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Moustached

77
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1
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39
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A member registered Sep 01, 2021

Recent community posts

It's a great hyper growth game without bugs. Just give me more story elements or upgrades and you are good to go.

The update is great and added a lot of cool mechanics. While in 0.1, for example,  winning with yellow was super difficult, it's very easy if not too easy, but very fun now! Though it was maybe buffed a bit too much. With the free 2x point gain card and getting a store refresh counter every round, you can easily build a deck that escalates to growing over a 1km tall by only using yellow height drain cards. Since every of these cards can draw a card while you drain height, you can easily build a deck where you can cycle through it entirely every turn, basically throwing your entire deck at the enemy.

During the last update, I had the discussion about adding card removal cards would be too OP, since you can quickly draw your mega combo every turn, but this update added so many card drawing cards, it doesn't matter anyway. The big problem right now is that: There is no resource system for playing cards. While the enemy can only play three cards at once, you can throw the entire deck at your enemy. Also because a lot of the cards don't have any synergy, I sometimes resorted to just spam clicking my cards and hoping for the best until my hand was empty, but this is more a late game issue.

But I think it's great we can finally buy healing cards and the staggered card effects are pretty neat too! Since Slimantha deals a lot of arousal damage when you are super small, it can save you from a dangerous situation! Speaking of arousal: It feels like this has been nerved a ton in this update, making winning with only arousal characters  almost impossible, since Slimantha heals 10 arousal every turn. Because purple cards also play around being smaller than the enemy, the entire "going micro" strategy fall flat as well, since Slimantha deals 1/4 of your entire arousal threshold every turn, if you become too small. I absolutely adore the special cards she has when you are micro, but this situation is super hard to reach if she isn't in neutral due to dealing 20 arousal a turn while healing 10 or so herself. I would definitely love it if you expand the entire "going micro" strategy and being able to easier beat her with arousal alone.

Last thing: It's super funny how you buffed the character card of green even more. In 0.1 I thought "20 damage? That's super OP!", but now it deals 40 by paying a tiny tribute.

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This is what I feel currently about the balancing. I know I shouldn't criticise about the balancing if there is only one enemy, since they also have their preferred strategies, but I feel that every character should be able to confidently beat Slimantha and coming enemies with their designed strategy.

Also, it would be really cool if you add reference objects to their height delta or change the background images depending on their height. This would make the entire battle even more fun.

Cool, little game!

I love the content and it's challenging. Would be funny if you could add some events and progression for immobility, becoming so fat only your own magic or servants could help you progress, maybe after you beat the final boss.

I haven't found any bugs, rather one or two errors when buying stuff from some rare merchant events, but I noticed how the game got laggier the more you used the history or progress, at least in the browser.

You can find the password by inspecting the HTML in the browser. Search "password" and then go to element "tw-passagedata" with pid 217.

It merely opens the debug menu, so nothing interesting.

Good luck and may god bring you home save!

Amazing game! Can't wait for even bigger content.

Eh. Could've been a comic.

Another game that is just a growth animation stretched into a sloggish, slow clicker game. The scaling drags out the game and even with an auto-clicker it gets boring.

Issues:
- Scene changes (certain lvl up milestones) require breast size upgrade levels. It doesn't tell you what level and even the UI is buggy, requiring the cost for the 2nd next level instead of the next level
- While the thumbnail is promising... none of the images shown are present in the game. It just has three stages and the second stage is image 2 of this game page
- This game is entirely silent. No sound effects or music.

Short game, but loved the Mommy ending.

Doesn't work either. The moment you tab out, it just stops working

I have no idea how you did it, but it breaks my PC. The moment I tab out, my taskbar stops working, my task manager stops working and I have to log out from windows, just to get back control. This game does some extremely shady stuff.

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Great game, can't wait for more hyper sized content! It wouldn't be a classic milk-themed incremental breast expansion game without the breasts getting bigger than the girls.

I noticed some things about it:
- The RPG Maker sound effects are extremely loud
- The overall progression of this game is really around the rewards from the mini games and spending all money around boosting those mini games. The coin upgrades don't scale very well and it's more about waiting for the mini games to be available again. This slows down progression a lot, because mini games take 10+ minutes to cool down.
- The mini games don't start until you clicked the small icon at the bottom to explain the mini game again.

No, but you decided to scroll to old comments and defend it for no reason. It is valid criticism and if you felt entitled to defend a game "no-one knows" expecting some moral reward and high ground, then go directly to the dev and suck their dick, if you want to feel good about it.

LMAO. "It's early development" doesn't excuse being an unplayable game.

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So, you wrote half a bible only to write that the core system is flawed and should be overhauled. Glad we agree on something. Removal cards are only a symptom of this flawed system.

Removal cards make games easier and if you continue to cry about it making the game too easy, than tell the dev to introduce a hard mode.

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Then... instead of blaming removal cards, how about blaming the sytem itself for being too abusable? If you already think this system can be abused in numerous ways, then blame the system and not one type of card. I can guarantee you, the more cards and systems the dev will add to the battle, the more fragile the card shop system will be, lol.

That's why I proposed a split from red cards being universal cards into their own card type, because the universal card type system is already busted.

On his patreon, he said he is done for now and left the game after a terrible rebalance, which made it so much harder, if you don't know the exact combo to progress.

What annoyed me was the dozens of UI bugs and softlocks you can brick your save file with. The card UI is also pretty buggy and laggy, but that's because the official plugin he uses is just that bad, lol.

I have over 40 or 50 hours on this game myself, and I was getting tired of it after the fifth or so event softlock.

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Saying blue is the strongest due to card drawing and then saying card removal would be too OP is kinda a contradiction on it's own, right? If you could draw the entire deck with just blue cards and be left with weak cards in your hand while you play your combo, it doesn't matter much if you could remove cards from the deck you won't play anyway. I say blue is useless on its own without the proper cards you have to buy first. On the green character, it could be pretty powerful as her card is basically a free nuke, but on yellow or blue, I couldn't find any use for those cards.

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Here are some ideas of mine how to improve the types:

Blue

Turn blue into a complete utility card type, but make it easy to get useful cards. It could include drawing cards, discarding cards, healing  and removing status effects (if you plan any)

Green

Green is already as good as it is, but It could be more around the character itself, so stat boosts or blocking would be great additions.

Yellow

Yellow should be all about being dominant and better than the enemy. The base idea is already great, but very situational, so cards about worship and gaining height just for being awesome would be cool, while also being the type that can farm points the easiest to show the greed of pride.

Purple

Purple could lean more into submissiveness and lust. You could be able to shrink, increase lust and inflict lust upon yourself to do damage or do other effects.

Red

Instead of red being a universal type, it could all be instead about leeching of anything from the enemy (health, stats, height, cards, etc), while also being the one type that is able to inflict damage passively through thievery and mischief (poison, bleeding, paralysis, etc).

Black / White / Other color

Introduce a new type for universal. It should only be accessible through the point transmutation to show tribute to Lethara and could theme more around Lethara giving your her blessings for the battle for giving her tributes. This could include field effects, buffs for you or debuffs for the enemy. 

Okay, I've just played through the demo with every character and here is what I've found:

Positive

- I love the story and the images and how everything is set up. It would also be cool, if you'd make the curves bigger if they grow bigger
- I love the mechanics of the card types and how you can combine them.
- The UI is bug free, smooth and super clean, only in the shop it is a bit confusing

Bugs

- Whenever you have two identical cards in your hand, it will always choose the leftmost of them. This makes it look like the game is choosing cards you didn't selected.
- The stronger green cards you can buy deal less damage than described (10 and 15 instead of 12 and 16)
- When losing, it always shows the bad ending with the blue character.

Balancing

- While it's great characters have their own specific cards, you shouldn't lock healing to only a single character.
- Since you can't have healing cards, playing any of the red height draining cards is super risky and most of the time not worth it
- And since playing red cards is super risky, the entire idea of the pride type becomes useless, making it by far the weakest type to play with.
- The characters are super unbalanced. Red was easy, purple was extremely easy and with green, I've won literally in the second turn. Yellow and Blue on the other hand were extremely hard, especially yellow. I needed to reset the fight over a dozen times, because the slime would easily outgrow me every turn, making my deck useless
- While having a universal type is great, I don't think it's a good idea to have a starting character with that type. Maybe an unlockable one, sure, but with a red character as a starting character, getting any cards is way easier than with any other character.
- Cards need more versatility and utilities inside their types. Restricting them to do only one thing makes some types more valuable than others. For example, you NEED green or purple to win, while yellow is pretty much useless and red is only good for the fetish content.
- You need ways to remove cards from your deck. Over time, cards become useless and need to be replaced, other times, you can pollute your deck with too many weak or free cards.

Other Suggestions

- Please make a small view when hovering over a card that shows it in detail. You can not read any of the card effects when you have too many of them in your hand, which is quite easy to do with blue or yellow cards.
- Add royalty free music. Leaving the game mute is quite odd. If you don't know how to make or commission music, it is not a shame to use royalty free music.

Over all, it is a great game and I can't wait to see progress on it. You've made a great fundamental design, it only needs to be tweaked with more knowledge and research about how to design cards.

No way this gets released the moment I was done with Growing Rivalry, another card-based growth game.

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For anyone wanting to try out the newer version (9.06) from patreon. Don't. Simply, don't. The dev decided to rebalance everything and it made it ten times worse and harder to nearly impossible, if you don't pull perfectly from the booster packs. Why?

- Enemies have up to 5x the health. On day one in 8.6, you had enemies with 100 HP. On easy mode 50 HP. In 9.06, now enemies have 200 - 450 HP in both modes.
- Enemies do 5x the damage. In 8.6, enemies at worst did 10 or 15 damage in the first days while mostly doing 1 - 5 damage. Now, if an enemy doesn't do 15 - 25 damage, i.e. 1/4 of your health (you start with 80! How is this fair?), its either a bug or something I don't understand. And the "enemies do less damage in easy mode" also doesn't work.
- The new cards are either underpowered or absolutely terrible. Yes, cards have been buffed, but only a handful, nerfing the rest by not scaling them up and rendering a lot of cards basically unusable.  The few new cards of the 50 or so are also absolutely terrible.
- The UI bugs are as bad as they were before, if not worse. Nothing has changed except they are now more HD.

Stay away from this version. I only managed to survive two days until I rage quit. I go back to 8.6

For anyone waiting for updates: This game is dead. The creator posted a post mortem on their patreon that there won't be any more updates and they will instead focus on a new game.

Thank you! Some combinations really are hard to get

For preservations concerns, you should host the games on mega or mediafire for download first. Depending on what you've planned for the website, it could be too cost and time intensive for a quick solution.

Sorry, but no. This is a horribly unoptimized and poorly designed game.

- Constantly lagging
- Horrible keybinds for keyboard (R F G for spells?, Enter for going forth AND back??)
- Default walk speed is so annoyingly slow, even when sprinting, its just a slow game.
- I was stuck in the options menu whenever I entered it
- She controls so floaty and laggy that it feels like she is on ice.
- Basically no explanations for anything

I stopped playing after 5 minutes, because nothing was working.

Okay, I slowly believe you just have one template of making a game and copy it over and over again until someone notices you don't have actual ideas of how to make a game that stands out.

Every game of you is just:
- The identical clicker game with assimilate and consegrate
- The identical game loop of resetting and increasing the values of the upgrades
- The identical progression of just a sub-par growth animation slowed down to milestones
- The same end goal of 1b points, no matter what.

No story, no lore, nothing. It's just a growth sequence stretched into a lazy clicker game copied over from your other two games. 

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Yes, because it's the end of the 64 bit number. Have you tried using bigint? Bigint doesn't have a max value and is interpreted a string that can operate like a number.

Or just size the number down again to multiverses, omniverses... hyper kink people already figured out extra layers of realities to grow into. It's always a bit lame, when hyper stuff already ends in "bigger than universe and therefore bigger than everything". Some hyper artists even play with timelines and number of realities outgrown.

My fox girl is gone :( 




Would be cool to see a background change depending on how big she is.

- Downloads game
- Clicks "Clicker"
- Fatal Error

What a wonderful game.

I recommend to multiply everything by 10. For example, instead of doing one damage, I would do 10, but with frail body, I would only do 7. And if I would to upgrade physical attack, I would then do 8 damage.

It was a surprise to see you updating the game again and I played it for a bit and these are things I found:

- You can't exit menus with ESC or simply go back with a button.

- I wish there would be an autosave feature. Just dying and then "game over, start over" is weird, especially for a RPG. An option to respawn would be much better to just skip the cutscene again.

- Leveling Defense or Resist is useless, because the minimum damage is hard capped at one. It's super weird to see an aspiring muscle goddess getting bodied by slimes, because she only has like 12 hp.

- You stop leveling when you are ready for a growth. It's very unintuitive, because no game does this. I know it's to track the correct event with the statue, but it would be better if its queued up when you talk to the statue.

- I only played the elf, but the main concept of her build is mostly useless. Her special ability, the main thing you want to improve, just holds for ten seconds and then you have to wait. Every time. There is no way to increase the duration or her mana.

- Also, as the elf, leveling physical attack is useless by how much the frail body type reduces the attack. If the scale of the gameplay would be much higher, it would be somewhat of a good choice, but if you have to skill it 4 or 5 times just to do one more damage, it's useless.

- I couldn't get past the slimes, because of how many enemies spawn and it's nearly impossible to dodge the attack by how they predict the movement and how huge the hitbox is

Then it's bad game design.

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Furnace doesn't get fuel when there are already 6 items in it. The fossil fuel just waits at the funnel forever

Damn, didn't knew you where still working on it. I thought you have given up on the game, because there was too much to to fix and do, but it's good to see you back :)

"You gain the special cards only when you experience a growth scene." I only got them once at my theoretical level 2 when I reached level 5. I guess there is a bug when there are multiple level ups stacked on top of each other, you don't get the special cards. I got to all 4 growth scenes and never got them again, because I used the cards at levels that were not dedicated to the growth sequence.

I like the new update, especially how it completely overhauls the UI and the little content update on top. Still, I have found some issues:

- This game has a render problem. The sprites flicker and vibrate a lot to adjust with the moving camera

- Enemies still spawn on water and shore tiles. This is even more frequent due to the more distant spawn rates.

- There is no indicator in the UI for a level up. It's easy to miss that you actually leveled up when you kill a lot of enemies on the screen.

- The level up screen and stats are only accessible through key bindings. This is very unintuitive when you already have a hand on the mouse to attack stuff. Let me click on the profile or give me an extra icon to let me level up my character or to open my stats. Same thing goes for the quest log.

- The special cards for the characters skills appear way too low. In 20 levels, I only got them once in the same except order and group as shown in the image. This isn't really random.

Content wise I would wish for a little starting area or starting ruin to mark the starting area better and to connect the world more. I would also really like it, if you would add some trees into the world generation. Taiga or Forest without trees is just different painted grass.

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I really appreciate your passion about this project. Changing engines is way harder than one can think as every engine handles things differently and has a different workflow. You should first change the engine when you find one you're comfortable with. Porting the game now will be too much of a chore, except you decide to remade it for a fourth time.

I still expect that the whole Unity situation will get worse and will force you to change, but I do hope it will be after you finished this game.

I've just sended you the friend request. It's under a different name because I would've never expected to get someone to talk with over this account.