Great work on what turned out to be a pretty fundamental update. There's some good and bad, as to be expected with anything implementing sweeping changes, but you should be encouraged in the fact that the foundation of the game looks better than ever. Most of my gripes are from fine-tuning issues.
Compliments:
>Growth, yay! It's the one thing the game needed more than anything, and there's certainly plenty of it, since it's a part of each level explicitly.
>Sprinting, crafting, and the shield all function probably about as well as you expected them to, and they contribute to the gameplay pretty nicely.
>The new environments are pretty nice, though while for my part I'm not a foot/sock guy, I think the inside-shoe environment was a bit tough to interpret as actually being that.
>Level select screen is basically the best way to address my prior (somewhat facetious) complaint of not getting to see the big cutie staring at you while you're in her hand for long enough.
>The giantess growth warning is great. This extends into a general compliment to the UI. The nuts and bolts of that are nicely done, and I enjoy the upwards-scrolling price numbers when dropping off food
>Following around the giantess to collect crafting orbs at the expense of potential loot is an interesting tradeoff and works nicely in theory
>The statues are an interesting challenge, and their effect is pretty clever. I went "Oh

" the moment I saw the orb hit her face and her eyes half-closed like she meant business. Very cute.
Rough edges and general requests:
>I have no idea why, and I have no clue how to replicate it, but there was one time where my PC went down to 0.1 fps for like a whole minute from what I assume are physics calculations. This was after a growth spurt. Something to keep in mind, I suppose.
>Please indicate in some way where the giantess is about to spawn before every growth spurt. I was halfway into a run when her foot just appeared mid-air above me and obliterated me. After a certain point, you learn to just stay where the drop-off point was, but that partly sucks because I want to run away from her so I can see her growth in all its glory by having a wider angle.
>There's no advantage to closing cabinets after you've opened them, so honestly they should just stay open without a prompt to close them. There was at least one time where the prompt to close a drawer interfered with my ability to pick up an apple.
>Time is also at a pretty hefty premium in this game now, so the less time you spend opening up empty drawers and cabinets, the more time you have to collect loot that's out in the open and begging to be rescued from being stomped. In other words, loot inside containers should have a value buff of some kind to make searching for them more worthwhile.
>Please add some kind of radar item to the crafting menu. I honestly think the game's difficult enough without having to guess where the drop-off points are. Maybe it could also inform you of the direction of the giantess.
>One time I got stomped on and flung up onto the city walls and promptly fell over the other side into a softlock. Had to restart that run. Could be prudent to dynamically remove collision from non-accessible areas of the map.
>Personally I think we should be able to throw items with LMB. Makes the collection process a bit more cerebral (the cart used to do this, but now that the cart's removed, it's a bit more ho-hum than it used to be)
>I've found myself running out of loot to collect more than once. In concept, this provides a soft time limit before the giantess destroys enough loot that you can no longer finish the level. In practice, going through this really sucks. And even in the case where you do actually have enough loot, you have to spend a lot of time circling the walls of the map to scrounge up any stray apples and onions that might've rolled out of the way just in time to survive. Overall, there's too much baseline worry over whether or not you'll *actually* be able to finish the level once you get to a certain point. There's many ways you could address this, so I don't want to push you towards any particular one.
>Relatedly, some way to leave the map early while still "winning" would be appreciated. Choosing when to leave is pretty core to most Lethal-likes, right?
>The traps are pretty easy to avoid, so maybe they should have some extra gameplay associated with them, like disarming them.
>I still want that shrinking debuff! Out of all the suggestions I could make for enemies, the one I want most is little fairies that glomp onto you and shrink you smaller from it!
>If you hang around between a giantess's legs too much, she should try to sit down and sit on you, I think.
>Personally, I think the enemies should all be cute! But that's just me. Not suuuper huge on the manly/medieval-looking statue heads.
Growth talk (Yes this has to be its own section):
>The growth is great, but it needs both more attention/polish and more variety.
>That said, I love the pre-growth warning. I'm glad you put something like that into the game, because it worked out really well.
>There should be a few different animations that the growth can choose from. The current one feels like it's depicting a shounen powerup or something rather than a feel-good size-boost. Personally, I think the animation should be cute above all else!
>In addition, the growth should randomly choose between 1 big burst, or multiple, smaller bursts (instead of only *growwww!* maybe there should be some *grow-grow-grow~* too)
>Some extra VFX would be pretty nice. You said you planned on a fresnel shader, so that'd do the trick.
>Would love it if there were other ways to make the girl bigger other than JUST the food goals. Three suggestions, based on the fact we seem to be going with the "bigger = worse/harder" route here:
>1. A statue type that gives the giantess a permanent size buff instead of making her mad (basically, if she gets hit enough, it becomes as if you'd selected hard mode).
>2. RE: my earlier trap-disarming suggestion: If the giantess steps on a house with a trap in it, she absorbs the energy from it and gets bigger, so you have to disarm it if you don't want the map to get harder.
>3. Trapped food that, if put into the drop-off point, also gives an extra size buff, so you have to drop it to make sure she doesn't grow.
>Bonus suggestion: If you ever wanted to make an endless mode with respawning buildings (probably a giantess who fires a reconstruction beam at a section of the city to re-populate it with buildings and loot), just having the main giantess get 5% bigger every time she finishes a walking action would be a good motivator ("see how high you can get your score before she gets so big that you die no matter what," or something)
Also, I don't know what the exact limits of your definition of "overtly sexual" are, but does that possibly include requests related to breast/ass expansion (it's a growth/giantess game, so that's kind of a sister fetish to it)? Would love to, for example, have one of the giantesses be a shortstack who also gets thicker as she gets bigger (or gets thicker independently of her height).