Here I will read everything you like to appear in a next update.
I think more upgrades are needed, so player could be hooked up for longer time (everybody likes to upgrade everything and anything). It can be new types of mushrooms or some flowers or plants. I'd suggest to add accessories like glasses, monocle, chastity cage etc. for example. You can add secrete scenes or arts if you click right spot in main meny or in the game itself. I hope that my thougths will lead you to new concepts or inspire you to some new cool ideas.
I'm going to give a general response instead of replying one by one. Some ideas, like the enemy concept, have been on my mind for a while and will contribute to two new mechanics I'm preparing to implement. As for the mushroom group, I originally planned it to improve performance, especially for the AFK aspect, but I see there's interest, so I might add something extra.
Regarding the futanari theme, most enemies will be futanari. I'm still undecided on whether to focus solely on futanari or include women as well—I'll read your thoughts on it. As for the gallery and femboy customization, I'll add them once I feel there's enough content to make it worthwhile. For now, I'll focus on the core mechanics.
A suggestion to add a futanari enemy type that will attempt to "capture" the goobie ( ͡~ ͜ʖ ͡°) that will reduce the goobie's arousal level.
and maybe a goblin ally where the goobie can have fun with the other goobie ( ͡~ ͜ʖ ͡°) that can increase his arousal level and gain some of that white stuff.
༼ ͡ ◕ ͜ ʖ ◕͡ ༽
Currently all mushrooms just give more points, but you could introduce mushrooms that spawn more rarely, but grant special power ups, like increased move speed, increased multiplier and so on. There could also be more interesting things like upgrades that make it so that occasional "bad" mushrooms spawn, but for buying said upgrade other spawn rates are multiplied (maybe in the vicinity of bad mushrooms).
In typical clicker fashion, you could also add helpers that occasionally collect some mushrooms (maybe those helpers could also have scenes with the character, for example as a reward for as certain upgrade level).
I’m working on a similar idea. The clover image above will be used as an item with a very low chance of appearing. I also thought about adding a reward chest, but I’m still figuring out what to do with it.
As for the bad mushrooms, their functions are what I plan to use for enemies, along with their respective scenes.
Porn aside this game is actually quite relaxing and it has potential to become a "sit back and relax type of game" like a bunch of fishing simulator's
This game also have a lot of creative freedom to expand on a bunch of aspects in this world,
maybe you could add another or a bunch of maps that have its very own unique biomes and npc's that keeps the player to strive for more content, only unlockable if you have an insurmountable ammount of that "White Goo"
This art style is also quite charming i really like games that have simple cutesy graphics and art
I really like the ideas you're giving me. I could introduce a secondary character with that name it sounds quite adorable.
As for the new maps, that could be interesting. I’ve tried the idea of restarting the game with power-ups, but new maps that take advantage of those power-ups might be a cool twist. I’ll have to think about it some more.
And honestly, thank you for those words of encouragement. I pour all my love into this, even more love than you all give yourselves while playing my game.
Ugh. Odio utilizar la traducción automática, pero soy un desastre con las lenguas romances.
La primera imagen era un enlace a las herramientas para comparar colores y una explicación sobre la importancia de hacerlo. Como soy fotossensible, me resultó muy doloroso tener que subir la luminosidad del pantalla para ver el texto con claridad. Otros quizá tengan el mismo problema. Quizá sean daltónicos. Las gafas no pueden solucionar eso. Puede que se les escape algún detalle pese a tener una visión perfecta por estar con prisa. Yo lo sé porque utilicé una paleta de colores similar en uno de mis propios proyectos y esas fueron las quejas que recibí. Se trata de la accesibilidad.
Sin embargo, no dicté una solución exacta, ya que eso habría stifled la creatividad de Mushdev y no conocía la paleta de colores ni otras restricciones en ese momento. Por eso dejé la herramienta.
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Ugh. I hate using AI translation, but I suck at romance languages.
The first image was a link to the tools to compare colors and an explanation to why it's important. I'm photo sensitive, so cranking up my screen brightness up so see the faint text was painful. Others might have the same problem. They might be color blind. Glasses can't fix those things. They may miss details despite having perfect vision due to being in a rush. I know these because I used a similar color palette on one of my own projects and these were the complaints I received. It's about accessibility.
However I didn't dictate an exact solution either since this that would stifle Mushdev's creativity and I didn't know of the color pallet or other restrictions at the time. That's why I left the tool.
I see, I thought it was more of an aesthetic thing than an accessibility issue. I’ll make some changes and you can let me know what you think. Regarding color blindness, the truth is I probably chose the worst palette possible. I’ve been testing it with a color blindness filter (Protan, the one that affects reds the most), and I think it’s distinguishable, but it’d be great if someone with color blindness could confirm. I’m definitely going to try to make it more accessible, but the overall look is already set. I’ll make it more comfortable, but I don’t plan on changing it too much since I want to use this color palette as a sort of signature style for this game and the ones to come.
(Update: I did some reading on the site and yeah, my color palette isn’t the best for accessibility. I looked for higher-contrast colors and made the fonts a bit thicker, not too much, and also increased the text size. I still want it to look nice as well as be functional, so I didn’t go too heavy on the changes. Hopefully, the experience is at least a bit better now.
Is true that it will affect his creativity, but I think he is trying to solve a problem that he does not suffer. That's harder than just art I think, I don't know maybe you see. I mean, I don't see the world the same as a colorblind person and I wouldn't know how to get the result. I would need someone's help with the problem.
It's true that I'm not totally convinced either, but after going back and forth and trying tons of combinations, this is the best I’ve managed so far. Still, I’ll keep trying to see if I come up with something better — and if not, I’ll settle for just barely passing for now
It’s going to take us a while to get Sussy a good uniform, but hey, anything to pass the class.
At first, it was full-body, but even in its chibi version, it was still too big and more confusing, especially when I added the enemy or enemies. So I decided to use just the head and have it move around the map like characters do in some series. (If you noticed, I still haven’t changed the preview image of the game on the website, so it still shows the full-body version.)
Your chibi version is really cute! It makes me happy to see that you like the game enough to spend time drawing it. Thank you!
No he descartado la idea de dibujar chibi pero no en el mapa porque intento mantener una coherencia con el grosor del dibujo para mantener la estética y al dibujar tan pequeño se pierde mucho detalle, además el mapa ahora está soso pero cuando tenga más vida será más difícil de entender, de igual forma repito que la versión chibi no murio y la rescataré en algún momento y de hecho estoy aprendiendo por mi cuenta animación muy básica, pero no creo que sea algo que se vaya a ver pronto, en el próximo juego que tengo en mente si haré animaciones sencillas pero de momento
Que graciosa la representación jeje
I haven’t ruled out the idea of drawing chibis, just not on the map, because I’m trying to keep a consistent line thickness to maintain the overall aesthetic. When drawing that small, you lose a lot of detail. Also, the map may look plain now, but once it’s more lively, it’ll be harder to read. That said, the chibi version isn’t dead, I’ll bring it back at some point. In fact, I’m currently teaching myself some very basic animation, but I don’t think it’s something that’ll show up anytime soon. For the next game I have in mind, I do plan to use simple animations, but for now...
It's the idea I told you about, I just didn't have time to draw it digitally. Basically, every time you level up a statistic by 10, there would be an image as a reward that tells a little erotic story during the mushroom harvesting journey. The idea is more extensive, which is why I was asking if you had thought of an ending for the game.
I really like the idea a lot, although I’m not sure how to approach it. Maybe the image below the purchase button could represent the multiplier, or it could work more like an unlockable achievement, where every x5 or x10 increase unlocks a new image.
The problem with the first option is that I have limited space for drawing, but it would be more dynamic and visually appealing, and not as plain as it is now. On the other hand, the side section would stay the same, and you’d unlock full-screen illustrations…
I need to think it through, but I really liked the idea, I definitely have to implement it somehow.
At the beginning of the game, everything will be normal, with the same cutscenes in the character box, until you buy the first upgrade at level 10. At that moment, the first image related to the improved statistic will appear.
(Optional - if you click on it, the game pauses and shows the image in full size until you click again, and the game will resume.)
The game will continue as always until reaching level 50, where the last erotic scene reward will appear, and an achievement related to the statistic will be awarded. This last image, being the final one, may be something more special and detailed. If you go to achievements, a (new) tag will appear next to the logo. When clicked, it shows a gallery of images for the achiev
creo que es una idea que pude ayudarlo a avanzar con el juego, agrgando mas intriga a los jugadores nuevos por ver que tipo de imajen seguira, y supongo que sera mas facil que programar todo el dia, por eso intento dejarlo claro con dibujos aun que los realizo rapido por falta de tiempo. una de las cosas mas importantes de este tipo de juegos es el porno y a este juego aun le falta porno prinsipal mente . aun falta ajustes en lo tecnico pero no puede salir una 1.0 sin mas porno .
claro hablo desde pocicion de jugador de videojuegos y no desde desarroyo por que no e programado nada en mi vida que no sea el temporisador del microndas :v
I'm really loving all the drawings and ideas to represent the different levels, and I think something very interesting can come out of this. But I want to shape it a bit first, give it some structure so that it feels well integrated, and that’s what I’ve been thinking about since yesterday. But I assure you, I’m definitely going to implement it in some way.
Me están encantando todos los dibujos e ideas para representar los distintos niveles, y creo que puede salir algo muy interesante de aquí pero quiero darle un poco de forma, estructurarlo un poco primero para que se sienta bien integrado y eso es lo que llevo pensando desde ayer pero te aseguro que de alguna forma lo voy a implementar
So I extracted the Windows build with gdsdecomp and used it to make a Linux executable, being sure to untick "Export with Debug". You can extract this to the same folder as the base game and play as long as the name matches the .pck file.
This alone did not fix the lag, but now I can open the project in Godot and view the colliders via the debug settings.
This revealed that instead of the player having one magnet collider, every collectable has its own magnet colliders.
Every collider is an object, and every object inherits all the features (and overhead) of its parent classes. Much more all those colliders are also tracking everything they collide with (like other magnets colliders) even if they don't do anything with the data. No wonder why there's so much lag. If you move the magnet code to the player, you can get rid of the extra area 2D nodes and reduce the number of collisions. You don't need CharacterBody2d since they carry tons of functions intended for platformer games. move_and_slide() for example checks for friction and sliding between colliding objects. Complete overkill. The simpler move_toward() which comes with the Area2D node is plenty for this case.
Sorry if I'm mean here. Insomnia makes me cranky.
On a related note, I've fiddled with a few things, like making mimics rewards scale with your multiplier.
Above uses 1000 * ((Multi + 5)/5) where Multi = 30. At higher multipliers the text spills out and overlaps in ugly ways. This could potentially be an upgrade, though I'm not sure if to have this higher or lower than normal chests.
I also have an idea for a slime girl enemy that still grants semen if you fail, but success gives a higher amount plus reduces you multiplier decay for a few seconds (because her slime lubricates you.)
Wow, you've been working on a lot of things lately. The first thing I realize is that I need to add some security to my code so it's not so easy to manipulate. Don’t get me wrong—I’m not upset that you did it, especially since it was meant to help, but it’s definitely something I need to keep in mind for the future.
The translation isn't very accurate, especially when it comes to more technical stuff, but if I understood correctly, you're suggesting that I stop using a CharacterBody2D
and instead use an Area2D
as the parent node to optimize things?
As for Mimi giving more points based on luck, that’s actually an idea I’ve had for a while but haven’t implemented yet. Regarding the slime girl, the original idea was that she'd move from one side of the map to the other, absorbing objects, and if you caught her, you’d earn what she had collected multiplied, and if you missed, you’d lose some coins. That said, I really like the idea that whether you win or lose, since she's a slime, she could "lubricate" you and make it easier to raise the multiplier for a few seconds.