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It's got blueberries so I likey 

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I really liked it, I thought the gameplay was really fun and engaging. Like others who have commented I would love to see more permanent visual upgrades. Also I think making things like stairs a ramp you walk up rather than having to jump like 3 or 4 times to get up what visually is a staircase would be good.

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A fun little project, I really like the pixel art. I think my favorite part is the temporary power ups, I'd love to see more kind kinds at a higher frequency as the development continues.

I'm glad you like the temporary power ups! I will be adding a higher frequency to the power ups and also there will be at least one more different kind. I'd hope to be able to add more in the future too!

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While the gameplay isn't bad, there are a just a few too many one-way drops and misable collectables/currency for me to not leave every room feeling at least a little annoyed. A way to drop through platforms you can jump through, and either a boost to jump height or reduction in the one-way drops would make the game much less annoying in both regards.


Also losing shards on death (especially pit death) is supremely obnoxious, the loss in damage output is outright painful

Thank you for the feedback!

So some of the collectible positioning was meant to be a minor bonus if you happened to use things like the wind inflation spell as a regular smart bomb. Meant to give you a little extra reward instead of only removing enemies. The currency will be balanced in a way to where you shouldn't have to worry about missing them as you can replay old sections to get more currency. I made sure that meaningful item unlocks won't just be randomly hiding in the treetops for example.

In regards to losing shards/power on death, I am going to add a system where if you fall off an edge, you will teleport back up, but it will have a max charge count and you'll get one charge every time you pick up a symbol.

In addition, I'll make it so that on easy mode you have infinite teleports and you just lose a small amount of health instead.

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Thank you for playing it! I'm glad that the controller implementation works as well as it does.

There will be at least one more powerup based form and I will likely add a few more max boob sizes to the symbol system as well. As far as other more permanent TFs, I'll look into what I might be able to do when I am reworking the sprite system to accommodate the increased sizes. Though it's a lot more likely if I do other kinds of TFs that they would follow more in line with the blueberry/boobmilk powerups where they are temporary or semi-temporary. (Though I may add a TF/Expansion form as a spell you can cast) I think the biggest reason for limiting them though is having each TF serve some kind of purpose that keeps in line with the game design itself and won't hinder it.

Anyway, I really appreciate the feedback!

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the game is totally awesome, i will definitely support on patreon. The controls are simple and comfortable, in addition to having compatibility with my Xbox controller, that is a more than satisfactory detail, the enemies have a fairly intelligent AI, they know how to put together strategies to surround you, in addition to the fact that the platform design is exquisite, you must be Pay attention to every gap in the forest area, my congratulations for this game and its wonderful interfaces, it deserves to be well supported, I would like to see it completed or with more content. Now, the only drawback I have found is the optimization, since with my 16GB of ram, NVIDIA 3050 graphics, it drops to 5 fps, it is the only detail I see, only good optimization is what is missing... .and that the breasts can get a little bigger through the levels, just that, tremendous masterpiece, 20/10 and God

Thank you very much for your kind words! I will certainly be trying to complete it and there will definitely be more content.


In regards to the slowdown, I think I know the culprits. (Weather effects and lighting) I'll definitely be optimizing.


As for extra 'size', I am thinking I will add more that are purely cosmetic.I have to revamp how my sprites show to make it work, but I think itll be worth it to have more size. 

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please mark bottomless pits.


Or if you are not going to do that, at least make it not be an instakill/lose all the power

Out of curiousity, was it the tunnel in the forest area?

Just any pit, if bottomless, should be marked with some kind of tell if your game has vertical movement.


especially if the punishment for falling is so harsh.


also, dont remember, probably? Didn't have a problem with pits till forest.

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Oh the save points are whenever you reach a cabin. It should say 'saving' in the bottom left with a little animation. Also you can go into the cabin and use the bed to go back to Milan's room. Then using the book there lets you teleport to different save points. The checkpoints are just for longer individual areas.

I'll have to take another shot at that particular forest area as it seems the most difficult so far.

Thank you for playing it and giving me feedback on it!

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Oh yeah that part. I did try removing the exploding mushroom from that part when I updated the game to V2, though if it's still quite difficult I might nerf it a bit more.

In regards to the rune tiers and wanting there to be a higher max, do you mean just the cosmetic element to it? I am certainly considering adding some more tiers that would be cosmetic only. It just requires a revamp of how the sprite systems work for transformation forms.

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I think you are right in that it shouldn't dump all your power when you die. I think I will rework it to where when you get extra runes that you get a kind of buffer against death and each death only takes one of them away. That should make it so it doesn't feel bad to die.

I'll look into making it so you just take damage from falling into pits, (Or maybe it takes a rune instead with the implication being you 'teleport back up' at the cost of one) but it's definitely extra to code yes. I'll work on a more immediate solution for the current builds to have the extra buffers in the meantime since that won't be nearly as hard to do.

Edit: I think I will make it specifically so that falling into a pit will take away one symbol, but death as usual will take them all away and then make the player teleport back up to where they fell.

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The difficulty ramps up pretty hard partway through.  I couldn't get past the forest level.  Still, neat idea so far.

Thank you for playing it! I'm going to do some mild adjustments to the difficulty in that specific level for the demo. Seems quite a few people have had trouble with it.

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Perhaps this is a matter of the game engine being used, but trying to assign the movement to the arrow keys results in double inputs when using the menu. It's a quirk, but it makes key binding to something that might feel more 
comfortable less feasible.

Being able to see what weapon you currently have would be great, and knowing when a pickup will switch it out would be a huge QOL.

Still like the start of this so far. Definitely suggest adding some tags for visibility. Both "breast-expansion" and "inflation" would definitely be relevant here.

Oh no the engine can support the key binds. I will make modifications to the system to resolve this and update the demo.


You can see your current default weapon (the one you have even after dying) by pressing esc. However, the current weapon I hadn't thought would be an issue. Ill see if I cant find a way to show what your weapon is without adding too many UI elements. I might just add something to Aria physically that shows what weapon she has.

Oh I didn't realize I could set my own custom tags. Ill add a few. Thanks for playing it!

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nice retro

Thanks for playing it! It helps to see how people play the game.

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you game big creative ..gg

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lovely, need to add some tags so others find out about this amazing game

Im gonna do that now. I didnt realize you could add custom tags.

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I know this is a demo, but there's a small problem with the contents being cropped out from the game from the right
I can't see the text fully because of this


Otherwise, the game is pretty fun!

Oh that's strange! I wonder if it has to do with resolution and such. Can you tell me what resolution you have? Any chance you can post or send a screenshot to my email too? silverearsentertainment@gmail.com

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I just realized this as well, I'm running the16:10 aspect ratio which is taller


I'll try to change the resulotion to the good ol' 1080p from the .exe's properties and update you on this. Sorry for not checking that before saying so 


And I hope others would find this and figure it out as well

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Not a problem! It's good information to have. I'll have to put it on my to-do list having various aspect ratio graphical options!

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Turns out I can't change my display's resolution for a specific app unless I do some commands here and there

I did try the standard 16:9 aspect ratio and the cropping problem went away!

2560x1600 (16:10): Can't see the Enter button 


2560x1440 (16:9): Enter button is back!



I suggest adding a resolution setting in the Graphics settings so the user can simply choose a resolution, but if it complicates things. Then yeah just add the 16:10 aspect ratio, or just have the game force the display to view the game in the standard 16:9 aspect ratio. There are likely a bunch of other ways, those are what I could think of.

And don't worry, 16:10 is a relatively new aspect ratio that gaming laptops are starting to use. Games are steadily starting to adapt to that new ratio so you're not the only one with this problem

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Ok! Thank you for showing me it's an aspect ratio issue. I can definitely fix that. I'll have to look up the numbers on each, but I am sure I can get them all working within reason. Maybe a pixel will be missing here and there, but nothing that would noticable.

Thanks a lot for helping! I really appreciate it!

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Oh, I'mma bet that Kusemek is gonna play this game for his channel lol

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For sure

I wonder if he is gonna paywall the link to it behind his patreon is something too? 

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Not sure, mabey