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(2 edits) (+1)

Ooooo... well, it's already pretty fun to see the different transformations and how you implemented them! Love that it's first person and there's some little interactivity with actually transforming. (Do kind of hope things like turning into blueberry will have some kinda first person experience similar to the bucket trap) Seems like quite a good idea for a game so far and I like the fact that death is pretty downplayed while giving silly descriptions of how it happened and tying it into the first game. Like skeletons being boosted by your big honking melons gushing milk.

Also quite like that you're encouraged to keep running it to find the items so you can use them earlier in the dungeon! I think I managed to see most of the stuff in game? Assuming the little int and str popups don't have much actual bearing on the game. It would be nice if there is some meter for each of your butt/boob/belly/etc stat so you can see how close to immobilized you are for example.

Customization is pretty fun, though I hope you can customize your look a little more before the end also would be neat to have some minor class or weapon differences that you take into the dungeon or something. Maybe having to make multiple characters to go into different dungeons or have one go in after the other to push the first who is a blueberry or something. Not that I'd be upset with just this look though. (Also hope you keep the big ears toggle in the game since I always wished there were more elves in the first game!) Only thing I hope you don't branch out into is 'male' stuff...

Overall, love it!

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ooooh wait, stumbling onto your past immobilised runs is a neat idea I didn't think of that :0

Thank you! Glad you enjoyed, and I appreciate the feedback!

I’m debating the stat display; I don’t know why, but it is fun to see stats change.

The other classes will be added eventually! And I’ve debated having a character get stuck in the dungeon, and it effecting the map while you send another character in XD I have two hesitations for implementing such: 1) making multiple runs to “set up” a win condition, and something undoing that set up and you having to repeat it, sucks. Such a time sink. 2) I expect a big appeal for a lot of players will be a degree of self-insertion, and forcing juggling multiple characters might break that. But it’s something I’m still noodling on.

Understandable that you don't want to force the player into doing multiple runs each time just to set things up for victory. Maybe just have an item that is implied to do it instead?

To give an example, it's largely considered a paradox, but is very often used and very popular in media, the whole 'saving yourself' thing when time traveling. Instead, you could potentially have a blueberry in the way that 'looks familiar' and just code it to look like the player as a blueberry. Then have an item after that is some kinda time item? An hourglass I guess? then you have it so the player has to put on the blueberry amulet, gets blueberried, then uses the hourglass and 'someone'(themself) pushes them and that somehow helps you go forward.

Mind you I don't even really like the idea much myself, but just trying to make suggestions!

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Oh, I getcha there. Brainstorming is a lot of the fun!

Good luck with Aria’s Dreamland, btw!