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RoanneTheWolf

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A member registered Aug 11, 2022 · View creator page →

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There are a few issues with clarity.
- Scarlet's weapon appears to have the holy/healer enchantment since it occasionally flashes slightly yellow, which is incorrect.
- The portal bra doesn't require the milk potion like the bra of holding does. There is no way to tell this, so you're forced to gamble
- If the double dose scroll randomly selects karen on day 34, it'll display her previous haircut. The haircut she has by the time you give her a potion is entirely different, and with a slightly different color.
- Retrying day 34 has caused hazel's sprite to glitch out- it now flickers between two offset jiggle cycles, making it look as if there's two different half-transparent images at once. Also probably isn't great for someone with epilepsy, but I don't and I still don't like looking at it.
- Colorblind mode does nothing to assist with enchantments. I'm not colorblind, and twice now I've mistaken the yellow-green enchantment on Angel's staff on day 35 for yellow-white. C'mon.
- It's unclear whether you should give Scarlet a milk potion after giving her the bra of holding on day 35. (You shouldn't).

This game can be infuriating at times, which makes even slight misinterpretations of the rules all the worse. Nobody likes having to gamble with 10 minutes of their time. Even if making things perfectly clear is too difficult, you could at least allow some tolerance for alternate (but still valid) interpretations of the given rules.

It's only been out for less than two years. I do recommend you play through it from the beginning, as there's nothing all that interesting about it when you don't include the gameplay, but perchance you'll find it in the comments somewhere if you're desperate.

There's a glitch where if a unit is dragged onto two other units at the same time, all three will disappear, but only one of a higher tier will appear, and the maximum doesn't update correctly, meaning you permenantly have -1 slot.

Tripped

One of the genres I think would most suit a 3D BE game is Katamari, Tasty Planet, Agar.io, ect. where the main gimmick is that colliding with something smaller than the player character causes the character to grow. This uses the boobs directly in the gameplay mechanic- it's not just a representation of your progress, it literally is your progress, because bigger boobs allows you to access larger areas and do more things. What's more, it forces the brain to comprehend the boobs' size, because they're being visibly compared to nearby objects.

How far such a game should be taken is up to preference, but the only significant limit is when there kind of stops being... stuff. Which is well beyond the size of the earth. That's not to say that developing models for a wide range of sized objects won't be difficult, so it does depend on the developer's time.

I'm working on a few, as well as some that haven't been released yet, but most of these are finished or on hiatus.

If you click the nipples she grow more

You probably have cookies disabled; Twine requires them to function.

It's in my recommendations as well, so eh.

Issa good game :)

Wide

In the credits, towards the end, I believe. You'll also find it in the comments section, if you look hard enough, but I do recommend a vanilla blind playthrough the first time.

Eh, I don't mind if it's shared around, as long as there's the understanding that progress is gonna be reeeeeal slow.

It's a shame, but experimentation has its uncertainties. What I did learn, I can better apply elsewhere. Specifically, the WIP project.

That one's slow-going as well, but most of the visual stuff's done so it looks pretty neat.
It's under wraps for now, but I won't tell anyone if you don't tell anyone.

https://roannethewolf.github.io/FoxMerge/FoxMergev0.0.9.html

Mostly college. I've been working on a prototype of another game, one that has a more robust physics system in exchange for less adjustability for the clothing. This one has become such a tangle, as every new layer of graphical feature is multiplied by the complexity of the others, since I for some reason wanted every half-state to be perfectly rendered... so this one, in the end, probably won't receive more work.

I've been writing stories and making art, mostly, both of which are on my FurAffinity gallery you can find from my profile. I'm better at stories anyways.

There doesn't seem to be anything that stops you from making new moves while the old one is in progress- which causes the previous moves to freeze and the icons to stay in place, even after you complete matches with the icons within. It's a visual bug, but a troublesome one.

The art of the character is quite good- there's a lot of emotion despite the sketchy style. Also, y'know, boobs, can't get enough boobas.

It would probably be better if the progress bar to the next size-up was reset rather than shrinking slightly whenever you reach the next growth level, through a variable that kept track of score changes but decreased by any given level's score requirement whenever it was met.

It's an interesting direction to take match-3 games- not using gravity was an interesting decision, though it does make it difficult to 'excavate' areas with no matches. I look forward to seeing where it's going!

Biggor boobs later on?

I tried, using an average shoulder width and measurements. It'll be close enough to be in the realm of possibility.

However, after ~5 miles or so, I start being sneaky with scaling because you can't tell the difference regardless, so it loses accuracy there. You Find A Fox is more accurate in that regard.

You could always make... your own alien fox with a tendency to get quite large at the expense of the things around her.

I can't reeeeally use ints because I need precision, and complex mathematics need to be performed using the numbers. More importantly, the number has to be plugged into the SVG, which itself is only able to handle up to a double floating point.

I've got bones to pick with content that goes beyond universal sizes, though. Big is horny, sure and that doesn't necessarily end at a certain size for the special type of degenerate I cater to, but that doesn't mean the quality of the work stays the same. Yuri My Beloved was such a success because I took the effort to spice things up, constantly measure her against her surroundings, and when there weren't any easily-identifiable surroundings anymore, I started focusing inwards, on interpersonal connections between the fox and the masseuse.

When there stops being anything that actually exists that's comparable to the boobs, I can't give any sense of scale. All of the tools I use to impress the weight of the booba, and with it, make them seem real, suddenly stop working past that point. The only reason you can even go further is because I really couldn't be bothered to create a hardcap- it's not like it would improve the games in any way. Aside from the game that would spaz out your browser if you got that far, that one had to stop.

If the boobs are too big to comprehend, well, I can't comprehend them, and that's just no fun. I cannot love what I cannot know. Everything's just too repetitive past that point.

Yeah a minor problem with a lot of my games is that once you reach 1e308 all the code kind of just leaks out the end and things stop working.

I was a writer long before I was a horny gamedev, so I'm glad I managed to make it work. I was disappointed by a lot of BE games out there, mostly because they were COWARDLY with their commitment to the task and FLIMSY with their descriptions. Granted, they had a lot more work to do than I did, with graphics and choices and game mechanics and balance. I knew what I wanted to do, and dammit I would do that one, single thing well.

Yuri best girl.

Quite impressive, that's the fastest I've seen yet. Granted, the previous speedruns were done before I added bras, but it's still quite the feat.

All my other games go about the same, though this one is the most... explosive. I'm glad you liked it!

Average RoanneTheWolf fox experience

Probably give the fox a lil kiss, I think.

Different screen sizes might muck things up, but being the first game where I actually used CSS in an effective way, it's entirely likely that the execution is crude. Because it was.

There are, but it's locked behind a password, that you have to beat the game to find. I believe that the first playthrough should be a normal one for the best possible experience.

There is. It won't take too long to get to it due to the exponential scaling.

Absolutely incredible game. It reminds me of (The) Gnorp Apologue, in both art direction and gameplay mechanics. It's an excellent feel. You've absolutely harnessed all the tiny little details to make the game beautiful. The wizard's conversation with the orb is charming, and the way he teleports around the tower with an audible little (pop) is excellent. The animations for the study and the spirits work incredibly well with the art style and give something interesting to look at in the otherwise dull period of grinding that every incremental game has.

As for issues, they're all quite superficial.

I have a particularly large monitor, so the rightmost mountain and background sprites hid themselves before they left the screen. I could also scroll quite a distance to the right of the tower, giving the impression that the space would be used (perhaps for a small village that interacts with the bank), but it never was. The orb ended up quite small in my view after prestiging, as well, as it didn't zoom back in to it.

When the maximum of an upgrade was bought while "hide maxed upgrades" was on, the upgrade's description would remain on the screen until another upgrade was hovered, persisting through movement of the wizard. It could be fixed by showing upgrades, hovering one, and hiding them again, but it seems like an easy fix nonetheless.

As for gameplay, I very much enjoyed it. The different resources interact in lovely ways, and the spells are a good way of giving a method of interactivity after the idle generation of resources far outpaces the manual generation. Prestiging is satisfying, and it's nice that you stack each prestige's progress on top of each other so that you never truly feel that you're wasting time, even with a hasty reset.

For the gripes with the game itself, there's a few, most of which would probably be solved in the process of expanding this prototype to a full game.

The 3rd tower upgrade, which unlocks the prestige feature, is my first complaint. It's significant at first, the herald of a new layer of depth as those upgrades should be, and then in later prestiges you gain... not much, really. It has no functional effect on your existing run. Perhaps adding some effect that only activates from the third upgrade and beyond, like a bonus to magic based on your total accumulated prestige points? Something to make the milestone worth shooting for even when you know your run's going to go to the upgrades past it.

The academy and bank are interesting, and unique in their own ways. However, the bank is a bit inflated to begin with. Large numbers are fun, but it would be nice to start off with tens and twenties rather than skip straight to 500. The lack of any initial use for the bank until you accumulate 2k coins is also a little sad, especially when you then have to shut off production of knowledge or magic to speed it up to get the academy.

Of the sliders and spells, they're neat ways to allow you to focus the resources you need. However, they become a bit of a chore to manage, a problem I bet will be exacerbated by later content. Some control center that allows you to manage those sliders from one place, perhaps connected to the spells wing, would probably ease that burden in a later tower upgrade. I did like how the final upgrade allowed for the creation of multiple buildings; it's a good way to feel like progress is ramping up rather than slowing down.

One issue I had with the spell (and slider) system is that there's no incentive to do anything but crank them to the max for whatever resource you want in the moment. It's simply more optimal to specialize in one resource than diversify due to how the multiplicative bonuses work. In effect, that meant that more spell slots were just a multiplier on spell power.

I hope that in the full version, there will be spells that have more complex and strategic functions, like perhaps increasing other spells' power or having a max number of any given spell.

The bank and academy also seem a little bit barren. I think the bank could do with the ability to see inside, revealing a few little goblins or perhaps a dragon wearing spectacles. Or perhaps both!

The academy similarly is still at the moment, but it's also very basic in its function. It's a simple toggle from knowledge to magic, albeit a flavorful one. A mechanic that rewards in some way not minmaxing, like giving a boost to gold or a different resource when the slider is at its center (after an upgrade) or allowing you to train apprentices that act as an alternative source of magic would add more depth of content to those areas.

It would be nice for upgrades to the tower to affect some of the previously created buildings, like adding new upgrades and the like. Locking the Gold spell behind the tower upgrade that unlocks the bank is a little quality of life change that can prevent unnecessary wastes of resources.

All in all, an incredibly charming game, worth playing through even in its basic state.

There may be a way to, but I really don't have the motivation for that since it'll require creating entirely new maths to render the lines.

Yeah that happens at larger sizes with certain rendering methods. It can be fixed either by increasing the stroke/line width in the settings, or switching the rendering method (which I don't think there's a button to do in that version but I can't be certain)

Not for this game, no, but I've got a new one in the works that's a lot more ambitious, with physics in 2 directions. But at the exact moment I'm working on writing more stories, which can be found on my FurAffinity gallery. I was a storywriter before a game designer, you see.

There's a good few, but the last one is at a hardcap and makes itself clear that it's the ending.

The main focus of the kink, I think, is juxtaposition. Big means nothing if there isn't small to go with it. Ludicrous only gets noticed when it's surrounded by otherwise normal. Gigantic tits are best suited for foxes of a tall, but otherwise average stature. Sometimes you need to, as a storywriter, shove some inconvenient details under the rug when nobody's looking, and other times, you need to point at the plothole directly, wave your magic wand, and make it disappear right before the reader's eyes.

There's a few representations and explanations for hyper as a concept, but the best ones tend to combine the right level of physics and rationality with complete and utter absurdity.

The research tab wouldn't have opened because only after Yuri's milked at a specific size do you get milk cells and unlock the tab. It may take another round of milking or three after buying the last cash upgrade to get there, but it won't take long.

I'm glad you understood my thought process in first making it cute, and only then making it horny. As for making games, I certainly don't have any formal education in programming. I got started hacking Twine games, then making twine games, and now I'm skipping Twine and moving straight to javascript and html.

If you did ever get the urge to start the way I did and just... make a lil minigame that makes a fox's boobs grow when you do something, Twine-Sugarcube is a good place to start. It's free, not too difficult to grasp the very basics, and it has a reasonable amount of potential (though this game did stretch the limits pretty well).

Big Yuri Best Yuri

There are two main issues with that. Number one, I'm not into it. I'm a degenerate of a very specific kind, and that kind wants a character to be hyper in only one aspect, to an extreme degree. Mixing multiple types of hyper on the same character dilutes the effect of each one, in my eyes.

Second, it's an exponential workload. Writing from 1 to 10 takes ten numbers, but writing every pair of two numbers from 1 to 10 takes a hundred. If I want to make the game have good quality, I'd need to write far more than would be necessary for the hyperspecialized games I make so far. If I don't write that much, and instead try to write two sets of ten, it loses detail and I'm forced to be more vague to account for a number of options in each line of text. My standards are higher than that.

I make things in various directions from time to time, including male hyper, but it takes a lot of dedication to turn some piddly little thought or single-page skinner box that I made on a whim into a proper game. Especially since I don't really want to be repetitive with the games I release.

Not in my skillset, unfortunately, and the end result is so basic that whoever could make it probably wouldn't need my help to do it.

There is, in fact, a limit. Because of how the exponentials work in this one, it's shorter than you think. If there were no limit the computer would promptly break and that would make the fox sad.

Now now, let's not jump to conclusions.

I'm not much of an artist. I drew a fox once, drew boobs a few times, and that's all I've needed so far. The issue is that I can't use any external art because the only reason I can make the boobs wobble is because they're vector paths rather than just bitmap pixels.

If you check out my FurAffinity gallery (RoanneTheWolf, you have to have adult mode enabled) you can see the progression from badly-drawn-foxes to badly-drawn-but-bustier-foxes.

Yes, that's due to issues with saving. If you saved via the settings screen, you'd be just fine.

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It won't work very well in portrait mode but it should do fine on landscape, depending on your phone's dimensions. I'm still working out how to make it able to fit on such a variable screen.