Week 5! and what a blast that was to play XD
Loved the double dose mechanics and seeing the EXTRA big sizes it achieved~
And final day, my that was a fun way to end it all off, even seeing the ending as well :3
Will say I ran into only two minor issues with this update
1: I learned that Blueberry and inflate potion will force a restart of the day if both conditions are met. Had the unfortunate luck of the previous adventurer being given a normal potion, only to have a character with a holy staff come up... but since the last one had nothing extra that meant they needed a berry potion, then was thrown a penalty saying "Inflate missing, wasted berry" Unless I missed something or misremembered something saying inflate takes priority over berry which that's my fault if so.
2: the double dose scroll doesn't account for any hair style changes on targets. Learned this the hard way after the one girl clowns herself and then gets gothed. So that threw me for a loop since her hair changed
Only personal complaints I have are the slime day and the very final part of the final day, and that's because the slime day having the colors all around the edge of the screen actually hurt to look at after a while and the near constant changing colors didn't help either, and the very final part of the final day because I couldn't immediately see what I needed to grab at because my characters boobloons were in the way and covered it up XD
Despite my griping there, this has been a really enjoyable game over the updates, wishing you the best with the final touches to this game before official release and to your future endeavors! :3
AlextricBunyip
Recent community posts
Pretty fun new week all around I'll say~
Super fun seeing a certain cutie later in the week, and her associated game over as well that was lovely XD
Only thing I'm wondering is how the bonus we get at the end of the week (and current version) is going to work out, would we be getting a whole new set of rules for double shots? or is it just going to be fun stuff for the sake of fun stuff XD
But looking forward to all the extra size stuff for the next major version, and hopefully looking forward to what the double shots might be doing as well in the coming weeks :3
Complete side note but I'm so hoping the double shot for the inflation potion is just massive blimp status for an adventurer, I would just be complete with that XD
After playing some more and after a night of sleep, I can see in many regard some of these so yeah, I'd still request the power activation on Punk Pump at the least due to her mechanics with it XD
To at least explain myself on saying Pump herself would/should need it is really due to her unique mechanics with her own parry since she inhales bullets before belching them out in a counter attack, but it's also how she gets size as well. Also doesn't help that she's extremely difficult to get helpers with compared to everyone else i feel since, if the power is active it auto pops her and prevents the player from getting helpers. I do think her super belch being how it uses her power would be better since I think it would be a better balancing act in my opinion for Pump to try to get to larger sizes by constantly having access to parries and actively trying not to have SKU-11 pop her too early instead of using a single parry and her next attack just wasting the entire power up.
But that's just me and my whinging and whining since I do genuinely enjoy playing the game, and her especially, just sometimes is something to say even if it doesn't happen XD
Also in trying to figure out how best to get her other achievement for 20 bullets in one inhale, that's gonna take a while XD
Well didn't think I'd see another update to this game after a while, but it is a very pleasant surprise :3
Game is still just as fun as before, the new characters are very neat as well, Sugar with her whole thing of changing her state with the various powers is very fun, and Pump Punk is easily my favorite because both inflation and her neat way of attacking because of it~
Will say after replaying it a bit after the update, I guess I'd ask for a few things XD
One thing I'll ask is regarding the gallery and wondering if it would be possible to replay pump punks animations in it? both for pumping up the boss and getting *punked* as I think adding those as a sort of replayable option in the gallery might be a fun idea instead of having to re-fight up to a boss just to see the animation in its entirety.
Second thing I'd ask is if it's at all possible to have the power up cakes spawn in the boss buffet mode? unless I missed one spawning I didn't notice any, think it would be helpful for players wanting to unlock all the "beat a boss x way" achievements instead of having to luck out in normal play for a boss they don't have yet.
Third thing I'd ask is if it's possible to have the power ups be activated the way players would active the super belch instead of by basic parrying? Personally I've found it incredibly aggravating when attempting to either save said power for a boss or as some extra power to blast a fresh wave spawn, but in trying to do so I end up having to play more or less handicapped since I can't parry without just wasting the power up. (Unless I missed something which is completely possible)
Either way fantastic update and hopefully things go well for you with the updates to this game and any future games of yours!
you know… it didn’t even occur to me to grab the eye with the grabber… that is 100% my own fault right there XD
Also found a lot of fun in some of the snark in the game over text, especially because of giant booba jar and eating the cake (hope to see the necromancer turned foodomancer down that cake in the future :3)
Will say week 3 was fun, the extra goblin mode was also pretty neat as well~
will say one thing with the goblin mode that I thought was a bug but is just a feature was that the books you collect under the scrying eye are always placed into the bottom right shelf slot, and it forces whatever item there into the next available slot starting from the top of the shelves, the top of the shelves the player can't see at that point so I thought the bottom right item was being replaced and not moved initially, figure that out after realizing the grabber could get the upper potions that were off screen.
Also might make the scrying mirror bigger? figured out that the hammer wielding warrior always has a blue gem on her hammer for that part but the hammer is too big to fit into the mirror so the player can't actually see the gem.
Love the inflation potion, so fun to see some boobloons and buttloons~ really hoping in the future updates we might see some bellyloons and maybe even turn some of the adventurers into some proper blimps perhaps~
Also already hearing the denials of being called cute from Mocha off in the distance XD
Outside of all that still loving this game and the updates, hope the rrest goes as well as it all can for you!
Week 2 and yay for more stuff, specially the final potion of the week and all the fun of the vampiress XD
Didn't encounter bugs that I can find, except for the freeze/game crash one on day restart in 2.3 but that got fixed with 2.4
Did notice with the mages in specific though that the... clip layer? not sure what to call it but a grey rectangular box is visible on some of them, specifically the dark colored dresses have it more pronounced than others, especially if they're flat chested.
Did notice in the sandbox that the breasts potion doesn't go to the mega/extra large sizes on characters but that's probably because the sandbox is extra alpha so it will probably be added in time.
Two things I would maybe love to see, especially in sandbox as a future thing if at all possible, would be to torment the vampiress some more, would not mind seeing what other impacts the other potions have on her, maybe even a special thing for endless mode when that comes about in the future where if someone goes to the vampiress they are her target and so the player has to be mindful of her, or face the consequences of having her stomp up to (or roll too) the shop keep.
Other thing I'd love to see is a bimbo mode, was surprisingly fun to see the extra flavor text when right clicking on the potions and items and seeing that they didn't give the list of how to use them, forces the player to remember the combos to things (also fun to just jiggle around at the shop counter as well XD)
Meanwhile you keep up the good work with this and eager to see how it continues to develop :3
Pretty fun little kinky puzzle game you have going on here, and hopefully more to come with updates and a proper release :3
My only real things here for maybe improvements would be two things in particular right now
1: Possibly add a thing when the players get the scrying scroll for monsters that the scroll takes priority over the potion ie. don't use breast potion against the gawkers even if they are a warrior/have a dagger, maybe I missed it; and my own brain is too smooth and shiny uwu; but it felt weird having warriors going against gawkers because not using the potion was the right answer in that case. Also possibly have the treasure map overwrite zombies if you have a brain potion plus zombie maybe? that felt weird that it wasn't a "correct" solution to me
2: possibly have the skeleton guy make mention that the crossbows and the grappling launcher are different? might be me being dumb again but my first time through nobody showed up with the grappling launcher and only showed up with the normal crossbow, in hindsight after a second run and seeing the grappling launcher it's obvious since it has rope and a hook notched into it, but might make some people confused upon seeing one and not the other during a run. Also in regards to this possibly the same with the whip being a "melee" weapon after the thighs potion, had a few times where a thief had a whip and it told me "missing boob potion" because it wasn't told to me that it was a "melee" weapon after seeing it prior to that point.
Other than that I didn't encounter bugs on my end, and hoping to see some very large sizes in the future as time goes on, here's to the best to ya with development!
Been enjoying the game so far, very nice sprite work and, even though vore ain't my thing personally just really addicted to lamia stuff because big noodle ladies, noticed this popped up when trying to enter the fields just outside the Holy Union gates after the festival stuff concluded and handing the letter over to the one Nun. Can't find the file name either in the folder upon a redownload and wondering if somethings glitched on my end, missing, or if it's an issue with unzipping the file even though all the other text remains in russian and there's no weird symbols upon unzipping the game. Game also refuses to close and I have to full end task through the use of task manager as well when this pops up.
Adding some points onto this
3: I'd like to see what someone else mentioned as upgrades or alternatives to the pistol, the pistol itself feels lacking in many ways as it's slow, does little damage, and just isn't all to interesting in and of itself. Maybe something like dual pistols, an smg, maybe even a magnum that effectively one shots most but has a painfully slow speed.
4: Blimp mode for the player, this would be an unlockable mode and doesn't even do much, other than maybe increasing how much hp the player has, maybe like an extra 50 points, and when the player does go down it draws out the ending inflation where they get up to the blimp enemy size before ending with an all mighty kaboom. Also maybe the ability to zoom the camera in and out during game overs, have had the camera either get caught on something, or the player gets pushed to close to the camera and most things just end up getting obscured by a singular tit or belly.
5: A reload speed upgrade wouldn't be remised I feel for things like the shotgun and sniper as they feel almost useless past a point in the waves because they reload one shot at a time, and the sniper is painfully slow with this as well.
Very entertaining little inflation game~
My own criticism for it is
1: I'd love some more customization options; hair style, hair color, shirt color, maybe even different outfits if that's at all possible, different skin color, eye color, just more customizations
2: I'd like the special inflated (spitter, the one with the hose, blimp) to be more distinguishable I guess, hard to know which is the spitter off the bat when there's a hoard barreling down on you. and if anything wouldn't mind if the blimp was more threatening, sure they take a lot to pop but they take just as much as everyone else to render them floating, at which point they almost always get knocked out of the way by everything else and they're just not a threat at all.
I really enjoyed this game and hopefully you add more to this game and continue on making more games in general!
Just got around to playing the 1v1 a bit, overall I don't think it's broken too much game wise and it's a fun little addition
I did notice though that, if you run away one to many times in the 1v1 it apparently despawns the opponent? had a match or 2 where I ran like 3-4 times and I just never encountered them again and had to restart.
Also noticed that characters in the 1v1 just take passive damage from... something? I've been completely fine but I'll see some of the characters enter battle with 100+ damage on occasion like they're constantly taking zone gas damage.
Small little change I'd ask though for the 1v1 is, if possible, to either have a lot more crates spawn, crates have just more gear, or something that lets the player play around with the various items and such as I'd consider 1v1 as a sort of playground type reward against a single foe, either for practice against them specifically, seeing what they can do if you have problems encountering them in the main game, or vice versa.
So after giving the game a few rounds, it's an overall fun thing, specially for an inflation game since there's not many good ones. I do have a few comments I'd like to make though.
1: I fail to see why there should be the various expansions as damage types mechanically, I love the flavor of them that beating someone with a damage type gives different victory text, but mechanically I think it's a flop for this game since all I've noticed is that it's a weakness mechanic and certain characters are weak and strong to certain types of damage. The problem is that, other then the rng of the game, it fully means that not getting certain weapons just kneecaps an entire experience. Like if I encounter Roxanne and don't have what she's weak to and running fails the player is outright screwed against her in my experiences. I'd say either scrap the weakness stuff and just keep it as flavor, or potentially allow the player to equip 1 of each weapon type just to make it mildly easier.
2: the attack bonus needs some explanation I feel. The bubble bazooka has a -2 attack bonus I saw, but it does damage upwards to 50 points even against things it's not strong against, but then there's the pooltoy claws which have an attack bonus of 5 but feels like they do almost nothing at times even against things that say "super effective", or the balloon boomstick with a 4 but it feels like it does more damage than it should against everyone.
3: Potentially some general rebalancing of a few characters. This one is probably more just personal preference, especially since I haven't been able to encounter everyone and I'm eager to see the 1v1 mode implemented for this, but I feel some characters should maybe get an hp nerf, like Jess for instance and her 300 hp; like how do I even begin to deal with a character who has roughly 3 times as much hp as everyone else and strips 2 points of armor off of you every time she uses her special. like how do you beat that without the prize pump? maybe I just didn't use what she's weak against but like... 300 hp is not an insignificant amount in this.
Other than that I've enjoyed the game and I've enjoyed your previous projects as well, certainly looking forward to some of the planned updates to this and hope you continue to do more things in the future.
Well this is a fun little thing, and hope to see it more polished up as well.
I did notice a few things though, for instance that Connia and Lemily appear to not have a game over scene, and as such they both seem to just bug out the cameras when they're at the doors instead of entering the office, which also seems to prevent Pink from entering as well.
Also I noticed that Pink and Star appeared to not have a model at the doors either which made it more or less impossible to prevent them from entering the office.
Honestly do hope that you continue to develop this one and polish it up more as the whole mechanic of using the air in various rooms to prevent the characters from reaching the office is kind of unique. Best to ya with this project
Also an extra aside on my end with balance adjustments, I do feel night 4's difficulty just spikes. On my end Cindy keeps getting me and for me it's that her wing flap audio is too low, I am mildly hearing impaired so a lot of the general game approach sfx are too low for me and it feels like utter luck on my end whenever I've actually stopped anybody.
will try updating and see what that does for it sure, Yup update solved that.
for 5: even though the custom night is locked it can still be accessed just by clicking it. So even though it says it's locked it can still be accessed. As for the gallery select, you know on the side of the custom night menu where it has the play night, night challenges, and the x box that says back? well turns out selecting back will cause the game to jump to the extras menu instead of taking the player out of the custom night menu is what I mean, hopefully I'm making sense.
Welp found a few bugs and issues so far
1: This is one that happened in the demo as well and it's where the office elements are clickable while in cams, not sure if it can be fixed but managed to isolate how it happens and it seems anything that forces the player out of cams (so Milkmean attacking, Suki attacking, Pinkfury's jumpscare, etc.) causes this to proc. My guess is that the game thinks the cams are still open after being forced out and reopening the cams just confuses the system. Now admittedly this isn't the most high priority bug since it's a minor inconvenience but still worth noting.
2: Milkmeans seems to be missing her game over? I've lost to her a few times and each time it's this BE girl so I'm not sure if I'm just unlucky in getting one of these rare girls to show up or if it's an actual bug.
3: I noticed Suki's gameover isn't fully at resolution as a small part of her head bounces off screen, and her feet aren't visible in it.
4: The first mini-game just doesn't seem to work at all, outside of the very first burger it seems if a burger isn't visible at al on the table it constantly glitches out and has Milkmean just walk into the player and proceeds to soft-lock.
5: Custom night is just, on my end and I see many other peoples, can just straight be scrolled down to and accessed. As a bounce off of this, on my end I can even access the gallery mode from here by clicking on the X on the side underneath challenges in the custom night.
And that's it so far as bugs and general issues go that I've currently encountered. will post again/update if I find more on my end
