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MoreCroissant

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A member registered Oct 01, 2023

Recent community posts

You did hit a sweetspot. I'm impressed at how relatively balanced it feels to have such fundamental StS things changed like limitless card voiding and and all cards having retain.

Happy to have confirmation for a download release once patreon content anti-piracy measures will no longer be needed. Looking forward to it.


But huh, really? I'm having a lot of success with Pearl so far, and I assume there's a lot of better unlockable goodies currently locked behind lvl 7-10 for patreon stuff.

 Card draw is already one of the strongest things you can build around in StS and its clones (and is outright necessary to make most builds work consistently, such as for ascension, in this type of game regardless) so getting what is essentially free mana for focusing on card draw and re-shuffling is very, very good, even if it is a little bit random. The randomness kind of stops mattering when your deck is slim and half of if is just milk bottles, so you're guaranteed to get several every turn.

Not to mention there's a relic that gives you benefits when a card gets replaced with another, which works with milk bottles. There's definitely some snowballing you can pull off there, and I haven't even talked about her infinite block builds which scale great with this game's equivalent of thorns.

I'd even dare say that I like Pearl's playstyle much more than Beryl, even though Beryl is really, really strong right now due to her mana retain, mana generation, quake builds trivializing everything in the game while also giving tons of block since you don't need to attack consistently... not to mention poison builds, which definitely feel inspired by the Silent from StS, though they take so long to setup that all my poison builds so far just end up turning into Gaea's wrath + Influx + Telluric Resonance eventually, since Beryl's mana generation allows for spamming this burst damage combo to end fights quickly and take out problem enemies first, and more consistently than drawing poison and block repeatedly for a while.

I like poison builds in StS, but they have the same issue there of needing too much setup to be worth it half the time, being outclassed by other better things that are much easier to snowball.

That said, while Beryl is extremely strong to me so far, there's one outlier I noticed... her starting deck. It's basically completely carried by her passive. Her unique card, Release, is... really bad early on, and gets outclassed even more during lategame. Since it doesn't count the first mana spent as an attack due to it being part of the card cost itself, if you run the numbers, there's basically no benefit to ever using it below 3 mana, and even then it's negligible.

It only REALLY starts outscaling regular strikes in the same amount at 4 or more mana.

Now, I know it's one card so you'd think the burst damage from one card draw could make up for it, but Beryl already has several cards like that which just function better for the same purpose of high-mana burst damage, and work much better with synergy cards like Influx and Telluric Resonance (Gaea's Wrath, or even Unleash immediately come to mind), so... you're only ever using it in earlygame. Where you will always have several strikes regardless, even though you ideally want to replace strikes with something else to trim the deck.

I don't think I've ever had a moment yet where Release did something that I wouldn't accomplish by playing strikes I had in my hand on the same turn, or just ending the turn to block and drawing the strikes immediately next turn if I don't have them somehow. I don't even know how I'd buff or rework it, but I feel it does need some sort of change. I don't even think nerfing the obviously overpowered Beryl builds would make Release shine more, it's just fundamentally not very useful even in a vacuum.

Pearl meanwhile basically has mana generation that scales with your draw/shuffle power rather than just being at the start of your turn, which is arguably better depending on your deck since Beryl's only scales with her level and by having/playing specific cards (which usually have vanish, or require several in the case of generating mana leaves rather than improving the base generation effect), not to mention Pearl's tons of great block + thorns cards, AND block retain between turns. Her unique starting deck card also remains useful throughout the entire run due to enemies that fill your hand with hexes later on. As you mentioned, under this system of retaining all cards all the time, you sometimes run into the issue of dead draws or having too many cards and not being able to play them all to refresh your hand properly next turn. Pearl fixes this for free just by virtue of her starting deck, and has direct upgrades to that card she can find mid-run as well. Very nice.

Feels like a bit of a mix between the Ironclad's infinite block + thorns builds, and the Buxom modded character's insane draw potential + snowballing milk effects, except without Buxom's downsides of getting too big stuffing your draw pile with bounce/immobility status cards.

...Speaking of, I feel like a Body Slam (Ironclad card) equivalent in this would fit Pearl very well thematically, and also slot into her block builds very well... I'd imagine it would hurt pretty bad to get smacked by booba weighing half your body mass.



Anyway, sorry I'm rambling, but yeah, just sharing my thoughts. Loving the game so far and can't wait for more. From what I can gather a QoL update is priority right now?

Would be nice if we had some soundeffect variety or maybe simple visuals for certain attacks. Maybe an extra music theme per stage. StS does these two things because the devs knew it eventually gets annoying to have no variety in attack sound effects between playing a tiny dagger card and a big damage slam card or something, and music needs some variety in a roguelike since you're guaranteed to be visiting the same locations at the start of every run.

I'll be following the development of this and seeing how it goes, can't wait for Pearl's full content! Sorry for the wall of text, and have a good day.

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As someone with over 1k hours on StS (and a huge fan of the now seemingly abandoned Buxom BE mod for it, still hoping the 1.0 release for that comes out someday...), this was a very fun StS clone that felt fresh enough to keep me hooked for a good while.
I only played this for Pearl personally as I'm not a huge fan of the other kinks (with the exception of the green fairy girl which is tolerable for me and I'm trying out now, she seems fun too), and I loved her route and cards, so I can't wait for Pearl's lvl 10 to become public content and see how big she gets (probably nowhere near the Buxom from StS, but uuuuh... hopefully big enough that using Assimilate becomes more exciting)

I like the addition of meta upgrades, making this a more casual experience where runs just get objectively easier over time, though it sometimes does feel like the game is designed around you upgrading those in order to be beatable, since without those upgrades there's simply not enough upgrade opportunities mid-run to help you beat the number scaling. But that's whatever, this is just a consequence of having permanent upgrades in your roguelite game as opposed to a roguelike, I guess.
The silver lining here is that while lategame encounters can feel unfair with little meta upgrades, if I ever feel an encounter is frustrating, it becomes objectively easier a few runs later because I just have better starting stats and objectively better cards.
There's definitely a few roguelites that come to my mind which DO manage to pull off the balancing extremely well to the point they're still perfectly beatable in your very first run and the meta upgrades are just a bonus, most notably Rogue Legacy 2, but I don't expect any roguelite indie to hit the same mark, so this is fine.

I also very much like the fact that this game is designed around limitless card voids/deck trimming and you just have a minimum card amount stat which is what you try to change mid-run rather than spend resources on individual card voids. That mitigates a lot of the RNG that makes or breaks Slay the Spire decks, and overall just allows event spaces mid-run to actually go towards something more interesting rather than half of them being card voids.
It also allows you to experiment with variations of a build within the same run rather than risking totally ruining your deck with one new card you want to try, since you can just turn it on and off at will. Very nice.
There's also the fact you keep your hand indefinitely rather than discarding it every turn, which feels good and somehow balanced.

My only real worry in this game is just it being locked to a website. Definitely an odd choice if I've ever seen it, but it seems to function well right now, so whatever. I don't personally like that it's online only and do wish this was an offline downloadable game. Though I still worry that this game may just up and disappear one day once it no longer becomes profitable to pay for the website's domain name (like when it's finished and thus no longer requires patreon support)
Hopefully whenever that comes around there will be a standalone downloadable version with no DRM, since by that time there shouldn't be any patreon-exclusive early access content.

I don't much mind the AI card art or spritework personally since it looks good (and I'm not insecure enough to blame all my life's problems on an imaginary AI boogeyman rather than the dishonest people who actually misuse these tools maliciously, which have always existed since the dawn of mankind), and the visual inconsistencies between the dialogue character design and card art design (like Pearl's hair) are small enough that it's kind of quirky rather than annoying.

Either way, this is really high quality for a free StS clone. I've played a couple on steam and this is definitely up there among the good ones. Cheers.

Seeing this in my feed got me hyped and locked in  like the protagonist in the .45 Parabellum Bloodhound trailer.


Can't wait for the final steam release, since I can't use PayPal. Cheers 

Forgot to mention Sylvia. Very nice to have a bigger focus on some slime girls here. Love her.

Hoping to see more of her, and perhaps a slime adventurer type in endless/sandbox, since the art is so good for them and already has multiple sizes.

Ended up caving and watching a friend play through this new version via screenshare since PayPal doesn't work for me but it does for them. Fun time.

I have to say, really loving the new stuff. Looking forward to the rest being implemented.

Mocha does a fantastic job of being Betsy 2.0 for me, stealing my favourite character spot in no time. She's so indulgent in all the right ways... hope we get some final scenes with her and Betsy near the end of the game, just to get an idea of how far their conditions... progressed. Though with how big certain girls are getting, the potion seller's shop screen is starting to get pretty limiting in terms of offering a sense of scale.

Maybe end game cutscenes could help with that?


Speaking of, hope we get a gallery sometime for the... certain extreme scenes like with Betsy, Mocha, Hazel and other ones that would typically cause a game over if you just let them play out in a normal day. Feels a bit bad wanting to see them play out fully halfway into a difficult day.

Or at least add those sizes to sandbox/endless imo when the main game is done and those start getting fully fleshed out. Can't wait for the steam release with week 5 and anything that might come after!

I second this. It's either this for me or waiting for the full steam version months down the line, as much as I'd like to get it now.

Same. PayPal refuses to work for me and hasn't for over a decade, sadly. Bunch of crooks. But oh well, looking forward to the steam release.

You sound like a tankie, and someone who cannot separate their hobbies from politics lmfao

It's not temporary, it's just a flat increase to the sprite's breast size. Though there's a maximum if you're going for endless runs.

This already has a system in place for specifically BE via the randomly appearing milk on the floors. I hope that gets expanded upon (no pun intended)

There's an even bigger enemy in the later floors of endless.

Hope more get added eventually...

This is amazing.
I hope this gets another update sometime... this could really use a bit more endless content (and more refined larger sizes + bigger visual maximums, maybe some soundscape depending on size as well), and maybe an ending where Edith just... becomes the "new" "dungeon" after a certain point.
A bestiary that shows enemy types, all eatable objects, etc. and their stats/what they do which unlocks as long as you eat/defeat that thing at least once would also be really nice.

That aside, I really love what's there.

My one major suggestion besides new content is a mid-run saving feature. I had a power outage an hour into an endless run which wasn't exactly a fun time.

Lowkey I hope Betsy STILL makes a return in the later weeks. Even though her arc is done and she's said she now has a "new" gig... really hoping we get to see her again for a status update in an in-game week or so.

Or perhaps a bad end where you fail to give her the right items at some point and it just escalates into a game over. As is, you kinda just don't have a choice but to give certain adventurers the correct item during certain encounters, rather than being able to just say you don't have anything to help (how would they know? you're just a potion seller as far as they're concerned)

Hopefully that comes with cow girls once those get added, and hopefully with some more extreme boob sizes (whether permanent or status effect) now that the dev is more experienced. And if cow girls AREN'T planned, I'm... Significantly less interested in this DD clone monster girl harem simulator than I otherwise would be.

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can't figure out how to get rid of the vampire girl by day 13 while also getting 4 correct potions on day 12. No matter what I do the vampire hunters don't really seem to do anything. Giving everyone except the vampire hunters potions doesn't work, giving everyone on that day correct potions doesn't work, none of the items in your inventory at the start of the day do anything to the vampire, I'm at a loss.
EDIT: ended up just parsing the walkthrough devlog.

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This might genuinely be one of my favourite h-games by the time it's finished. This is very promising, though I do have a few suggestions.

First, some more growth sound-effects would be real nice. The "bwoomp" is nice for something immediate but it would definitely be better imo if there were more gradual, slower soundeffects for right before and during growth, besides the "bwoomp". There's also currently no soundeffect at all for instances where you only have to add in the ditzy potion, and it feels like there could be one.
Some sort of basic royalty free calm background music would also add a bit to the immersion if you ask me, similar to how RPGmaker games tend to use a bunch of royalty-free music that comes with the program. Would also be an excuse to work audio volume settings (sfx and music separately) into the game.

My most major suggestion would be some kind of freeplay mode in the future, even if an unlockable one, similar to Cowtastic Cafe. Somewhere where you're free to make any potion you want and use it or anyone with no penalty, or even use any cursed items on NPCs not meant to normally get them.
Additionally, freeplay where you can just do anything you like could be an enticing as an unlockable to be honest, because as it stands I kind of just don't care for potions that don't do anything for my fetishes (lips potion specifically) so I don't bother adding it even when I know it's part of the correct mix, but if some kind of permanent unlock in freeplay was tied to doing well in the main campaign mode it would be enticing to actually play correctly.
That, or at least a simple fetish toggle so players can just adjust certain potions to not do anything visually when starting a new game. Could reflavor their descriptions as... literally just changing the flavor of the potion or something, as far as text is concerned.
As it currently stands, you're kinda incentivized to do things incorrectly if you want to make all the girls have effects to your liking.

Speaking of freeplay, I feel like besides a mode like that, the game could very much benefit from a non-campaign mode where you just get random customers and events and try to keep going indefinitely. But all of this is more for later in development, since a lot seems like placeholders right now.
Some hints are also kind of unclear at the moment. I couldn't figure out if there's any way to uncurse the thief after cursing them in the current build, or a way to uncurse the stone statue, or a way to fully fill up the slime jar (because I tried getting all of them and paying close attention in a 7-day playthrough and the NPC still says she needs a few more), or if the two cursed necklaces have literally any use right now.

Emily route waiting room is pure suffering

The people have spoken.
The demand for booba is rising, and so must the booba.

I love democracy.

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1. Would be nice, but it's not a huge deal imo. If it's too much trouble there's more important things to focus on currently.

2. The length is fine for the first area, but I wouldn't mind an extra section with its own checkpoint. Or some sort of side area off the main path that contains a tiny sidequest or something, with a few rescue tokens as a reward. I was also hoping to revisit the Dryad tree after completing the forest wondering if I could meet an NPC or two in there or at least explore it for an item or two, but it looks like it just takes you back to viewing the cutscene and otherwise just teleports you back.

3. Pretty good. Though I'm unsure I missed one scene with the first vine where you can choose to just try to burst through it. I chose not to, and it doesn't appear like there's a way to make that vine reappear when I came back later. And I'm not even sure if that has a scene anyway since it doesn't show up in the gallery anywhere.
On that note, the gallery could use some expanding (no pun intended) to contain these sorts of minor "bad-end"-like sequences that you would normally want to avoid (like with the vines). With the method of unlocking them requiring you to either do it at least once, or if it's totally inaccessible after finishing an area, just finishing said area. It could serve as an actual gallery to view scenes and cutscenes you have already done in regular gameplay, and have one section of it be reserved for scenes exclusive to the gallery.

4. Pretty good. Could be more immersive to have that area actually accessible outside of the science cutscenes though, and initiate them for the first time from there rather than the gallery. Bonus points if we could interact with the huge cowgirl inbetween scenes for extra dialogue tidbits.

6. I did see the keypad but figured it's some sort of secret code for testers, so I didn't bother with it. Seeing the hint in this thread makes it very obvious though so I know the code now lol

The only real issue I've noticed is that at the current max sizes (including overload but that one might be intentional) the image simply gets cropped and you can't really see the full boob. I'm unsure if that's simply a limitation of this version of rpgmaker or if something can be done about it, but it would be nice to see the full-body shots at bigger sizes when those become a thing.
A suggestion I'd love to see is Cowsza herself getting bigger with every area you beat in the main game, starting with the Forest. Similarly to how Seeds of Destiny makes their goddess bigger with every few crystals you find, signifying that her power has increased. And just generally I'd love some scenes with Cowsza as the focus, even if later in the game.

Cool game btw
Can't wait for more of yours as well.

If you're downloading only the .exe instead of the .zip file you can just choose to show more/show details and click "run anyway" instead of "don't run"

It appears windows security still flags the new file as Trojan:Script/Wacatac.B!ml for some reason.
It lists the webfile https://itchio-mirror.cb031a832f44726753d6267436f3b414.r2.cloudflarestorage.com/... as an affected item.
If I try allowing it before windows security wipes the file, it gets flagged and removed anyway, but adds the .exe to the list of affected items.

I don't use 7zip so I can't comment on it, I'm unsure if it's the cause. Though I use Winrar over 7zip precisely because of similar weird complications.

Aw... I can't download it.
Windows security is flagging this as a severe trojan the instant it's done downloading. Any idea why?

Hell yeah. About time. Thank you.

Planning to add sound effects to this, you say? That would be amazing.

Yeah, there should honestly be a tutorial on how permanent transformations actually are and how to remove them... maybe in 0-3?
The game is unnecessarily cryptic about it. It's basically only mentioned in one dialogue with Voice that doesn't really explain the gameplay aspect of it at all. It took me a LOT of trial and error to even discover the gem usage menu because I just thought the bottom left of the screen is your healthbar, and prior to that I had no idea what gems even do outside of being a quest item early on. I thought they were currency for some shop later at first...

As far as I know you can only undo transformations in the safezone/lobby of the game and in hotsprings during stages, by clicking the bottom left of your screen where you health is, and then holding leftclick to spend gems to undo one of your transformation effects.
Though it appears you can't do that for transformations once they become permanent... and if they're actually permanent with no way to remove them on that particular save that really sucks. So far the only way I know of to remove perm transformations is to get a bad end from another transformation, which overrides your default class once you recover from it. But that feels more like an oversight than something intentional.

They really cooked with that cute goth girl behind the desk in the trailer huh

Idk, I just did. Wasn't having much trouble with it on android. First time around I got 27 chickens and second time I tried it on an older savefile I got 29.

If you're still struggling with it you could try to remember which gate a chicken spawned off then camp that one gate as soon as you catch it so you basically spawncamp them. It's a bit inconsistent but once you get it down once you should be able to reach the chicken threshold and during the last 10-15 seconds quickly run to the pot and spam interact as fast as you can to put them in.

Joiplay is for android devices primarily unfortunately, using it on ios would basically require jailbreaking the device.

Sorry OP, tough luck.

Me too bestie

Noticed this bug since last version, but was wondering if it was just my imagination and it's actually very subtle... but no the giant rat's growth after fights has been broken for a while now. Hope it gets fixed.

I don't have the best mobile device for gaming tbf but considering the rest of the game was running smooth as butter up until that point I'd wager that still shouldn't be happening, even if the framerate loss is less severe on pc.

Joiplay users do have the alternative of just turning on noclip for that particular section though so it's not impossible to get the endings.

i beat it on my phone using joiplay and honestly the only really unplayable part was the maze, the FPS dips to literally like 2 per second there as soon as you get the lantern while it was running smoothly prior to that part. But it seems that's getting looked at which is good.

Ah, thanks for the reply! This helps a lot. Cheers.

...Four? Really? Or did you mean three?

I've looked everywhere and am positive the dev isn't kidding... I'm pretty sure the sequence of keys has nothing to do with obtaining a fourth one at all, or that it even exists. But the ingame message about not looking for any more after three was so oddly insistent that I'm half-convinced it's a bit, there just to throw you off. Then there's the "moderate" rating on the formula at the end of the game after consuming 3 milks, which leads me to believe you can do better somehow.

...Also becoming immobile would be a pretty funny end... and a nice secret capstone for a breast expansion focused chapter.

That's unfortunate, I hope you're doing okay. But I think the strange noise is intentional and is supposed to emulate the hum/buzzing of the old electric lights (which was a part of thd old original post that spawned the backrooms craze)

That said I guess it wouldn't be bad to have an accessibility setting to turn off irritating noises like this without having to turn off the game's sound effects entirely. We'll see what the devs do.

I agree with 1. Feels like we should be able to trigger it with something without having to step in it. More gameplay options are always nice regardless.

2 I agree with too though I feel like they definitely have a place in the game, just maybe for a bit cheaper since they're less impactful.

5 I imagine would be fitting to have as an option once the romance system that the developers showed interest in doing (whatever it entails) is implemented, would love to see that.

6 is definitely something I'd like to see, though it's obviously up to preference. What would be even cooler is a mode where the monster's sliders increase over time... as do their body's noises and footsteps and how desperate they are to catch you. So the longer you take, the scarier it gets. Would be even cooler if in the mode they teased where you can have multiple monster gals chase you you could configure one or more of the girls to be in this "escalating" mode...

7 I think the office and scene audio is fine, and I'm pretty sure you can just turn it off anyways by lowering the game volume (or on your headset) if you dislike it, but it does add to the ambience in general imo. Motion blur is stinky though, agreed, there's a reason the first thing most people do when launching any game for the first time is go to settings and turn off motion blur.

I see, that's fair. In that case could you please grab the character code for Cobrella? (the shiny snake lady bounty target)
or Beast... or both...  pasting the character code onto an existing companion and just having Beast and Cobrella as followers would be amazing.

No big deal if you can't or don't wanna, but... pretty pleeeease?

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Just from looking at this, it genuinely looks like it could be a pretty good successor to GrowthRPG by DigitalFurBelow, if you ever decide to go the route of "game mechanics that allow you to change physical attributes/their size outside of character creation" (whether temporarily or permanently)
That aside I think I'll wait until it's more feature-complete before buying it, as judging from the patch notes there's a lot of important basic stuff still being added and developed.

Wait, really? Does it use the ingame debug mode somehow?
I've always wanted some of the bounty targets to be recruitable... Wondering how you can pull this off.