Unity Lethal Fantasy (Giantess, Rougelite) [Game Dev Diary + Alpha v1]

PvtRyan96

Newbie
Apr 17, 2020
39
30
It's not an exaggeration to say that your game is one of the primary ones I keep tabs on when browsing this site. The progress you're showing off is pretty exciting.

On the topic of growth animations and sounds, since you seem well-versed in tinkering with the game's rendering, have you considered using a nice fresnel shader to give the giantess a gentle glow as she's growing? I always appreciate it giving a little extra visual oomph to the growth, especially if the viewpoint is moving around and changing the location of all the size-reference objects in the PoV (as is probably going to be happening a lot, since the player's hopefully not going to just stand in one place to watch the giantess grow when she gets bigger).

(In case it's not clear what I mean, basically, like using the fresnel node in Unity to give an object (in this case, the giantess) something like a glowing outline)
 

LadyEbony

Newbie
Nov 2, 2021
66
297
It's not an exaggeration to say that your game is one of the primary ones I keep tabs on when browsing this site. The progress you're showing off is pretty exciting.

On the topic of growth animations and sounds, since you seem well-versed in tinkering with the game's rendering, have you considered using a nice fresnel shader to give the giantess a gentle glow as she's growing? I always appreciate it giving a little extra visual oomph to the growth, especially if the viewpoint is moving around and changing the location of all the size-reference objects in the PoV (as is probably going to be happening a lot, since the player's hopefully not going to just stand in one place to watch the giantess grow when she gets bigger).

(In case it's not clear what I mean, basically, like using the fresnel node in Unity to give an object (in this case, the giantess) something like a glowing outline)
I was supposed to add fresnel to the giantess models like a month ago. It's not challenging, I just have 20 different things to juggle between. I'll probably add it last second but I'll also probably forget ngl.
 

LadyEbony

Newbie
Nov 2, 2021
66
297
The update is almost done. The 1-2 day extension is about right on what's left. What I'm most worried about is the 2 giantess level. It didn't occur to me until now that all the giantess AI changes never accounted for another giantess. I may have a quick hack solution but I shall see.

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LadyEbony

Newbie
Nov 2, 2021
66
297
I tried so hard to get the update done today (it has become 6am for me). The update is basically done, but I haven't fully playtested yet to make sure of no glaring bugs/issues. I'm need a few more days super apologies.

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wikee

New Member
Dec 23, 2021
7
9
This game has become more interesting. I have some suggestions after playing it.
1. Let the giantess gradually grow larger by destroying houses instead of making her size related to the player's goal.
2. Give the player a more convenient and quick way to move, such as a hook.
3. Add some larger maps to make giantess bigger.
4. Adjust the brightness of the map because it is really hard to see the surrounding environment at night.
 

LadyEbony

Newbie
Nov 2, 2021
66
297
Thanks for the feedback so far. Love them.

I've open a in case any of you want to support future development. There will be no paid-only content for a long while, this is only donations to help the project going.

Once again, thanks for all the comments and support.
 

PvtRyan96

Newbie
Apr 17, 2020
39
30
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 :oops:" 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).
 

YukinoLover01

New Member
Sep 13, 2022
5
8
Hi, i just discovered this game and i freakingly love it. I hope this feedback will be useful for you:
1- Small items like garlic are hard to pick up when they are on drawers as the physics engine make them move and roll to the side or front making them unable to grab because the following action is closing the drawer.
2- Make a keybind/controls panel so you can set your own controls and sensitivity (i dont think its needed but i have some reasons to switch controls since i have my shift key broken and it bothers me on some games (however i still completed all levels)).
3- Some orbs somehow managed to get underground and makes it really hard to pick them, as you get close to the glow either gets dimmer or the footsetps make it hard to spot and grab. (However when it goes night its great to have no lights, since its a village with no light sources so its a good point to spot them)
4- I dont seem to find doors working as for shortcuts (Maybe its set for another update).
5- I dont know how you will try to solve the loot issue. I think that there should be a way to respawn loot just enough to clear level (but randomly on the map), otherwise it will get lost/despawn and make a softlock on big levels on hard mode and level becomes unclearable. (or make it a creative game over, make giantess angry and chase you so she throws you out of the map and loose the level. Watching her POV as she throws player)
6- If you call giantess on lobby and you want to get back on the ground. There is no option to do so

Some ideas i think would work:
1- Make giantess have behaviour, like gentle (by creating or making a "good potion" or food that she likes) and giving it to her (either on lobby mode and level model) or sleepy (a "sleepy potion" or an item that makes her sleepy). I know the downside of this is to animate/create behaviour and new game rules as you said before.
2- Creating a new modes:
2.1 - Sandbox where you can endlessly play with her.
2.2 - Hide and seek (hide from giantess). Thus making the vision/timer/buildings mechanics gameplay.
2.3 - Easter eggs on lobby...
2.4 - Raid mode, giantess would be an ally and both of you have to destroy and loot "enemy villages" as you loot it with a timer to flee before reinforcements arrive and you have to leave.

3- I feel like lobby has no more interaction aside from watching her cute walk and calling her, i guess it would feel better to do more with her. Like playing with her model (poking her as she makes a pouty face for example, instead of calling), giving her orders, giving her some food from the nearby houses, strolling through town while being on her hand, befriending her. I think it would be hard to apply for now.
4- Giving giantess some sort of dialoge or voice lines. Maybe for future updates since its not a priority as you said
5- Special items that give giantess/player temporary stats like blindsight, damage reduction, depleting energy, height, speed, slowness, strength, weaken shield.


I'd like to help you more, i really like this game and how you design it.
 
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rekt123321

New Member
Apr 9, 2021
4
4
I tried it a couple times and managed to beat all three maps. One issue I had was that on the first map, only one drop off zone seemed to spawn sometimes. Otherwise its an enjoyable experience and already more difficult. The twin girl was really aggressive when you finish a zone which seems a bit odd. It made the second map significantly more difficult than the other two maps.
 
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jwjdjf

New Member
Oct 9, 2023
3
3
Yes. After passing the three models. I summarize some suggestions of myself.
1. It's necessary to have an endless map to play with the giantess . The map Is a bit small when the giantess get bigger and it's a short experience because the bigger giantess can crush town easily especially when there are two giantess .
2. Can the game has buff inheritance? It's chronic After I play it again
3. Though I know you will add more animations for the girls. I suggest adding butt crush animations the most. And I do expect the reaction of the giantess when they find I am watching their upskirts in the future
4. Still the question for the growth. I like the process when they are growing step by step. Just loke others have suggested, I hope the giantess can grow a bit when they crush houses or collections.
5. For the giantess in the starting map. I hope she can also crush the houses positively like the other naughty girls in other maps. And also more animations to play with players~ Maybe affection system for the giantess?
6.for the difficulty of the game. Yes we need some points to the next drop-off places. I spend the most of time in the game to find the next drop-off places But not admiring the cute girl. And the whole difficulty of the game Is a bit challenging But not reaching very hard Level. I can accept it. I also think there is no need to add some strange monsters to interrupt players in the future because it's a 'giantess' game.
 

DrownP

Newbie
Dec 4, 2019
56
51
1746469170244.png I got stuck there because she destroyed every houses, no more food to drop. I think maybe can add a checker to make sure the foods that left in the map can complete the request, and "rebuild" houses with some "magic" when too many of them are destroyed
 

uhmgl745

New Member
Jan 22, 2022
4
7
Nice update.
1st map took about 4 tries, the difficulty spiked compared to the last demo, but it's fun.
2nd map only took 3 tries, flew out of the map once, an endless invisible wall on top of the outer walls would probably be useful.
I have yet to beat the third map, needing to gather food 5 times is a bit much, especially when I have to spend a significant amount of time looking for the deposit spot, really could use some sort of glowing beam or compass marker.
If I understand the turrets correctly, if they hit then they mark you and the giantess does a stomping attack on you, which is fun. Dodging the attack needs a good amount of space along with a full stamina bar, not too punishing while still being threatening.
Stamina depletes way too quickly even at max level, but I have a strong dislike against every stamina bar so take it with a grain of salt.
Food running out and getting softlocked could be solved with a gem consumable (like the instant shield regen), something like 4 gems for a rain of random food items map wide.
One final suggestion is some sort of pity system where after ~5 or so failures in a row, have a pop-up option for an easy mode or something similar where the giantess slows down, idles more or even helps you some other way.
Also, speaking about monsters, I still think it's a great idea, have goblins or whatever else standing guard at gates/high value buildings, force the player to take some time to break through. Get the player bogged down in a melee while the giantess tries to stomp him. Maybe implement some power-up that makes the giantess target enemies for a time, there are plenty of options to make it fun, in my opinion. Making the map livelier only makes it more fun.
Have fun and good luck with the development either way.
 
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LadyEbony

Newbie
Nov 2, 2021
66
297
Thanks for the comments I have received. The following is what I have planned for the next update. The goal for this update is to solve the game's current issues and improve the base game before I add more drastic changes again.

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PvtRyan96

Newbie
Apr 17, 2020
39
30
I don't necessarily need a destruction -> growth loop (although I did suggest it a while ago since it is pretty intuitive), but there is a solution to solve the exponentiality of it. Like with any RPG having scaling XP-per-level costs, you can have your cake and eat it too by having the destruction of each house fill a meter for her which, when it caps out, causes her to get bigger. But the bigger she is, the more it takes to fill the meter, which counters the exponential gains. Besides, I honestly really don't like it when a project will basically just instantly scale up the girl's model a tiny fraction every time she so much as destroys a single polygon -- it needs more fanfare than that. Seen a couple of projects take that route...

I like your concept for the trapped shrinking house. It can certainly be lethal for now, since you probably don't want the player running around the whole map as a tiny, but I think it'd be nice if the "final blow" you're talking about didn't end your run, but simply destroyed the house (and your shrink-curing item), forcing you to craft an expensive cure for yourself which means you'll have to collect plenty of crafting stones while running around while shrunk.

And speaking of crafting, you can loop in the village reconstruction into your crafting system by having a "reconstruction beacon" or something like that be one of the craftables. Would create some interesting gameplay to have to place it in the center of a village tile, then run away from it as that tile is reconstituted (maybe the giant shoe from the shoe trap falls down on it to flatten the whole area and make it ripe for reconstruction? Just tossing out ideas here).

Either way, love the direction you're taking. Good luck with all your gamedevving.

EDIT: Completely random suggestion that I thought of after I made my post, but maybe it'd be cool for the drop zones to be giant baskets (or plates) that physically fill with the food you put into them, that the giantess walks over, picks up, and physically tosses into her mouth. Dunno if that's something you'd take interest in, but I think the idea of the visual seems cute.
 
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