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(+1)

Hey! Didn't know how best to leave my thoughts since I follow your socials but just thought I'd say my piece here. 

I've been playing your game a lot this week and I have been enjoying it! It's been great to look at your history and see that you continue to work on this project. It's been a while since the last update, but I assume you are still banging away at it!

I have some suggestions based on what I've played and experienced so far. I'm not going to mention graphics or sounds or aesthetics much since this is a solo dev game and the focus of the game (the girls, animations, sizes) is already fantastic! Can't improve much on that front!

So let's talk about the actual game.

It can't be easy to make a fun platformer with speed and momentum mechanics, but you've definitely got the bones of a good thing. It's great fun to run on a wall, lunge off, do a trick, triple jump, land on another wall, and get to insane speeds! The mechanics are there for a great time. However, I think some of your priorities are in the wrong place, frankly. 

First of all, there's nothing in the environment that requires good platforming. Or any platforming at all really. The level is a large town with rows of houses, some gardens, and a castle area. It's a nice diorama of a town, but there is no platforming level design.

It would be great fun to have a Mario Sunshine level where you have to get from A to B by wall-running, triple jumping, bouncing on spheres, etc. You seem to have a single mini-game where platforms are used, but its only floating squares. It's not fun to jump on the same squares over and over. I know you are probably still working on this, but I think you should focus on making bespoke levels for the platforming mechanics.

Doing tricks and stunts in an open environment can be great fun, but the game relies on it way too much. EVERY single inspiration token is the exact same challenge.

I would suggest taking the conversation minigames out of the conversations. Make the minigames necessary for collecting tokens. The inspiration score can go higher by finishing a level quickly, or finding the exit quickly, or by getting trick scores in bespoke platforming levels.

Putting minigames in the conversations, unfortunately, makes me want to ignore conversations entirely since they take up so much time. There really isn't much punishment for being lonely, so I just dont engage with it. I understand that you want to make the conversations fun, but making each conversation take up SO MUCH TIME with relentless minigame after minigame is just not working. These can still be interesting, as each NPC could have a different taste in conversation options and the player would need to learn their likes and dislikes to do a conversation well. PLEASE make it take up less time, PLEASE take the minigames out of the conversations and use them to instead make collecting inspiration tokens more interesting.

Also, the maze level, while interesting, is much too narrow and square. It is very hard to jump from one wall to another to effectively climb. Please open these up more, the camera gets very busy in the enclosed space, and if you try this minigame while spherical it is actually impossible

Here are some suggestions.

Social: Have a conversation with an NPC. The better you do in the conversation (picking topics they enjoy) the better the score. The NPC can be randomized so the player doesn't talk to the same character over and over.

Artistic: (This can stay a score/stunt challenge)

Economic: A platforming level with collectibles (money). Similar to the "jumping on blocks" level you already have, but with walls to run on and more open space.

Political: The "bookshelf" maze level, but with wider hallways.

Scientific: A race to a specific area of the map (a restaurant or other building)

It seems that having conversation minigames may be important to you, but I really must insist that you take them out and use them for the tokens to add some variety. I don't want to play so many of the same minigame over and over only to get +0.85 relationship points with random questgiver mc whats-his-name. I know this must come off as harsh, but making this change will immediately improve your game immensely.

Another thing I must share. For the stunt game, I found an easy way to get a lot of points without doing any difficult tricks. I would simply inflate into a sphereical shape, touch a token, and then mindlessly bounce off the floor and walls. This would rocket me across the map and earn me 2 million or more points consistently. It feels like I'm breaking the game. Getting points while spherical is very easy, and the player doesn't even have to use all the fun platforming mechanics you designed. It seems unfair. Just another reason to vary your inspiration tokens with different tasks. This is absolutely fine if I can use this tactic for only one kind of topic. But since I can use it for every single research topic in the game, there's no reason to do anything else.

There are a few other and feelings I have, but they have been communicated in many other comments, so I'll leave it at that. Once again, this may seem like a harsh critique. I am asking you to fundamentally change your conversation system. However, I know this will make conversations more fun and make your game have more variety.

Some other suggestions:

The player will almost never have their body inflated without being spherical. Make the double jump something every body type can do, or only hips since the hips abilities don't seem very useful (maybe use farting to accomplish this?)

While I appreciate that you want to treat your town like a real place, there's no reason to keep restaurants closed in the morning. It is frustrating for the player and accomplishes nothing. 

There is no incentive to keep Mood high and no punishment for Mood being low. The speed of the clock doesn't affect me as a player at all.

It is way too difficult to find my way back to the house to sleep. I have no idea where to go. Time passing doesn't seem to accomplish anything. Is this really a necessary mechanic?

Overall, your game is very fun and one of the best inflation games available in my opinion. The animations and reactions are top-notch, and I find myself not only drawn to this game for fetishistic reasons, but because it's fun! That's very hard to find in this niche community so you deserve a bravo. However, many parts of the game seem overdesigned and insignificant. The conversations take too long and the minigames feel out of place while the inspiration tokens are too repetitive. I understand that you have a specific vision for this game, but it may be necessary to relent on some of those ideas so that your game can really shine.

Anyway, good luck on your game making journey! I am looking forward to more updates. 

(+2)

Hi developer, can you tell me approximately when the new version will be? And how much content should we expect? We like your game.

same here, i wonder what's up her going in development process V4?

Definitely enjoyed the game and think it has some nice potential. I did have a couple suggestions.

One thing I noticed was that it was a little difficult tracking down the people I had taken writing requests from once I'd finished them. It might be a good idea to look into some sort of direction system to show where a selected quest giver is. 

Another thing I noticed was the chat minigames often became quite difficult. Not sure if I'm just bad at the game or not but it was a little hard to understand what some of the colored chat selections meant, and I often found myself with a very high loneliness meter due to my inability to navigate the chat and minigames well. 

I also did struggle to keep the mood meter in the positive for while, though I felt like I did get a little bit of a hang of things by keeping ebony out of sight whenever she inflated. Still, might be nice to add an "into it" option so you can choose whether she gets embarrassed while seen inflated in public. Not sure if that goes against her character or not, but something to consider nonetheless.

One major thing I wanted to bring up was motion sickness. I don't really get motion sick often, but for some reason I started to feel unwell as I played the game. Not sure if it was all the lines on the buildings messing with my vision as the camera went past them or the often jittery and sudden camera movements, but its definitely something I would look into.

Then lastly, a little fun addition since I've seen your latest animations, but it might be fun to add a fart option for anyone like myself that enjoys bloated ladies getting gassy.

Keep up the good work, looking forward to seeing where this goes!

(+2)

I'm really sorry for the late reply!!  It's been a bit of a hectic week for me >.<;

I'm very happy to hear you've enjoyed the game so far and see potential in it!

I've already noted down some ideas to improve the navigation back to the original paper giver (mainly thinking of being able to select a finished paper to get an arrow pointing to them), so that's definitely on the way!

I've also had people tell me how unclear the chat minigames are after having been away from the game for a while, so I definitely am looking into making more/better prompts for them to make it more obvious what to do/a smoother experience in general.  I will look into trying to make the meaning of the colors of the chat options more clear as well!

I am looking into making the mood depletion a bit more fair by changing how it happens (most likely a fixed amount per bystander that applies if you stay in their vision for too long).  I don't think I'll be adding an into it option, since that does take away from the story I want to tell ^^:

Ohh dear, I'll definitely look into what I can do about the camera's jerkiness if that's potentially causing motion sickness! >.<;

Oh yeah, I definitely have been wanting to add toggleable farting into the game, just hadn't had the opportunity to do it properly yet (but hopefully I should fairly soon!) lol

Thank you for the feedback!!  I hopefully will be able to put it into practice well enough 🙏


(-2)

not great the gameplay is confusing and it has no tutorial  

Pregunta ¿cómo se consiguen los amigos?

(+1)

Great game, I play it pretty often, and I enjoy it every time! 

I did have an Idea for the game, idk if it doesn't work with the story or would be to complex to implement but might as well say it.

What if when you got a friend to make friendship you can unlock them as a playable character, and each one would have different stats (1 upside and 1 downside) like Matilda would need to eat more frequently and Sarah would have a faster movement speed; with each one also having a higher likely hood for a specific inflation type like Julie, getting Ass more often or Matilda getting spherical more often.

Just an idea that popped into my head.

(+1)

I'm really sorry for the very late reply! >.<;;

I'm afraid changing out the playable character doesn't really fit with what I'm going for with the story, although it is an interesting idea with the different stats so I'll think on it ^^

(1 edit)

No worries,

Ok so if it doesnt work for other playable characters, instead how about when you get them to max friendship you gain their specific perk loadout? 

You'll be able to swap to a new one at the beginning of every day, and once you obtain one you can't lose it?

(+2)

Very interesting indeed.

(+2)

No rush on your updates and I know you're working on it and you're busy with life but when do you think you'll release another one?

(+1)

I'm still hard at work on it, thank you very very much for your patience!! 🙏 I don't have an eta on any public update yet still but the mesh system I've been working on since late last year is very nearly about to be finished, so I should be able to announce something about that fairly soon if things go well (especially since that system should enable much easier development on clothes and hopefully improve appearance as well)

I'm very sorry I don't have anything more concrete to share! >.<;

(+1)

You're all good. Glad you responded fast.  As I've said, "no rush", and thanks for the update! ("fairly soon" is good enough to me, even if it's a month or two)

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