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unlikelystory

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A member registered 43 days ago · View creator page →

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Maybe rename it to not have periods in the filename, as that could be screwing up what file extension it thinks it is? Alternatively, download Winrar to unzip, if you're not already using it

Would kill for a second version of this game!

Really promising game! 

Would love to be able to browse through old stages of characters, and see images of them when viewing the guild roster. Making a game like this take slightly fewer clicks per interaction makes it a bunch more fun

Really great idea! A few thoughts for improvement: 
1.  Allow for selection of the planet in the navigation tab

2. Allow to sort by distance, or just render all of the available planets on a grid

3. Allow buying resources for money


Looking forward to updates!

Press P to pause and click "Give Up"! :)

Just uploaded a new version that has some dimension selectors. Apologies if they're not as well supported, but I don't have loads of time to do QA on a bunch of different screen sizes :( 

ah - figured it out! Had an old optimization for unloading characters that were offscreen that was unnecessary and despawning the boss. It should be fixed now!

Regarding the border, I was a little lazy about the map and visuals (as you can tell, it's pretty awful), and punted on getting procedural generation working. The game should "work" out of bounds, it's just visual.

I removed the ability to maximize in the latest build, just because it's tricky to support scaling the UI and keeping a consistent/fair experience with the viewport

hmm, there might be a bug with the boss spawning. I'll check it out! 

check the latest updates!

Mobile would unfortunately require a full redesign of the whole UI and control scheme, so sadly I don't think I can manage that in the near term :(

Added meta upgrades, and made it so you can unlock portraits via the currency. The game itself should also be more fun now, hopefully! Hope you enjoy - thanks for the feedback!

They were compressed with WinRAR and were .rars, but I changed the latest upload to be .zip. 

The latest update should hopefully cover some of your feedback - curious to hear what you think!

>  do you plan to make a R18+ version of the game

No plans right now - asset generation for this was pretty intensive and R18+ would require redoing a ton of them. The latest update should have some more nudity and things you may find interesting though!

I have zero desire to make any money off of any of this stuff, though. 

> do you plan to update the sprites to have them correspond with the transformation

I'd love to be able to do something like this but it's a ton of effort in an area I'm pretty unfamiliar with. Maybe I'll find an artist who is interested in partnering here, but I probably can't manage it myself

thanks for the encouragement and helpful words! :)

hah, that's really funny because someone else mentioned Wedding Witch at some point and I just now looked it up -- I have literally never seen this game! I'll have to play it. I guess I don't find it shocking that someone else would have a similar idea, but believe me when I say that this is a genuine coincidence. I have no incentive to lie here, so you really just have to trust me that there was no copying going on. 

You're quite right that the characters basically play the same and that's mostly a relic of me wanting to release a bit more content without having done all of the necessary legwork to differentiate characters and make more gameplay. I've never made a NSFW game before and am learning to navigate the balancing act of "new visual content" v. "new gameplay content" that people are willing to tolerate. Tons of games have the exact same gameplay loop but just a continual grind to unlock more content (see any match-3 based game), so I wasn't sure how much things needed to vary. 

I hear you on the 'different preferences' front, which is why I kinda wanted to make the upgrades optional: if someone doesn't like the FMG stuff, they can avoid that upgrade. I was considering playing with some way to get a benefit by "foregoing" any additional upgrades in a particular tree. I also constricted the upgrades to match the number of generated states, which I guess is also an unnecessary restriction: I could just give you 10 str upgrades but only have 5 visual states. 

Overall, I know I have a lot more to do and I have a pretty long list of things I'd like to have done before I declare things "v1". I guess I biased toward "release early, unfinished to get feedback" rather than develop for a few more weeks/months, and I'm now paying the price with lots feedback on things I'm well aware are unfinished! 

I appreciate your thoughts!

haha I thought about that one - it's really hard with so many dimensions! there's already 300+ images per character. I may just make different characters that express vitality or strength differently

That's an easy fix - I'll add that in the next iteration

What operating system/environment? 

yeah, meta progression is definitely a consideration! It's been getting harder to assess balance as I introduce stuff and that would make it slightly trickier, but I'll keep it in mind

Height was something I considered and something I may add at some point, but the challenge with having these things being distinct dimensions is that even if I only added 4 height levels, I'd have to generate over 1,000 more images representing the character! 

I may just end up making one particular character where that's how they express Vitality or Strength, or maybe have a wildcard attribute that gives more flexibility here without having to combine it against all other traits. 

Valid points! I'll be touching things up a bit soon

Not released yet :) I want to make that a more fun/polished experience, but hopefully will get it finished soon!

I'll look into it a bit, but unfortunately mobile is a step up in complexity due to having a different control scheme and having a ton of different resolutions to account for :/

good call! I need to playtest the later stages of the game more to ensure it stays fun/interesting, but that's a good recommendation

I have some thoughts jotted down and have some directions I want to go in, but it's also just something for fun. I don't plan on trying to monetize this or benefit financially in any way. 

The reality of things is that it's incredibly hard to do things solo. If I didn't use AI for image generation this game likely wouldn't be made. It's a huge step up in complexity to work with someone else on things like art & asset creation.  

I'm doing this for fun and have no desire to benefit from it monetarily. I've gone to moderate lengths to put enough work in both on the asset generation side and coding/gamplay side for this to not be complete slop, but if you want to apply that label indiscriminately then that's up to you. 

Big words from someone who hasn't made anything!

yep! working on it. Godot 4+ doesn't support an export to browser, which I didn't realize. I can make a Mac export though!

Fixed in the v0.8 release! Thanks for reporting :)

Ahh you're so right! Forgot to build in a 'give up' button. I meant to change the game scaling so that it also got hard enough that you die - will fix this!