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Jaxonus

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A member registered Jun 08, 2022

Recent community posts

(1 edit)

It looks like the .exe is scuffed.

For those who don't know, since this game was made with RPG Maker VX Ace, what is an .exe file is actually a self-extracting archive, whose contents you should be able to extract manually by using an archive manager. I used 7-zip, and well, it does try to extract the files... while spewing out errors for every single one of them. Furthermore, most of them end up getting extracted as 0 Byte files.

So yeah, again, the .exe seems to be scuffed and doesn't extract files properly, and it is definitely a problem that you can't do much but wait for the author to fix. Something must have gone wrong during the creation of the archive file.

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Sasha's growth stage increases every 2000 gold spent at the Bunny Store

Orchid's growth stage increases every 5000 gold you deposit at the Bank (you need to start her quest to start a bank account though)

Maris' growth stage increases with feeding her fish. You need to finish all of her quests to unlock the feeding minigame. The rarer the fish, the more growth score it gives Maris (on the minigame's screen, they are ordered from least to most score given, from top to bottom)

Hilda's growth stage depends on, I think, completing her quests, and then reaching certain smithing skill level thresholds. I think she reaches max growth somewhere around lvl 20 smithing? I can't remember what it was precisely.

New update, new feedback, let's go:

1. Futa content - while I'm personally somewhat apprehensive when it comes to adding more paths than the previous three (simply because I fear that it could result in content bloat, and could also be a problem for balancing), I like the fact that it also includes some visual modifications for some enemies, and that  the futa path seems to be a jack of all trades when it comes to stats

2. UI changes - the quest screen is exactly what I asked for in a previous post, so that's great. The NPC gallery is also a good change, and so is the player skills screen. Although, I do wonder why it tracks the sum of all the skills' levels

3. Crafting skills/mechanics - a good start, although considering that woodcutting has little to no content tied to it (save from chopping wood and crafting a total of one item), I think it could've been saved for a future update, where it could be somewhat more useful. Also, the smithing screen could see some improvement, especially when it comes to the material selection, as you have to directly press on the material icon to select it, instead of the general area around it and its' description being an easy to press button.

4. New NPC - haha yes, swole bear grill iz gud (also her being a woman of few words is funni)

5. New equipment - when it comes to weapons, good to see some extra options. When it comes to armor - good to see something like that implemented, now all you need to add is trinkets/rings for the full RPG-esque experience (huehue).

6. Gathering minigames - the mining one is fine, very much like the fishing one minus the timer. As for the woodcutting one, I would very much prefer if you were able to press anywhere on the screen, and not have to press on the timing bar. I say it after doing some small testing on an Android phone, and well, having to press such a small area on an already small screen is kind of annoying

7. Character interactions - again, kinda basic right now, but hopefully will be expanded upon.

I think that's all for now, a good update overall, even if it is more an expansion on the game base, rather than extra content that continues from where the game currently ends.

Some things that I've noticed so far on a new playthrough after the latest update (0.716, and it's an all-futa run):

Cola doesn't seem to change her sprites between her normal and enraged state.

With futa content enabled, the bestiary shows only normal sprites, not the futa variants for the appropriate enemies

Will report more in replies to this post if I find any more

That I did, and it's everything that I hoped for, and on such a short notice to boot!

My man just can't stop winning with these updates, great work!

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Alright, new update! Here are my thoughts:

1. The new equipment system is a great addition, straight up. And the fact that the weapons each provide a selection of additional skills not only allows for experimentation, but also makes the combat better, since more options is always a good idea. Although, is it just me or the trident doesn't seem to drop, like at all?

2. The new menu UI is some real gourmet shit, not gonna lie. Although one thing that could use immediate improvement: using consumable items on the inventory screen is kind of annoying because of the colors used in the "amount selection" bar - white text on a light-green background is not what I would call a high-visibility color combination. And speaking of these bars, the lack of a way to select things incrementally (via some sort of button, for example) is also kind of annoying, since you have to use the bar, whose increments depend on the amount of a given item in your inventory. What it means is that if you want to choose 1 item out of, let's say, 100  - it requires some precision handling that wouldn't be necessary if the player simply had the option of choosing incrementally, and not having to fiddle with a bar.

3. While it is probably a thing that's in the works, the fact that the quest log, or in-battle character status bars don't look as snazzy as the new menus makes them stand out like a sore thumb. Again - since the main menu had a visual overhaul, so probably will they but I had to point it out for completeness' sake. Also as an aside to the status bars - I would personally recommend making it so that the mouse-over info for the various buffs for the players' furries is displayed under their status bar (left side of the screen), and not under the status of the enemies (right side) like when you hover over the buff icons on your enemies' status bar. I just think it would look neater.

4. Going back to the inventory management discussion, an ability to sort items in your inventory (by type at the very least) would be useful. As of right now items are only ordered by when they were added to your inventory, which starts getting problematic when you have a lot of different types of items.

5. Furthermore, the lack of ability to sell most items (since you can only sell the fish you can catch at the forest, and there's now much, much more items than there were previously) is definitely something that needs to be added. At the very least, making the weapons sellable would be a start, since unlike consumables you can't just, you know, consume them. And I don't think anyone needs to keep over a dozen steel swords in their inventory, for example.
One way you could do it, is that you could add a weaponsmith NPC, which would sell you weapons (instead of Sasha, who could only sell general goods instead) AND buy weapons from you (you could say that they buy it for scrap or something). This could also be used as a pretext to add a FMG-themed friendly growing NPC, since we already have one that is WG themed (Marisa) and two BE/curviness themed (Sasha and Orchid). Sorry, but Luna doesn't count, she's a boss, fight me ;).

I think that's it for now. Looking forward to future updates, and whatever you may come up with next!

Update after beating the new version: Most of what I've said still goes, the only thing that I could add is that the game seems to be much more grindier than it was previously. It feels as if the player characters don't become as powerful as they used to. It is especially noticeable with the foxgirl on her FMG path: previously she was reasonably powerful, now she feels underpowered. In fact, on my newest playthrough she was weaker overall than the shark girl on the BE path: less health, damage etc. While it does make some sense to have the foxgirl (as a starting character) not be as powerful as the furries that you might unlock later, the current power imbalance doesn't feel right.

Less of a bug, more of an oversight (unless this is intended): the rare Nightshade Guard encounters in the Wolves' Den still use the same Player/Enemy Defeat dialogue as the optional fight to gain access to the Den, even though said dialogue (IMO) doesn't make sense to be used in these encounters since you have already gained access and talked to Luna.

Don't know if this post comes too late, but she is part of the new intro sequence, so you need to start a new game.

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Almost done playing through the new version. Pretty neat update all things considered - especially the added intro and expanded character interactions.

The only thing that I think could use changing is the fact that during the Nightshade questline, after doing the "Defeat 10 enemies in Wolves' Den" stage, the game immediately forces you into dialogue with Luna, and subsequently the option to fight her. This also locks the player out of fighting normal enemies in the den, unless they decide to fight Luna. The problem is, that unless you were grinding before finishing this stage of the quest, you are basically forced into an unwinnable battle. I mean, this situation could be used for narrative purposes (you think you can take on Luna immediately, but whoops, you are too weak right now), but I dunno - forcing the player into an unwinnable battle so that they can regain access to normal encounters in the Wolves' Den feels kind of cheap (or maybe this is simply an oversight and this part of the post should go into the bug report thread).

Good to see the buff to the BE path skill - although it should be said that the skill description hasn't been updated (that is, it doesn't say that it stuns enemies).

One thing that would be a pretty good and easy addition is adding an event that activates when you can start encountering the Elderwood Guardians, because right now outside of the change in the Forest menu (which says that now you can encounter enemies in the 1 - 45 level range, instead of the standard 1 - 8) the game doesn't warn the player about it.

And speaking of the Guardians, I think that modifying the encounter logic in a way, that the player is more likely to encounter enemies much closer to their current level could be a good idea. I say that, so that if you want to farm Guardians with furries in their level 30's - 40's, for example, you don't have to fight how many level 1 - 8 enemies that die in one hit and give miniscule amount of XP at that stage in the game. Similarly, if you are low level, enemies with an outrageous level advantage won't be encountered (you can handwave it away as them looking at your party and not considering them a worthwhile challenge or something :P). This change could also pair well with the whole "leveling up the zones" idea that SimpleJunky suggested earlier - although I personally would prefer if there was a limit for how much a given zone could be upgraded, and having those upgrades be dependent on the player's progress, rather than tied to an item. I say about pairing the encounter rework with the zone upgrade mechanic, because if the zones were to level up, and you wouldn't have the means to safely level up underleveled characters - well, it could be problematic. I could elaborate further on this in a future post, because I don't want this one to be too long (and it is already getting quite long in the teeth as it is).

Also since this now became somewhat of a tradition to request new furries - I consider the lack of scalie representation most dissapointing. A dragon girl was already suggested by at least one person - and I do support that idea, although a kobold could also be a fun idea (but only acceptable if you make her personality be a hyperactive gremlin for everyone's amusement). Alternatively, if you don't want to add any fantasy-style furries, then a snake or some kind of legged reptile (lizards and what have you) would be a fine choice as well.

I think that's all for now, cheers!

EDIT: Also fun that I wrote this post (which was targeted towards A0.60) one hour after A0.61 became available I didn't even notice, because I didn't refresh the main page. Good times :D.

(3 edits)

Don't know if it's a bug or an oversight - but the new quest (Tax trouble) has what looks like to be the template default description ("This is a template quest showing different types of requirements and rewards"). The description for the first step also looks to be the template default
("Talk to the NPC to start your adventure").

EDIT: Some of the speaker labels for Maris' dialogue seem to be mismatched. At the start of the Beach Day quest, the initial conversation has some passages that should be logically spoken by Maris misattributed to the player instead, and vice versa.

EDIT 2: Same goes for Hands Off My Fish, although only one passage - the one after the dialogue choice - is mismattributed to the player.

A minor bug, that was also present in the previous version: the gallery display for the WG paths say Route: Female Muscle Growth instead of, you know, Route: Weight Gain. Although it is a minor bug in an optional feature, so no wonder nobody seems to have noticed it

After playing through the game a fair amount of times, I gotta say that the BE path feels rather underwhelming in comparison to the FMG and WG paths. I mean, both the FMG and WG paths provide a skill that in addition to dealing damage and giving path-dependent boosts also stuns the enemy (very useful), AND also provide much better stat increases - raw damage for FMG and higher HP for WG. In comparison, the BE path provides more mana, which isn't really that useful in the long run (most skills either have use limits or cooldowns, so you are already limited in how much you can use practically per battle), and the path skill's only uniqueness lies in its' ability to restore mana to all members of the players' party - which isn't that useful in the long run because a.) it is a single use skill and b.) other methods of regaining mana (that is, fish) exist, and c.) stunning enemies so that you can avoid damage, even if just for 1 turn, is in my mind a much better proposition than a single use mana recovery. I think the BE path could use some reevaluation and so that it could be more worthwhile, because as I said - the other paths are simply better overall. 

Do keep in mind that all of this was written from the perspective of a "all furries on a single type of growth path" playthrough style, so the issue may be less exaggerated on a more mixed playthrough, but I feel that this is still a potential problem worth considering.

So I take it that it isn't really a bug?

Here's one bug (?) which I just noticed while playing through the new update, on the BE path, the Bursting Burst skill gives a 1-turn damage boost on use... which makes said boost useless, since the timer gets decremented on the next turn and the boost disappears. Thing is, isn't this skill not supposed to give a damage boost? As that's more of a FMG path thing?

Outside of that, no bugs so far - a pretty spotless update if I do say so myself.

Cheers!

(2 edits)

And here's a different bug that I've just noticed on the FMG path: using the furries' various inherent special skills (so Tail Whip,Milky Way, Shark Bite, and probably Alpha Roar, although I haven't tested that yet as I'm doing a new playthrough) DOESN'T decrement the durations of the boosts granted by the Muscle Crush skill - only normal attacks do. Don't know if it is just the problem with muscle crush, or all "path skills" as I like to call them, or even all boosts as a whole, as I've noticed it by accident by mousing over the boost icon on the character's status bar.


EDIT: Just tested it with boosts applied by fish - this bug happens with ALL boosts - their duration is decremented only by normal attacks.

2ND EDIT: Actually I was only half-right: using items does in fact decrement the duration timers - so perhaps the issue is only with skills.

ANOTHER update (sorry): I was wrong, the bug does happen when you click anywhere on the screen that isn't a fish. In addition, it also does happen on PC - just tested it in fact.

Quick update: it appears that the bug doesn't happen when you click anywhere on the screen, but when you click on the right side of screen, specifically in the area between the fish icons and the edge of the screen.

Don't know how it is on a PC with mouse control, but on the android version with touch controls the Maris feeding minigame seems to break if you press anywhere but the fish. I understand that you are supposed to drag and drop fish from the right side of the screen to Maris, but if you click anywhere else, the drag and drop functionality stops working, and you have to exit and enter the minigame to reset it to a working state. I don't think it needs explaining that on smaller devices, the size of the fish icons makes them surprisingly easy to miss, which in turn makes the probability of running into this bug quite high.

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The new shark girl is pretty neat, and the fact that you can unlock her midway through the game makes her useful. However, her addition, and the fact that she is going to be used between the (current) mid to end game has unfortunately made the game even more grindy. I think it all ultimately boils down to the way XP is granted after winning a battle. The current system where you are awarded with a pool of XP which is then divided among your party, while novel, basically makes it that it is in fact it more efficient to level up your furries independently of each other, instead of bringing them all as a single team. I think that a more traditional XP system, where the rewards are granted independently to each party member and not as fractions of a larger pool would be ultimately a better implementation than what he have right now.

Also, I don't know how it is on her other growth paths, but on the FMG path the shark girl starts with a mana pool so low, that she cannot use any of her skills until she levels up a couple of times.

EDIT: After playing for some more, I gotta say that receiving some extra rewards for feeding Maris could be a good idea, as there's no point to doing so besides making the local sharkgirl BEEG.

Yeah, you need to finish the nightshade quest given to you in the wolves' den, and the third furry girl is then unlocked as a reward. If you haven't done it already, as a tip I'd recommend leveling your furries to at least lvl 52 to make the wolf boss battle easier, since she has 2 phases, of which the second is much tankier than the previous AND she is immune to stuns.

Well, I stand corrected, and the current formula does make sense. Still, I do agree with the opinion that as it is right now the escape chance may be a little bit too low.

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I know, which is why I was quoting the update page. The actual formula is definitely not as straightforward as the devlog says, but I don't feel like looking  into the code to say how exactly the escape chance is calculated.

And only one character at lvl 52? Wow wat a casul (jk, I can respect not wanting to grind multiple characters at the same time, as it takes forever)

(2 edits)

I'm not the developer, but on the alpha 0.3 development post it says that the escape has a "4% * (current level)" chance to succeed. So it becomes more likely for you to escape the higher level your furries are,  but yeah, at lower levels it is not very useful

The difference between just money/XP rewards and boosts, is that boosts provide you an additional amount of XP/money from winning battles, up to twice the normal reward. As an example, if you have a 30 XP boost ready, if you defeat an enemy which would normally give you 25 XP, you will now receive an additional 25 XP from a boost, for a total of 50 XP. This will then leave you with a remainder of a 5 XP boost to be granted in the next encounter, so if you were to defeat the same enemy again, you would now get a 25 base XP reward with an extra 5 XP bonus for a total of 30 XP. Same rules apply for gold boosts. Hope that explanation makes sense to you.

It looks like there may be some sort of bug with quests and loading saves, specifically I have loaded a save from a previous playthrough (all quests completed and wolf girl unlocked) while on a new playthrough where I just started the nightshade quest (I was just checking something). After going back to a save from the new playthrough, it looks like the game overwrote the quest progress from the new playthrough with progress from the new one. The game now basically acts as if I have already beaten Luna (even though I didn't) and there's no way to unlock the wolf girl now, save for starting another playthrough. I can't say if this is the problem specifically with the nightshade quest or the wolves' den as a whole, but this definitely warrants some investigation.

Cheers!

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Pretty neat update, the banking system definitely has potential even if it is kinda unnecessary for now (save for getting the bee-girl to grow with the power of LOADSEMONE).

As for any bug and feature requests, most of them are the same as in my mini-thread in the alpha 0.4 development log post (don't know if you read them when I wrote them, but most of the information in them still remains valid).

Speaking of money and growing - considering  how grindy the game gets at the later stage, I was thinking that adding some repeatable quests for extra money and XP boosts could be good idea. In addition, you could also try adding some sort of "training" feature where you could spend money for extra XP, partially to provide more ways to speed up leveling other than consuming many sandwiches, and partially to provide a potential money sink - because what's the point of money if you can't spend it in a meaningful way, right? EDIT: Now that I think about it, said trainer feature could also be used to manually increase only specific stats of your furries without leveling them up or even upgrade their special skills.

Cheers!

Alright, I'm back, beaten the boss, unlocked the new girl, here's some extra things to consider or forgot to mention:

1. The new girl's skill is pretty good, pairs well with the WG path that I have chosen for her right now (I mean, if you highlight this path on the title screen it's almost as if you were obliged to try it out ;))

2. Update on the chibi portraits issue: they do in fact show up, but on level 50. I think you must have made it so that the game simply checks if the current character level is divisible by the appropriate growth stage - so stage 1 on level 1, stage 5 on level 25, stage 10 on level 50. The thing is it doesn't work that way if the growth stage increases every fifth level, see the table below:

Stage1234567891011
Level15101520253035404550
As you can see, the formula isn't 5n (where n is the stage number), but rather 5(n-1), with the exception for stage 1 at level 1.

3. Another thing about saving, that I forgot to mention, it looks like on loading it doesn't load the scene you saved at, but the scene before, so if you saved at the forest (for example) after being home, after loading you will start back home, rather than at the forest, unless you start doing some trickery, like saving at the fishing scene, so that you may load at the forest.

4. Finally, getting to the final levels is absolute grind (go figure) which is compounded by the relative uselessness of the sandwich at the later stages of the game - not only does it heal too little to be useful as a healing item in the wolf's den encounters (or some higher level beach ones for that matter), its' XP boost is so small per single item (in comparison to the XP granted by defeating enemies so that the boost may be substantial), that you have to basically do what I did, which is buying them in great amounts, fighting in the forest, and then spending multiple turns eating sandwiches to get that bonus. This I think, highlights 2 things. One, is the lack of stronger healing / XP boosting items after the sandwich. The second, is the lack of an ability to use items outside of combat. The former is obvious to solve: appropriate items need to be added. The latter is also simple, an ability to use items out of combat should definitely be considered for future updates, preferably with the ability to use more than one of a single item type at once. This could be part of the the whole inventory overview idea mentioned in my previous post.

I think that's all for this update right now, cheers!

Pretty neat update. Haven't beaten the wolf boss yet, but here's a couple of notes when it comes to this update and beyond:

  1. In the previous versions of the game I tended to use the skip feature to speed up combat encounters when grinding. With this update however, it seems that something must have changed in the battle UI that the skipping simply bugs out. Namely, when the text skipping is enabled, there's some sort of lag (for a lack of a better word) when choosing the options during combat. The choices don't light up when hovered over, and when you want to select them, you have to do click them several times before the game registers it. I doubt that this is intended behavior, even when considering that the back function has been disabled for combat encounters.
  2. When reaching the current max growth of the characters at level 45, their chibi portraits don't update to their third image (screenshot below for refence, both charaters at level 46, but the chibi images are clearly the ones for stage 5 at level 25)
  3. Whenever you reload the save you also restore the furries to their max health and mana points. Is this intended? Doesn't feel like it.
  4. Finally, not a bug report - while the new leveling system is better than what how it was previously, the jump between the strength of enemies at the beach (where they range between around levels 25 to 35) and the wolf's den (where they range between around levels 40 to 55) is kind of overwhelming. There definitely should be an additional location, with enemies at levels in between the two (with the wolf's den maybe having its' encounters in the 45-55 level range). As it is right now, if you want to fight in the den after being done with the beach, you are basically trying your luck to see if you encounter an enemy that has a manageable level advantage (which I'd say is up to 9 levels above the player) , or 10+ levels above you, which is basically impossible to beat. This is doubly important since the wolf boss is a multi-stage level 60 encounter, which means you have to grind in the wolf cave anyway, because of it being the quickest way to get exp at the current endgame. Of course this stops being an issue after you start reaching around level 45, but still.
  5. Speaking of the wolf's den, shouldn't the name be more like wolves' den or something, as in plural? Because clearly there's more than one wolf to be encountered in there ;)
  6. And speaking of the enemy levels, adding some sort of information on the possible levels of enemies when choosing to hunt for them in the various areas could be a pretty neat quality of life addition. Doesn't have to be much, just some text added to the appropriate choice at a given location should be enough (so instead of "Fight some creatures" it could be "Fight some creatures (lvl x - y)")
  7. Speaking of quality of life additions, it would be good to consider adding a way to overview your currently used furries without having to go back home to use the "Manage furries" option. As it is right now the only other option is to get in a fight, which I wouldn't consider a good one.
  8. Similarly to the previous point - adding some way to overview your current inventory, that is currently owned items and money, without having to go to Bunny's Store. Speaking of the store - why is the Golden Fish not sellable since all the other types of fish are? Seems like an oversight to be honest.

I think that's all for now? I might make an additional post after beating the wolf boss and unlocking the wolf-girl. We'll see.

Cheers!

Can confirm, this seems to happen when using the "Heavy Impact" skill - after a couple of turns the HP gets inexplicably set to 1.

Speaking of skills, it seems that the buffs given by the new skills (Busting Burst,  Muscle Crash, Heavy Impact) seem to stack? At the very least their buffs last beyond the duration of a single combat encounter, so at later growth levels you can just cheese combat with impunity. Muscle Crash on FMG Fox lets you one-shot even the high HP encounters at the beach and the Busting Burst on BE Cow not only gives you a defense buff that lets you receive zero damage, but after her max MP reaches 100 points and beyond, the skill becomes effectively free to use, since you will be getting those 20 MP back every time you use it.

I forgot to mention it in my previous post, but the level up animations, while nice, might also need some improvement. I dunno, but the whole "rapid size pulse while switching between pictures" or what you may call it maybe hard on the eyes the way it is right now. It is for me at the very least, but I wouldn't be surprised if I'm not the only one. For now I'd suggest making the pulses slower? I can't really come up with a better idea for a solution to be honest.

Cheers!

Pretty neat update, one quick note though - while the new map feature is pretty good there two things in need of immediate improvement:

  1. The text used on the map has bad visibility on smaller screens/window sizes (tested on both PC and android phone) because of its' black color and lack of an outline - adding a brightly colored (white should be enough) outline to the text would fix this issue.
  2. This is definitely a bug: if you go to the map from the "Home" screen through the "Go Outside" option, and then press the red "X" button on the map screen to go back to home, you go back to the "Home" screen, but all the options are unavailable, like this:

Outside of that, you could also make it so that the text on the map screen doesn't disappear when you hover over it, and instead it changes color to a brighter one.

Either way, can't wait to see where things go and looking forward to more updates!

You are supposed to click on the fish before the bar turns dark and repeat the process every time a new fish appears on the screen

Pretty good start for a game, however there's still much room for improvement - others have (rightfully) criticized the grind (it is getting better though, so no worries) and how the fishing minigame is also kind of bad. The biggest problem for me as of right now is that the character progression and combat... kinda suck?

First - there's no practical point to choose the BE path as of right now - it (as far as I'm aware) only influences the character's mana amount, which is a problem. The foxgirl's Tail Whip scales its' damage her physical damage (so only the FMG path makes it useful in the long run at the moment), and the cowgirl's Milky Way not only scales its' effectiveness with only her level, but it is kind of useless to begin with? The amount of health it provides (even if it heals both characters) makes it kind of not worth using it.

The way I see it, either some rebalancing may be in order, so that the BE path enhances the skills in addition to increasing the mana pool

OR

you could try to make it, so that every character's growth path comes with its' own distinct skill set (so one for FMG, one for BE, and one for WG). This could potentially make balancing those skills easier, since they won't have to be balanced around being improved by more than one path. This could also allow for making the various furries more distinct. For instance as of right now the foxgirl seems to be the designated damage-dealer of the group, so having that characteristic be constant across all paths could be interesting, whereas the cowgirl seems to be the designated support character, and that also could be made her constant characteristic across all paths. Just food for thought, you know?

One other solution could also be to abandon the whole "choose the growth path" mechanic and just have it like it was in the alpha 0.1 version, where one character = one type of growth path, with a set of bespoke skills. Although I imagine this solution is out of the question now that we have multiple paths per character.

Whatever happens, the skills need improvement either way.

Second - the combat as it is right now is so simple, that there's no room for strategy. The character switching is kind of useless, since unless you're switching characters because your current one got knocked out, you are giving the enemy an opportunity for a free attack. This in turn results in a situation, where the extra character serves as nothing more than a extra life, so to speak.

In my mind, there's only two ways you could go about it, either make it so that switching characters on demand is more worthwhile, or try to implement a full on battle party system, like in a traditional RPG. And I do realize that the latter option may be much more difficult (although I never worked with Ren'Py, so what do I know).

Outside of that, I don't have any immediate ideas how to make the combat have more depth, so the rest is up to you to decide.

Other things that I think could see some improvement/additions that others haven't mentioned yet (outside of the obvious "add more furries/locations/whatever")

  • adding some sort of character inspection feature that shows stats and the description of the players' furries and the enemy furries, both in and out of combat. The in-combat variant could be much simpler and only show stats though.
  • more items in the shop, specifically I'm thinking some temporary stat boosting items, so items that i.e. increase the character's attack by X for Y turns
  • more flavor text in combat perhaps? I mean things like, instead of the text being "Enemy X attacks for Y damage" you could have it so that each character's action is more distinct, so for instance the deer archers "Shoot you for X damage" or something like that.

I think that's it at the moment, looking forward to future updates and seeing how the game develops!