dumb question but is there anything i could do to change the belly size cap? if not that's ok but like... what if you could get really big
GreenThNdr
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I'm also someone who's been checking through Youtube. I have similar thoughts as others in the comments, but would you also consider making the kick hitbox cover Pherl's body a bit better? I can understand if you don't want it to have more range, but I think on the other hand there are cases where the enemy is basically overlapped with Pherl, and her kick misses which can be devastating since the attacks leave you pretty vulnerable. It would just be nice if it was consistent in super close range. Also, sometimes an item drops that looks like a book--there's no text when I pick it up so what does it do?
Great work so far though, looking forward to future updates from this!
i don't know if this is an older issue but when Theano fails neutralize and eats the full enemy, the KO'd enemy will now release the prey after Theano eats them, which has a lot of weird consequences like her fullness being wrong, softlocking on Theano's turn or the digestion timer ticking into the negatives. Does this ever get fixed in a future version?
When i removed ARK from the folder the game would be softlocked when i press New/Load Game (something I think was true of 0.1 too), am I disabling the mod wrong?
It's not just ARK though, it's most of the linked ones in addition to Risoflam's mods from some time ago. It seemed at a glance that the sprite system had severely changed since 0.1 so that's why I assume most mods still don't have that updated; Holstein, the Blue Archive mods, and probably Aon were updated for 0.12 and they don't have this issue
by the way, some of my old mods have a weird issue where the expression is layered over the normal face, and the belly sprites don't work. I assume this means I have to make a new document to put the expressions in the new format? This issue applies to ARK, Adder, and Netcaster as well
Also when i was checking out some of them in sandbox, many modded units would disappear from both the unit selector sidebar and the map. They were still selectable and their shadows would flicker on the tiles where they're standing. I wonder if there was just too much spawned in?
i got softlocked in level 5 of the Sam side... in i think the third or fourth room i dropped down to reach the key, but the box to get out wouldn't move so i couldn't jump up to the exit
(edit, i managed to get it when i tried a second time through but i still don't recall the boxes being so stubborn)
Maybe. I think the scaling just felt off if I were to get stuck on, say, stage 2, and suddenly the levelups seem to stop for a long while, but after playing a bit more it looks like if I don't die the first time I clear each stage, then the XP scaling is plenty to get 3 or 4 levels a stage if I'm thorough. So I agree that making the first couple stages give more XP would help since I feel like that's where a new player is likely to get stuck, but I guess it is a pretty controlled progression already which I can understand since that makes it harder to overlevel. (And to be fair, maybe my expectations were too high for what level I should be able to reach since it's still only a demo...)
Also, it turned out the skill tree lets you out of the basic tier way faster than I had thought, I was leveling the talents evenly so I thought I had to complete the whole thing, I guess I got confused by the wording in the guide
Just tried this yesterday, I think there's a lot of promise! I got through the first three maps and they were fun, although the second map was rough mainly because the physics and jump height are a little inconsistent right now (and also I'd have to wait awhile to be light enough to jump, but I didn't notice the belly rubbing devlog till just now). The skill tree is also really cool, but I had about 3 good attempts on each of the first three maps and I still couldn't even get out of the basic skills. The leveling feels like it takes super long, and once I realized you HAVE to max the basic group it really started to feel like a grind. But it was still a good time, the art is nice and the controls, menus, and mechanics all work very well! Considering the camera feels a little close for my taste I really like that you can quickly look up and down to see where you're jumping!
One thing I was curious about. Since some of the fetish content is tied to specific mechanics, is the kink/ability list a general thing? Or will different characters cater to different fetishes, potentially via unique abilities and powerups?
Overall, this is really solid! It's challenging and has plenty of variety, but is lenient enough at the start to get a good run going as long as you're careful. I think the mechanics do a good job of feeling rewarding while being balanced by the risks.
I think the most notable thing is you can't make potions while she's inflated but you CAN sell them, so it's a good idea to always have one of every ingredient combo stocked before you go and blow her up, just to have something to sell. Personally I don't think the reputation is bugged, but it's harsh until you figure out a good routine
