Aside from the obvious that making that many animations is quite a lot work, why avoid it because the game would become too heavy? It'd be one thing if you were doing the thing that those real porn games do quite thoughtlessy: shipping with and embedding whole HD porn scenes, but i cant imagine 12 fps animations at just 360p taking much space compared.
This is exactly the same thought I had when I started developing this game! But after the ending of the first encounter (the tentacle in the canyon), I was surprised (and worried) by how much space the animation started to take up: 513 MB for that scene alone...
The reason is that I had to create frames for the upper body (0-4 breast expansion stages), the lower body (0-4 belly expansion stages), the shadow, and the milk for stages 3 and 4 of breast expansion - adding up to 13 sections.
Each section animation contains 720 frames, divided into ten spritesheets of 72 frames each (the phases of the scene) - and every section requires 10 spritesheets. One spritesheet is around 3 to 5 MB.
So, summing everything up:
13 sections × 10 spritesheets = 130. (But we need to subtract 4 because stages 1-4 of belly expansion don't include the fungal seed implantation.) That makes 126.
126 × 4 MB (average size per spritesheet) = 504 MB, which is very close to the actual occupied space (513 MB).
I then tried lowering the quality by using a lossy algorithm to import the spritesheets into Godot, but the difference in quality compared to a lossless algorithm was very noticeable...
And once I saw how much space a single animation can take, I started reconsidering which animations should have priority. For example, I wanted to add a breastfeeding scene for the slime child, but since it's not essential, it went down the priority list. I also had to rethink how some animations should be handled: for instance, the slime in the oasis - with the "excuse" of being triggered only when milk is at max - could allow me to skip 4 breast stages and just use the max breast stage plus the 5 pregnancy stages. That way, I can "merge" breast, milk, and shadow into fewer combinations, reducing the number of animations needed and lowering the space required.
But I don't think I can apply the same simplification to the subterranean humanoid race; that one will probably require all the combinations...