different dialogue through their stages, or mini events with one or more party members, just to maake you feel more like a group, since that isn't really present outside of the sparse story segments. When it comes tou your group members one thing I really think is missing, is the girls acnowledging their transformations. I would love for it to have some dialogue with the girls about the way they change and their feelings about it.
Actual criticisms I only have two: Currently the game is very grind heavy, especially in later stages. For example the fact that you have to grind so hard to beat the wolf boss (whaich I haven't yet managed to do), which leads you to make the same 5 clicks over and over again, with progress becoming slwoer and slower is very daunting. I know the statement "Make the game feel less grindy" isn't really helpful, but maybe this can be circumvented somehow? The other thing that bugs me, is that some of the stages, especially for the wg route of your shark furry, basically change nothing. It's just kind of dissapointing when you are excitted for a new stage and it looks almost identical to the previous one.
And that's basically it. I wish you the best of luck with this project, and am excited to see where it goes
Idea. the jail, and Police chief/ head guard (which ever fits the theme better) not super sure on species the obvious is a dog of some kind but who knows maybe you want to avoid the obvious. character wise I see them as a stressed but honest person trying to keep some semblance of order in town. but with the Clan active guard/police number are nonexistent besides themselves thus where the player comes in. first you have a set of main quests that are about improving the situation. like helping rebuild the jail and station, and taking down groups of trouble makers. and you have the bounty board a respawning group of quests where the player is tasking with taking down a number of foes in the different areas.
Reduce the grinding needed for everything, the game turns into a slog with how much you have to grind. Also keep the ai art, the hand-drawn stuff looks like crap and doesn't fit the game's aesthetic at all. The ai art is better in literally every way. I definitely won't be supporting the game if the ai art gets replaced entirely with this terrible hand-drawn art.
Ok when I progress the game like completing quests and battle foes alike, so 1 issue is levelling, that every time a furry level up the experience requirement goes up making growth (both strength and expansion) more difficult especially for some battles that involve enemies and bosses like Luna nightshade and her clan can dish out ridiculous amount of damage regardless with bronze armor. What if every furry require less experience needed to level up and gain passive skills and increase extra hp, mp, attack or defence every time they evolved growth stage reached, I've been wondering what if some weapons and armor can be upgraded and enemies and bosses have weaknesses so it can handy for everyone. Let's exp boost is good and all but it will eventually run out and we need alternative way of getting stronger like curtain armor give extra experience when defeating enemies and some food's that grant actual experience not boost. 1 skill I am lacking in the game is cooking so can anybody help me cooking recipes plz?
Just asking about the path of the futanari one. Cause maybe it's just me, I think that it could be maybe like add them to have different ways to go like Fmg futanari as one path Boobs expansion futanari on other path and so on. I don't know if it's like not what you guys are going for but I'm just saying. Overall nice game the sword from the wizard tower is op as hell and also buff the sword got from defeating the wolf boss pls it's kinda suck compare to the sword at the wizard tower.
Skimming over prior posts, it looks like most people are as, if not more, disgruntled about the EXP requirements. I'd like to be a bit constructive though:
Strictly speaking, the problem isn't necessarily the EXP rate or numbers, it's the lack of meaningful progress once you step up to the beach. I found it mildly annoying that I found a quest to hunt orca raiders, *after* I had already completed another quest for the same, and I could have been getting progress to both at the same time.
More to the point, there's a few ways you could approach the problem. Better gear options to help equalize the DPS gap between area shifts, more meaningful/longer lasting buffs, or tweaking the skills to be more adaptive and useful such as scaling with level more, or some skills/items that are high flat values for early game, that you'd ditch for percentage values mid/late game.
For a few examples:
-Maybe warn the player bosses are immune to stuns, *before* they get crushed by that fact? I walking into the wolf den boss fight with what had up to that point, been the most optimal fighting/farming gear: A ton of stun locking. I managed to use tactics to win on my 2nd or 3rd attempt, only to be greeted by a phase two. I remember thinking to myself that up to this point, the game had been pushing me towards the idea that bringing a bunch of units, and not being bothered by them going down as long as I win the fight, maybe meant that as long as I triggered the 2nd phase, maybe the boss would still be in it when I came back healed? Nope! Start over from phase 1 again like any other game.
Which in turn meant that with the scarcity of gear, skills that don't improve, and no other quests to do, the ONLY solution is to grind like a motherfucker until my unit's levels are equal to hers? That always is going to taste like shit to the player. Yes, grinding should always be an option, a nice safe fall back, but it should be the thing you resort to because you can't, or don't want to, use the more efficient methods. Such as learning the tactics and strategies the game wants to teach you, or exploring and taking advantage of all the resources available. It's the complete lack of alternate options that makes the current state of the wolf boss so abrasive to everyone I feel.
-I was very shocked to learn that it wasn't just in my head, as soon as I added my third unit, my EXP gains went from already slow, to even slower. I had not noticed the EXP from the reward screens was being split between units. I would say the fastest and easiest way you could address the current grind issue would be to stop splitting the exp. With just some quick math in my head without actually calculating it, the drastic difference it would make to not have the EXP divided in 3 would greatly improve the leveling pace to catch up to the wolf boss. As it is, you're basically punishing the player for bringing a full team, by making it virtually impossible to level all of them at any speed greater than a snails. Which in turn, means you want the player to sit down, take a single unit out and grind them to the needed level, then come back and swap...and do that again two more times. Either way, you're more-or-less tripling the grind time requirements...for no reason that I can tell? Prior to this, I'd have said the game was encouraging us to bring a full roster, because units getting knocked out has no penalty at all as long as you win the fight, and now I'm not sure if the way the cow's healing skill revives downed allies was intentional design or an accident.
If every unit in the team got the listed EXP value on the reward screen as shown, instead of divided in three, not only would the grinding pace improve, but catching up new units to your current levels would smooth out as well. As it is, the fastest option is to ditch two members and go back to the start, and slowly grind them up the same path your current units used, only this time you aren't getting any rewards from quests to speed it up. Sure, you can bring a set of bronze equipment and dropped weapons to help speed it up a smidge, but those equipment aren't worth much to start with and have no better upgrades available, so the loss in quest rewards is far greater, not to mention that by that point, the player likely has the rare deer leader enemy randomly showing up, which means that while trying to catch up a new unit, they could easily risk getting their face caved in. That doesn't come with much of a penalty, just some gold loss, but it sure does feel like yet more ass to add to the pile.
-Speaking of skills, I would like to point out a potential source of further frustration. Since you've tied the Growth Type to a skill, and possibly stat growth as well (although I haven't actually checked and tested whether that is true yet, correct me if I'm wrong), you've created a scenario where a new player, much like myself, may very well choose the same type for all the units, and never realize they're crippling their options. Furthermore, with how you've set up the re-spec for growth type, it's even more punishing, because it wasn't until I hit the wolf boss that I encountered a roadblock strong enough to make me question if I was doing something wrong. The flip side of this, is that you may well have designed the game in such a way as to make players have to take a growth type they really don't like just to be tactically viable. The "Image Select" is a nice enough stop-gap measure for this, but even when I tried to change out one my units for another growth type, I was very shocked to discover that you've set it so when you do that, not only does it cost a huge amount of gold, but you also lose all of the characters levels? Even though it seems like you refund that into EXP boost, that still means YET MORE GRINDING, which as things stand, sets up a scenario where a player tried changing a units growth type to obtain more tactical options to avoid grinding, only to be slapped in the face with a yet harder grind, because if they want that EXP boost to get back into the same unit, they have to then ditch the team members to avoid it splitting 3 ways, and solo grind that unit back to pace with the current members as if you got a new unit.
I feel like either changing the growth type shouldn't reset the level if you're keeping the current grind-focused game pace, or the re-leveling aspect should be WAY easier than it is now, because if the player is doing it to rebalance the team for mechanical reasons instead of to see more art, it feels like shooting yourself in the foot to spite your face. You may or may not have actually helped yourself and have no way to know for certain until you've done a shit-load more of the very thing you were trying to avoid, and can test it against the boss when you've recovered what you sacrificed. Plus, since there's no where in the game that tells you what skill the growth types grant you unless you have them to see, it never even occurred to me that the second skill slot could be anything other than what it was for my entire playthrough until I hit the wolf boss.
If it's going to be such a major production to change growth types, then it needs to be more rewarding and transparent I would think. Tell the player at the start of the game, and again when choosing a re-spec what skills or scaling the growth type has an effect on. Since it's the skill the unit's growth grants, it should SCALE with that growth and become stronger, not just as a percentage of this or that, but the effect should expand or grant additional effects at each or certain growth stages, instead of a fixed single percentage. This would not only be more mechanically useful to the player, but it would be thematically appropriate to the games story as well, since the characters frequently point out that the mana fueled growth makes them stronger.
-Currently, there isn't any real trade-off between the ease of fighting weak enemies, and the challenge of fighting stronger ones. Usually, games would be designed to reward the player in some way for fighting stronger enemies. However, with the current mechanics of the game interacting with each other, the player is actually punished for this. To fight the stronger enemies that give more EXP, you have to bring more units and let them get knocked out to win even a single fight...only to have that higher EXP get divided by the number of units. In other words, if you weren't already packing a unit strong enough to solo the fight, trying to get that solo strength will be penalized and slowed down. This in turn means its more efficient to ditch as many units as you can, while still fighting the strongest unit you can defeat in 1-2 shots. Furthermore, because of how the EXP boost system works, this is even more efficient because it can quickly empty out the boost pool into a single unit, instead of diluting it through the 3-way split. However, this then loops back to the problem that only one unit is getting EXP, which means you need to then take this ENTIRE tedious process, and repeat it fully 2 or more times for each unit you have.
-On at least one layer, you could easily help relieve some of this burden by adding repeatable quests. Not only would this add more rewards for doing a tedious set of uninteresting fights you've already completed for the sake of grind, but you could use it to encourage the player to take those more challenging fights and engage with the tactics of your systems by having much higher scaling repeat quest rewards for set of stronger enemies. If I may though, I remember getting a quest towards the end of the game that only counted 2 out of the 3 sea raider types. Since the player has no influence over what enemy they fight, this is absurdly annoying and adds yet more tedium, especially since as far as I could tell, the escape button is useless against anything as strong as, or stronger than you. In other words, its useless against the #1 thing a player would want to use the escape button for. Please always have quests for an area accept all enemy types from that area. It's fine if it doesn't count the rare spawn enemy types, but all of the common types should always count towards quests.
That more or less sums up my best suggestions for taking the edge off the grind that more or less completely halts player progress at around level 30, when you get a third unit, run out of quests, and don't have anymore equipment or items you can obtain to improve.
My more nitpicky ideas:
-Please improve the mechanic for feeding the shark lady on the beach, Maris? Having to slowly drag a single fish at a time wasn't great. Off the top of my head, if the idea is to prevent using a fish the player didnt want to give away on accident, set it up so you click a fish, and then a 'feed' button pops up next to it. Then, when you click it, the fish just animates over to her instead. Or double clicking. Not sure which of those is easier to set up in the games engine, given its originally a VN system.
-I would personally like being able to switch between the AI and Drawn art on the fly, instead of through a series of menus. It's fine if it doesn't immediately update in most places, but especially during level ups, it would be great if I could toggle it to see both sides. This would also be a good opportunity to explicitly point out to the player that a given growth stage doesn't have a Drawn image yet. That would be good in general.
-Perhaps set up the Image Select system in the team management menu, to have a fully visible slider bar with nodes on it for each growth stage that exists? Then, only allow the slider to go up as high as the player has unlocked. It would provide a quick and easy location for players to see how many more growth stages they have left, and whether they have art yet or not. For instance, you could have a D above a node, and an A under it, each representing what art, if any, a growth stage has currently. If I remember what I read while skimming correctly, currently the stages are every 5 levels, and then slow to every 10 at some point? In the event you later decide to add more 5-increment art, it would provide an easy to see and review location for players that either already have that level, or for players who stopped developing one of the characters growth stages to quickly notice that new art was added for a particular path. It would also help for when there's a gap between Drawn art for stages, that only have AI art currently.
All together, I like most of the game, but the lack of options to progress besides some of the worst EXP grinding I've ever experienced, has rather brought my interest to a halt.
Note that I also say that as someone who loves a slow burn, both for stories and art shifts, and is still to this day quietly grinding away at the first Disgaea game's item worlds. I am by no means opposed to grinding...but I would prefer it to actually be fun while I'm doing it, y'know?
I'm wondering right now, what if other npcs have different growth expansions instead of 1? Growth guru are u gonna finally add ass and pregnancy expansion on the next update, I've got though a very tough weeks moving from cowra to Beenleigh, trust me it's painful on moving days. My idea for every expansion is what if every expansion has secret perks that can be handy both battle and other things? Any progress on the next update and keep on growing growth guru.
I've tried playing this on both PC and mobile and both of them I can't even get past the first fishing quest given by the Bunny because no matter what I do the message always says, "the bass swam away" no guide on mechanics, no help, just "hey do this thing and hope that randomly tapping buttons does something". I ran out of all my bait before I caught a single fish.
I like the game so far and the option to chose between draw or ai is nice too i'd like to keep it that way if possible also could it be possible to chose npc growth pass at will (once free and will cost a fee if changed more than once) obviously more weapon/armor tier insteed of just copper that would help insteed of having to grind a certain mob just for a chance to get their weapon maybe a illustration unlocked if we complete the bestiary research for say npc would be a nice reward.
Played on mobile version and was annoyed that black textscreen is huge and you can't see anything behind it. If there was any option in preferences to change it's size. And also I wanted to see NPC on screen like really big on screen, for example like orchid's situation in text says she's almost touches ceiling, but on screen she barely reaches half of the room
Can you add options to disable the other fetishes? Or switch paths on NPCs like Maris (as an example.) I'd much rather she have muscle growth, as weight gain isn't a particular fetish I enjoy. However, I know that's extra art frames to make per character/NPC, hence why I asked about a toggle first.
Edit: I'll throw my hat into the ring as well, the AI art is better.