Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Morphagenesis

25
Posts
1
Topics
3
Followers
118
Following
A member registered May 11, 2024

Recent community posts

I really enjoyed my time with Adventure of Changes. I spent about 97(!!!) hours playing through the game, according to the RPGMaker save screen, and found every transformation. I missed some things - never found out where to fix the smartphone, never entered the building in the north-center of the tundra, and missed some demons (the special form from the final dungeon and the Ankh transformation) - and I have no intention of doing a New Game + playthrough, but I feel very fulfilled with what I did see. Exploring the world, and gaining new tools to do so through the various transformations was a lot of fun, and I liked seeing what new combat style each transformation had even if I never intended to use them. I really liked the slime, alraune, and mermaid transformations visually, with special mention to manticore and dragon for their interesting combat styles.

There are a lot of areas where the game could use another pass for grammar and spelling, though. Especially during the prologue, but also scattered throughout the game. There are also some text boxes where the text is cut off part-way through, though thankfully it was never enough to make things confusing or hard to understand.

The balance of combat is also very weird. Some enemies are extremely dangerous and can wipe out a level 50 team in one turn, even in thoroughly explored areas. But on the other hand, certain skills (especially the skill that gets stronger with each beehive you recruit) can completely destroy any encounter in one turn. Including bosses. I found an absurd amount of success in using the Sword skills and using the buffs from it to then use a spell that hits every enemy multiple times to instantly kill normal enemies. I did only play on Normal difficulty, though. Maybe the game is hard enough on Hard and Lunatic to warrant these kinds of strategies, and I just tried too hard for Normal difficulty.

Animations also take forever, especially in human form with Full Support. I do really appreciate the option to use Full Support - it saves a ton of time and brain power when grinding combat encounters - but maybe a way to turn off animations would be good? I have seen that in other RPGMaker games. Definitely not something needed in an already complete game, though. RPGMaker is just like that.

All that aside, none of it was enough to make me consider putting the game down. I just wanted to keep going to see what the next transformation was, to find out how it would re-contextualize everywhere I had already been with a new traversal ability. And while the story is generally fairly standard for a fantasy RPG, the aspect of there being another big fantasy adventure in the world's recent history was a pretty interesting aspect. I have to ask, is the adventure of the Orbs of Phantasm an actual game/story, or just something for the backstory of this game? Either way it's pretty interesting.

I'm glad I played this game, and I'm definitely going to check out Journey of Transformation next. Thank you so much for making it.

I am playing on a Windows computer and story in the mines was already completed, so the last one seems most likely. I do not have a save from before the crash anymore - didn't think about it at the time - but I had spent around four hours exploring before the crash happened, including several floors of the endless dungeon and brute-forcing the second round of the quiz. So it was probably RPGMaker having memory problems.

I'm most of the way through the game at the moment and have enjoyed it thoroughly, and I'll have a more detailed write-up on my thoughts when I actually complete it, but I just wanted to point out a pretty major bug I found. In the mines, I entered the secret entrance locked behind the weight switch and the game immediately crashed to desktop. I think it may have had to do with the active transformation at the time, as I was using the Gold Jade transformation (leaving it vague since it's a secret) and when I retried in human form everything worked normally.

(1 edit)

I really like most things added in the new update - the new objective of gaining levels to empower the goddess, the changing character portraits, the equipment - but I have to say that combat becomes a massive slog as soon as there are two or more healers in the enemy team. If you're at the same level as the enemies or slightly lower, it takes forever to drain them low enough to make defeating them all in one turn feasible. 

The slime queen has this even worse - you can take down the healer, but if you don't defeat the queen in the same turn then it means absolutely nothing. And taking down the queen just means that the healer is going to bring her back. Fighting the queen and failing to win just makes it worse forever since now she's an even higher level. There needs to be some kind of limit to enemy healing - either a maximum number of uses they can do or a delay between uses. Something to prevent endless fights. 

If you really want to encourage taking down enemies quickly, giving them a powerful attack that only triggers after a certain number of turns is far better than making them heal forever. Conversely, if you want longer fights that force the player to drain levels, having enemy defense be a lot higher is much better than infinite healing, since progress remains between turns.

Additionally, making items replace Red's ability to escape makes the issue even worse. If you get caught in a fight you can't win, you now have to wait until the enemy defeats you, which could take hours. I had to refresh the page to exit a fight with the slime queen and it reset my save to the beginning again. It would be far better to lose the ability to drain so that this sort of thing can't happen.

I really do like the concept of the game, and what's here is interesting. I'm excited to see what future updates bring. I just think that something needs to be done to make fights faster without requiring the player to grind forever.

EDIT: I would also add that the double actions item completely breaks the game. It could use a little bit of a nerf - perhaps only every other turn so you can't just have 4-6 actions on turn one and bully every fight.

There was a period of difficulty where development stalled for about a month, but it has now resumed. We're more active on the Discord server, and you can check there for more frequent updates.

Amazing art, writing, and atmosphere. Each night's new mechanic added another dimension to navigating the levels and it really shows how you planned them out. I kind of wish there was more to the soapy bubbles mechanic, but honestly I also wish there was more game to play so take that as you will. I only got the true ending so far, so I'm wondering if the other five endings are just a matter of failing a certain number of times, or if there's something else I missed that could have influenced the way things went. 

In any case, amazing work as always, Impish. I'm super excited for what you make next, both the promised updates to Sweet Dreams and the release of Impious, and whatever else you happen to do on the way.

This was a delightful game. Very cute. I replayed it a couple of times to see the variations on the shark girl's gains. The platforming segments aren't particularly special, but the area gimmicks are interesting. I especially like the slopes on the mountaintop, acting as both a hazard and a vertical boost when you know what you're doing.

I'm glad I did decide to push through the Windows Defender warnings - this was a delightful game. Very cute. I replayed it a couple of times to see the variations on Siblif's gains. The platforming isn't stand-out, but the area gimmicks are interesting. I especially like the slopes on the mountaintop, acting as both a hazard and a vertical boost when you know what you're doing.

I've gone ahead and reversed Windows Defender's removal of the application, and it doesn't seem to be freaking out anymore. I do trust that (most) people wouldn't just upload a virus to a game jam, especially with comments enabled and the credits in the game page, I was just worried there might have been something uncaught that could cause problems. Going to give it a shot now.

I would love to try this game, but Windows Defender is detecting a trojan in the application.

There's an option in the Preferences menu to enable or disable futa. I'm pretty sure it starts disabled by default.

I understand that this version of the game (the Twine version) isn't going to last much longer, but I figured I should throw my two cents in after spending multiple 4+ hour sessions with this game, in the hopes that it shapes the Unity version.

First of all, the core concept is entertaining. An incremental game about making boobs bigger is always going to be fun, especially if it actually lets you get up to some truly ridiculous numbers/sizes. And I appreciated the nods to Yuri My Beloved, with the massage instructor whose wife is visible in space.

The game is... not really up to snuff, though. There are some supremely frustrating bugs (save files not working properly, purchases that set your milk total to the negatives) and progression is painfully slow. Like, unbelievably slow. Even skipping the pleasantries, once you hit the third boob pic, that's all you're getting for a really long time. And if you decide to take an extra dose with your first boob coin, you're spending hours just grinding back to that point. This wouldn't be as bad if the game ran while the tab was minimized, but it doesn't. I'm assuming that's a limitation of Twine, though.

There's also not much to give an appreciation of how big the boobs are getting without the pictures, either. A text description that's always present would help conceptualize things beyond a vague 'milk' number. The story sections are pretty short and extremely infrequent as well, and could use some flavor text on the side to help with that.

Overall I think the main thing is that the first boob coins need to be more significant than a 25% boost to the two worst buildings in the game. Something like a starting amount of milk that's enough to buy out the 'Skip the pleasantries' buildings, or a multiplier to click power. I'd also appreciate if the click achievements had lower requirements, but that issue would be alleviated with better saves.

In any case, I'm looking forward to the unity version. This is a good start, it just needs some more to make it feel more worthwhile.

Looks like if you begin charging the Contraption, talk to an NPC, and then fire the Contraption, the recoil will knock you out of talking range and softlock you. Not sure if this is the case with any movement like this (bat swings, grapple hook, etc).

This is a fun game, that bends RPGMaker in ways I didn't think were possible. I do think that the time frames were just a little too tight - maybe 10 more seconds on the last two levels would make them feel a little more fair, and instead of saying to strafe on the grass, it would be a little more clear if the hint said to 'follow' the grass. That said, once I figured out level 5 it was really cool to me. The final boss is super buggy - every time I pressed W, it would trigger the rush two more times afterwards, and if I jumped or dashed while approaching a corner of the rails it would send Enrem out of bounds. 

Seeing Enrem get to such sizes was a delight, though, and although this has been a rough time for you (based on your comments elsewhere), seeing more game in this style would be pretty neat. Maybe with longer time limits, though. Both in the game, and on yourself.

You have to slide the bar above the "I Understand" button to submit 20. This isn't a bug, it's a tutorial.

GrowthGuru makes sure every update is compatible with old saves. The way RenPy works, the saves are stored in a different spot on your computer from the game folder, which means that you just have to download the new version and your saves will be available.

That's the Dark Knight from the prologue. She doesn't currently have a bestiary entry.

It's not a bug - you need to turn in quest items in the quest menu. Supply crates will drop from enemies in the forest when you have that step of the quest active.

There will be an update in the near future better explaining how to turn in quest items.

XP boosts work additively. If you have 100 XP boost, and gain another 100 XP boost, then you'll double the next 200 XP worth of battles.

(1 edit)

There's the basics of a good concept here, but the leveling more or less flatlines once you're equivalent to the strongest beach enemies. Getting strong enough to even tickle the Wolf Den enemies is a painful grind. The easiest way to fix this would probably be to lower all enemy levels significantly or to increase the base EXP they give. The better way to fix this, IMO, is to give alternative sources of EXP than battling. Or at least more renewable sources of EXP boost than consumable items. Buying three dozen sandwiches and then slowly consuming them one at a time to build up EXP boost is obnoxious. Maybe side activities that allow you to 'bond' with your team (fishing, shopping for non-combat items, the planned skill development activities) could grant bigger amounts of EXP boost. I understand there's a lot of planned content that is nowhere near implemented, so I'm hoping most of it will help mitigate the grind.

Combat itself is kind of just a slap fight. The most complexity I've found so far is alternating between the 1-turn cooldown skill and a basic attack. For the fox this is pretty effective, but the cow doesn't really benefit from such a strategy until you're already way higher level than the enemy. Enemies also don't do anything other than attack - would be cool to have them apply buffs/debuffs, swap with their own teammates, or do things like siphon mana or heal. Maybe only for later areas. Back to player skills, growth type skills being single-use per combat means they rarely if ever factor into strategy beyond 'press upon entry to combat'. Giving each growth type more skills (preferably with multiple uses per combat) that they gain on level-up would be a good fix. Breast Expansion gaining high-cost skills that its Bursting Burst can let you use multiple times, Muscle gaining multi-hits or self-buffs that pair with Muscle Crush, etc. As would giving each party member their own set of skills that isn't associated with growth type. Honestly I'm of the opinion that making all possible characters have all possible growth types is way too much work, and it would be better to just have each character only have one or two options that synergize with their base abilities, but it is your project and I admire the ambition.

Which brings me to the things I like: the ambition of this project. I do not think Ren'Py is a good engine to build an RPG in, but it works way better than I expected. The fact that each possible party member has at least three growth types is pretty neat. It might be cool later on to have the option to fully reset a party member and start a new growth type, just so you don't have to start entirely from scratch to see everything (especially with how bad the grind is).

The options to 'manage furries' and 'heal furries' are understandable within the context, and kind of funny without it, but I feel like it should just say 'manage team' and 'heal team' given you're supposed to grow attached to the characters later down the line. Not an actual problem just kinda funny.

Interested to see what this becomes later. 

Managed to beat the pirates after finding the third party member - my fault for failing to properly explore the town. They're still tough, but definitely within the realm of manageable. Again, good stuff.

(1 edit)

Not a lot here as of yet, but what is here has a lot of promise. I do have some nitpicks with the game as it currently exists though.

Being forced to walk while indoors/in a dungeon is painfully slow. The areas are too big to feel like I'm moving at a reasonable pace without running. The first room, where you wake up, is fine, but traversing the forest or the pirate camp feels like it takes forever.

When you get the size-up for Veronika, she says she feels stronger. Is this a stat change? If it is, could there be a text box indicating the bonus she receives?

Pirates are also extremely powerful, even at level 10. I don't think the pirate boss can be defeated with only two party members, but maybe it's doable with more levels on the player character.

The customizability for the main character is staggering, and it's clear you're setting up some kind of story with the purple flowers. I can't wait to see where it goes.

There's a bug that's giving more growth multiplier with each battle completed, seemingly limitlessly. I think it's from the 'Growth Multiplier Tier I' talent/skill, because it started stacking after I unlocked the talent, but nothing causes it to go back down to normal. Not saving/quitting, leaving dungeons, or completing battles.

I really like the idea behind this game, but unfortunately it just doesn't run. Attempting to open the game just makes a black screen that Task Manager says is using CPU but is also not responding. I'll keep an eye on this and come back when the game is more stable/reliable.