Three "milk gulps" larger:

Can't really upload this to youtube so you'll have to believe me. The shaking only occurs when the person with the penis has their head to the left side. On the far left of the image you can see the size I'm working with. To the right are the two angles that she jitters between during climax. There is a certain size larger than this where you get a full 180° rotation, and then after that it fixes itself.
A few things I forgot to mention in my previous feedback:
One-handed mode is very hard to use because clicking on the sperm icon to get the collector scrolls the screen. If the person you want to collect is in the bottom right, they get tossed offscreen.
If you only grow the penis a very small amount from baseline, the hip and mouth collection modes cause the models to bug out as they "ride the tip" when it's too small.
When collecting sperm using any method, the droplets still spawn at (0,0) for a single frame before getting removed.
I couldn't get this to occur frequently, but sometimes the sperm droplets still spawn when being collected, and are immediately reflected backwards into the ground.
Short answer: No, Itch blocked using Visa & Mastercard due to their threats from before.
You can still pay with Visa & Mastercard through "Pay with Paypal".
Select the option, then on the next page hit "Continue as Guest" (or similar), then it will ask for your email address. Put in an address and it will let you use a credit card to pay.
A few things:
1: Older workers will be prioritized when trying to click on a specific worker, making it very annoying to try to grab a new worker if you have them working on the same person.
2: Having a way to go back into the character creator after finishing the character would be nice. I accidentally clicked accept while messing with colors and had a puke-skin colored character. It seems the only way to "fix" that ATM is to reset.
3: The set of horizontal sliders for creating characters (the RGB / HSV / RAW box at the very bottom left) is cut off at the default resolution, showing only the first slider (eg: Red or Hue).
4: The room "upgrades", do they even do anything? I got all the way up to hotel at one point and didn't notice anything.
5: Having a way to sell or refund characters would be a nice thing to have.
Couldn't get past what I assume is the prologue, it's just a bunch of random people fucking with zero build up. I have no reason to care about any of the characters or their abilities. I know that cold openers can be useful to skip past boring stuff and hook people with action, but it just isn't doing anything for me here.
A suggestion for the upgrades: Let people sell or temporarily downgrade upgrades. One specific "trap" upgrade that I'd like to be able to downgrade is the max starting orb level. If you go any higher than level 4 without maxing out both the remove orb upgrade and playfield size upgrade, the playfield can fill way too fast with orbs to complete any stages.
Two bugs to report:
1 - The red bomb orb can combine with gray level 1 orbs. This upgrades the orb to level 2. Sometimes to explosion happens, sometimes it doesn't.
2 (and 3) - The upgrade to increase the maximum orb level from level 10 to level 11 is free. The level 11 orb has no collision and will fall out of the map when created.
Don't really understand how I did it, but the very first time I attempted to play 0.0.7 the game didn't save after my first play (new save).
Started hard mode with the BE gamer girl, played and failed, my score gave $160. I quit without buying anything at the shop, and when I restarted, I still had $0.
I tried to recreate it, but even after trying multiple times on soft mode to get it to not save, I couldn't recreate it.
Fun game, managed to get to 6k lbs over the course of 2.5 hours.
One bug that I did notice with the combining logic: When there's two pairs of collisions between combinable balls on the same frame, *two* balls of the next size up are created (which then usually instantly form into the next size up).
See this Codebullet video for how this could go bad: www.youtube.com/watch?v=QbwgQSwMSGM @ 4:00. In that clip, two collision pairs create two fruit, which immediately combines with each other and a different fruit (three collision pairs), which creates exponential growth of collisions.
You could try to detect when there's a single fruit colliding with multiple others and only spawn one fruit from all collisions combined.
A few comments:
In the city levels, the "floor" of the buildings sticks out past the walls, you can bonk your head when trying to jump up if you're too close.
Moving platforms feel wonky to use in my opinion, teleporting you into the center when you stop moving. This teleporting also causes a bug in the city level where the platform goes through a building: as long as you don't move you'll phase right through with the platform.
If you walk up against walls in the city with larger chest sizes, the damsel's boobs will actually move forward off her chest for one frame before snapping back, then moving away again...
There are times when invincibility frames dont seem to work, like when bonking your head off a ceiling when touching an enemy.
I'm sure it wasn't after the fourth bell. She ate the other kid, digested completely and was patrolling as normal with a completely flat belly. I also could not drop items at all from my inventory, because that normally gets locked out while being chased to prevent you from just dropping keys before they're eaten.
Hunger can go into the negative, especially noticeable with contaminated produce at high infection levels. This is important because of MREs - MREs seem to subtract a set amount from hunger and then set your hunger to zero, giving a ration for every <x>% negative the number is.
When you're at like 120% infection, eating 2 or 3 contaminated produce and then eating an MRE can give 20-30 rations. Then you can reduce your infection with drugs and be able to survive a long time off of the newly gained rations. My highest amount obtained this way was getting the "Lick walls in underground base" event, then eating 8 contaminated produce to get 80 rations.
https://www.mediafire.com/file/x8zh4dd4lgcpcso/BlueberryBushwhacking_2024-05-26_...
Here's a quick video of the bug. I didn't get the underground scene to stick this time, but you can see for a brief moment after starting the scene the UI swaps to the normal options to explore/sleep/use items.
Edit: Added picture showing the underground UI bug. Didn't double click this time, the event just fizzled, displaying the "Examine Self" description instead of continuing the event.
Can confirn that double clicking breaks stuff. When clicking to enter the underground base there is a brief moment after the scene appears but before the text appears that clicking bricked the event and went back home before playing out the scene. The home screen was permanantly replaced with the tunnel image.
Infection progress has the opposite effect on hunger than is expected. The random drug encounter describes you as (paraphrased) "extremely hungry as the infection converts all food into fluid". The same is noted in the examine self text.
Instead when you are low on infection at the start of the game you will starve in ~24 hours, but get to 75% infection and you can go 5-6 days without eating. The start of the game is extremely hard because of this, you need to get infected as fast as possible and then hope you find the elastic medicine.
There is an error that is still not fixed in this final version: If you use chapter select to skip past the decision to side with the other succubus, you get an undefined variable error in Jane's date.
Both errors result in both the "traitor" path AND normal path dialogue to be completely skipped. If a varible does not exist Renpy does not default to false on if/else statements, it skips the block entirely.
Depending on how large and complex you make the traitor branch later, this could mean skipping minutes of dialogue if not fixed.
Reading through the script source and looking at what actually happens: If the variable you are checking does not exist at all, both *if s72ca* and *else* do not get selected. Renpy skips the whole section entirely.
This leads to confusion, because you have no idea why Jane is now face down on the couch.
You might want to start setting these event variables in the chapter select, either defaulting to the straight and narrow, or letting you choose.