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Unity Breeding Game: Gobblin Deez Sluts [v0.1] [came4corn]

2.00 star(s) 2 Votes

came4corn

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Game Developer
Oct 14, 2025
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How do you add goblins to the deck? I have a max of 4 but I can't figure out how to add more than the standard two.
You RMB the card of the concrete goblin in the breeding stage goblin selector (the selector that opens when you click the Goblin Chest)
 

came4corn

Newbie
Game Developer
Oct 14, 2025
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Btw, I've formulated the update roadmap in this post
Check it out if you want to see more on the project!
 

came4corn

Newbie
Game Developer
Oct 14, 2025
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thanks for admitting it, but I suggest either improve your sculpts or go full low poly. No offense, but this inbetween is fugly uncanny valley territory
Yeah, I see the feedback, and I'm putting it into the game roadmap plan, the next update will be the "Bouncy Update" (you can try to guess what will be bouncing :D)
Here's my Patreon post about how the game will look in the near future
 
May 3, 2020
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As the original low scorer, let me add something to what the others have said:

I know what it’s like to model enviroments and such, I did it too. I also don’t have a problem with graphics that are intentionally low-quality or similar. But right now, it’s not doing it.

What I noticed immediately was the enviroment in the breeding scenes. The ground and trees did NOT look human-made, which was my suspicion as I have made both of those in the past. After seeing the AI icons (hopefully just placeholders), I immediately assumed that everything outside the basic goblin and female models have been made with those AI mesh generators.

There’s this weird mix of blocky models, then low-voxel models, and intentionally unappealing ones all in one. The number 1 thing you should focus on is consistency. The characters, enviroment and UI should have a consistent theme. I can understand making characters generally less appealing by default, but right now, it feels almost unintentional.

I will try to experience the gameplay once again because I gave up quite early, but right now, this is definetely just a distant proof of concept that needs serious work before the first public release.
 
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came4corn

Newbie
Game Developer
Oct 14, 2025
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As the original low scorer, let me add something to what the others have said:

I know what it’s like to model enviroments and such, I did it too. I also don’t have a problem with graphics that are intentionally low-quality or similar. But right now, it’s not doing it.

What I noticed immediately was the enviroment in the breeding scenes. The ground and trees did NOT look human-made, which was my suspicion as I have made both of those in the past. After seeing the AI icons (hopefully just placeholders), I immediately assumed that everything outside the basic goblin and female models have been made with those AI mesh generators.

There’s this weird mix of blocky models, then low-voxel models, and intentionally unappealing ones all in one. The number 1 thing you should focus on is consistency. The characters, enviroment and UI should have a consistent theme. I can understand making characters generally less appealing by default, but right now, it feels almost unintentional.

I will try to experience the gameplay once again because I gave up quite early, but right now, this is definetely just a distant proof of concept that needs serious work before the first public release.
Thank you for the feedback! Full disclosure, actually all of the meshes are AI-generated with the pipeline of Text -> Image -> 3d workflow in Comfy UI. Then, I use my own replaceable asset solution to assemble the chicks and goblins from these AI-generated parts, applying code-logic state to the character constructor system, which assembles the characters in a way that you can breed them, passing their appearance (and in-game stats like HP, ATK) to the offsprings, combining it.

I was chewing on the pow-poly uncanny-valley feedback for a while, as I personally just don't see it as a visual problem, and I think I should apply a different measure scale to it - not "does it look OK for the main meat of the game", but "would I personally wank to it". As I'm making a hentai game, this really holds different standards to if I was making just a SFW game.

This is why in my roadmap I've put the next update as the "Bouncy Update" - which will remake how the chick's mesh looks and add the bounce to all the necessary parts ;).

I also need to be transparent in that I am a backend developer, and my interest with this game is making the breeding-fetish gameplay (and storytelling) the main focus of the game, with the graphics being "enough not to scare people interested in breeding aspect off", so all the assets will be AI-generated, but I'd like to note you are saying a very important thing about the consistent style of the assets, which I agree with fully.

The public release actually already happened, in a sense this MVP-business-startup of mine was published to the live audience, I've taken the feedback, and I am working to make the product better, and your input - I appreciate.
 

came4corn

Newbie
Game Developer
Oct 14, 2025
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Then tag it as such on the site. Anything else is straight up lying.
Really don't see what you mean about lying, the game's main meat is the coded battle and character generation system, which use base meshes like a hairstyle or a body style, to then color it, put a code-generated face on it, add a face-expression constructed from eyes preset, mouth preset and eyebrows preset.
Are you equating it with if the game was a visual novel consisting of the images fully produced by AI?
 

Wolvenwood

Member
May 20, 2018
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That's what's up!
I know a man of culture when I see one! :D
Yes, this is a part of the backlog - to add different types of "Fantasy Hentai Monsters", I have some plans on re-making the breeding system, so it's not only stat-dependent, but trait-dependent, and different types of monsters will have different "default strong trait", for example, slimes will have a "Deathrattle" to split into 2 same slimes (which will themselves have the same skills as the main slime, but will not split on death). And default goblins... will be just dummer, probably :D

Also, the money will be spendable in the shop, where you'll be able to buy relics for build enhancement and non-unit cards like one-time-use powerful spells, or many-time-use weaker spells, that in themselves may change how you play a run (for example, in Slay The Spire there is a card which gives you additional gold if you final-hit with it, and this makes you (or at least me with my fear of missing out) change the way you play each encounter, waiting for this card to come into your hand and not quickly ending the battles, maybe, suffering additional damage because of your greed. And that's one card, and the whole new gameplay experience, this is so smart, I am 1000% stealing this idea!!!!)
I just know that the moment there is a basic human bandit deck idea that i'd be only running it as the only good goblin is a dead goblin
 
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came4corn

Newbie
Game Developer
Oct 14, 2025
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anyone else a little concerned with the trojan or am I being dense?
I've put this into top-priority fixes for the next "Bouncy" update, didn't realize this was a problem before I've put the game out. My windows defender on my testing PCs flagged the game as well, but I didn't take it seriously, as who takes windows defender seriously. Turned out it wasn't a WD problem, probably something connected to me putting the DefaultCompany as my company in the Unity Build settings
 
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Laxard

Active Member
Sep 5, 2018
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Windows Defender should be considered seriously nowadays, since after eating all that anti-virus companies it's actually become pretty decent product.
Unless it's in hysteria over non-signed files. Because it's a scam designed by Microsoft to make devs paying them for signing files.
 

came4corn

Newbie
Game Developer
Oct 14, 2025
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3
Windows Defender should be considered seriously nowadays, since after eating all that anti-virus companies it's actually become pretty decent product.
Unless it's in hysteria over non-signed files. Because it's a scam designed by Microsoft to make devs paying them for signing files.
Ty for the signing files note, this actually may be the issue, haven't looked into it yet at all, will keep this in the scope of possible issues.
On an unrelated note, kinda funny everyone nowdays puts in this file-signing hurdle, was building some Mac apps recently in Go + React framework, and they also don't run without explicit terminal permissions, which would be a huuuuge blocker for a wide-range non-technical user, and you can sign it only with an Apple Developer account, and build it only on a Mac-family machine :D
 

came4corn

Newbie
Game Developer
Oct 14, 2025
23
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3
how to resize the window for the games
Right now there's only the full-screen mode. I can add the windowed mode, would this suffice?
And on the scale from 1 to 10, how badly is this needed?
If you could describe the exact problem, that resizing would fix for you, this would be helpful
 

fuqinsheng

New Member
May 1, 2024
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81
Right now there's only the full-screen mode. I can add the windowed mode, would this suffice?
And on the scale from 1 to 10, how badly is this needed?
If you could describe the exact problem, that resizing would fix for you, this would be helpful
For my screen, I cannot see the DLSite and Patreon icons. It does not really affect the gameplay, but it does affect the tutorial. I would say it's around 5 or 6 not very emergency or immediate. And I believe a window mode might help with this problem. Screenshot 2025-10-24 182301.png Screenshot 2025-10-24 182301.png
 
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came4corn

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Game Developer
Oct 14, 2025
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For my screen, I cannot see the DLSite and Patreon icons. It does not really affect the gameplay, but it does affect the tutorial. I would say it's around 5 or 6 not very emergency or immediate. And I believe a window mode might help with this problem. View attachment 5373273 View attachment 5373273
Wow, very interesting, never encountered that during testing, thank you for the feedback. Is your screen 16:9 or something else? Right now I can imagine this could be the case if it was 16:10, and the game stretches the image full-height, losing the 1/10 width in the process
 

fuqinsheng

New Member
May 1, 2024
3
2
81
Wow, very interesting, never encountered that during testing, thank you for the feedback. Is your screen 16:9 or something else? Right now I can imagine this could be the case if it was 16:10, and the game stretches the image full-height, losing the 1/10 width in the process
My display setting is 3240:2160, which is a little uncommon. However, it is relatively closs to the ratio 16:10, I think this is what happened.
 
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2.00 star(s) 2 Votes