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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.