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(2 edits) (+1)

2 ideas

1being able to date/interact with her.

even if it's something simple like a menu where you have an event that's a text box you can trigger on demand with a few variations based on her size at the time.

like going to a fancy restaurant near the starting size it would describe her breaking the door frames and the table,

and near the end sizes IE

("she turned toward the restaurant bumping her cosmic sized breasts into the restaurant as well as the nearest 100 galactic super clusters around it, everything sinking briefly into her bosom before bouncing off, flying off to parts unknown, you both decide it's probably best to order delivery.")


even if it's not super Indepth being able to do something with her would go a long way to adding depth so she's not ONLY  a big number.



2 instead of like most idle/click games have it go faster the longer it goes on.

I played a game where boob size is damage, but the enemies didn't increase in health. so, you beat them faster and faster it's the closes I've felt to the runaway growth in many BE growth stories.  

with you already doing something similar to that even if you need to start slower, 

really leaning into the growth accelerating could fix the slog many idle/incremental games become after the halfway point.   

Log messages are something I'm planning to add in the box that currently has the buttons in them; short little bits of lore and fluff that make the world seem a little more alive. The upgrade system, as well, is all going to have unique descriptions. Going to a restaurant, though, is a very neat idea, and I'll be sure to include that a time or two.

I did like random renamon boob clicker x, but that's mostly because it visually displayed particularly large sizes. Nothing else does that. Except now :)

It already does go faster the longer you go on; finding a new fox to grope will reset the size but increase how powerful your groping is. It's still a prototype, so the exact mechanism does, uh... exponentiate, after a bit, and the end of the game as of right now is the bit limit.

(5 edits) (+1)

I know it goes faster the longer you go hence the "with you already doing something similar to that" in my op.

I'm saying continuing to emphasize that will give it a nicer "game feel" in reference to   

" This is probably the only update that'll make the main gameplay loop faster rather than slower."

in the development log notes.

and if I may be blunt with my influences THIS has visual novel dating elements, the first coffee date she talks about her favortie drink but at max size she's sitting at home taking about how she can't go there anymore with a coffee cup in here cleavage. something like that but scaled up to your preferred sizes (minus the CGs)

the logs from Yuri My Beloved are good, my point is the interactivity.

 having some repeatable Logs that you could do any time that have a few outcomes based on her size at the time (kind of like what MagnusMagneto does for FMG Life Sim if you've seen it, also made in twine)  in addition to the normal ones would be the cherry on top.

you don't need to do any of this, what you have is already sold gold, these are just the few ideas I had that could add something while also being reasonable to implement.  

(+1)

Looping events with variable results are something I haven't really considered. I think there are a few issues with that, specifically my workload and the format of the game. Any action that appears is interruptive rather than supportive; the logs work out because they're unique and interesting, and I do plan on making as much as I can. But events that repeat, rather than just being referenced with a new spin like the donuts in Yuri, would require enough variations to keep them fresh- which, for the sizes they reach, is an exponential workload.

I am, however, going to give the player abilities with a cooldown that have visual and mechanical effects both on the gameplay- one of which being the bra. Another will involve zooming in, and there may be additional tails somewhere in the mix. The upgrades for such abilities will be similar but different, and... I dunno where I'm going with this.

your idea has potential. I'll keep it in mind, but this game's core loop is inherently very simple and individual scenes go against the loop. Maybe when the rest is made there'll be room for it, but before then I'll focus my efforts for what I need to lay out in advance.