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admindryga

2
Posts
A member registered Apr 27, 2026

Recent community posts

A question occured to me During Minty's fight. I tried both waiting out and fighting, but in the end I still got the same cutscene where Minty says that she is glad I didn't struggle much, even thought when I were attacking, I perfectly comboed the defense breaker and hypnotic beam, even did a 400 dmg crit with bat once, getting her to nearly half hp, but it ended with her last dialogue. Did I not do enough dmg, or there is currently only one cutscene for both fighting and defending?

Then I'll just ask main questions here:

1. Will there be alternate ending choices in the end of the game? (For example if we fight or NOT fight specific optional bosses)

2. Will there be events variants (or atleast game over cutscenes) depending on the way we beat boss/lost to it? For example a team member or two being eaten by the end of the fight, and there could be a different cutscene where they don't participate in it, and we only find them on our base afterwards when they get extracted OR if it's a gameover, where some team members there already eaten/everyone is eaten, it won't magically un-eats them and actually plays the scene in the stomach/bowels.

3. Will there be balance changes? I find the gameplay element really cool, but after just some fights it becomes random. Liza is understandable to be weak and even said to be so (I beaten her with minimal level of 2 in just 3 attempts), but later on? If you get the demon guy post Liza, the second boss becomes TOO easy, to the point you can just spam attack as everyone and heal using Miyuki's special, without using shield breaker moves or any moves at all, and even ignoring the vore part cuz damaging is actually more effective than struggling. Chance that you get free after even 2 Super struggles is lower than if you do 4 hits in one turn. AFTERWARDS you can run from every single battle because it's useless, the time you waste on each fight with these bees and mushrooms are not worth the exp they give, and the lv difference if you fight everyone, just don't farm, is not exactly much higher than running away. Next is dragoness. Yes, optional boss, ofc it's gotta be hard, but it only gives Raz better claws (not MUCH better, just better) and some exp. then we meet Dullahan (or Dullalah? I forgot) who is also an optional boss, but for some reason is much easier and also gives a whole ass new character who is also MUCH better than the optional demon guy. Yes, low hp, but giving her hp stat gems does the trick. Ahh yes. The statues. It's  understandable that you gotta escape their fights cuz they gatekeep next area till you get holy gem, but even so, they always  attack first (aside of using smoke bomb/defending/raz special) and do 200+ dmg to the whole team member on the basis (around 180 if you farm). Also idk if it's bug or not, but the statues supposedly ignore physical attacks, even Saya's gun attack, but for some reason they still get the full dmg if Saya uses "pew pew" and Raz does his special slash attack, which are still both physical attacks. AThen ofc the samurai, the strongest boss, who also can summon statues at about 70% and 25% of hp, and BOTH her and the statues attack first, and with her also having a chance to slash the whole team, one single attack can drop both your hp and happiness meter to 0, even if you already know what's coming and don't waste money on heals, farming hp and defense stat gems instead.

I would like to suggest 2 things:

1. Balance change of exp (how much exp enemies give OR how much it is required for next lv up). Basically making you get less exp from enemies, cuz after only defeating 2 first giantesses you already have lv 7-8 (9 if you also beaten everyone in the casino) which is MORE than enough to forget about healing items and stat gems up to statues, where you DON'T have a shop expect after it, so even with holy gem you still get cooked pretty easily

2. Balance change suggestions for bosses/statues 

For bosses:Decrease the overall damage they take under shield and increase the damage they take when shield is broken. Also make it so dealing damage to the giantess (expect for maybe the one who is currently struggling) DOESN'T have a chance to free the teammate, and rather forces the teammate deeper inside (force vore) by knocking them in (not knowing the boss pattern punishing). Also make super struggle have a 100% chance to free yourself, but the one who got out can't use actions for the next turn cuz he needs to take a breather from struggling too much. ALSO make it so overtime damage from being eaten depends on the amount of stamina teammate has (the lower the stamina the more dmg taken). I think that's about it with bosses

Statues:the only balance change I can think of is charge mechanic:Statue uses first turn to charge an attack, and only hits on second turn, so you don't have to take basically 600 dmg from a single attack just because you can't attack with holy gem before it strikes. 

Also funny bugs I noticed in my playthrough:some giantess girls refuse to finish off specific team members (if status is eaten). For example the fairy will keep Raz in her mouth even if his hp drops to 0 (not a 1 time thing, happens at every run) and he can use acts, heal (if heal is below the damage taken overtime then his hp turns back to 0 and he is still alive) and even attack (if he frees himself while having 0 hp left only then he dies and game over screen appears). The same thing happens with dragoness or Dullalah as I remember, but already with demon guy with sword, where same exact thing happens.

Alright I yapped enough. I am not sure you'll read even half of it, but if you do then I'll appreciate it, and will be happy to report if I'll find anything else. Hope you love what you're doing!