Unity Lethal Fantasy (Giantess, Rougelite) [Game Dev Diary + Alpha v2.1]

Garben75

New Member
Aug 26, 2024
2
2
Pretty fun game, though one complaint I do have is that having the girl disappear and then literally spawn on top of you sometimes when you get enough food for a milestone feels extremely unfair, especially when you don't have your shields upgraded or charged and she just flat out instakills you before you could do anything about it. Assuming that's not a bug, in the future, maybe just have her grow in her last position instead of respawning her?
 

PvtRyan96

Newbie
Apr 17, 2020
41
36
Pretty fun game, though one complaint I do have is that having the girl disappear and then literally spawn on top of you sometimes when you get enough food for a milestone feels extremely unfair, especially when you don't have your shields upgraded or charged and she just flat out instakills you before you could do anything about it. Assuming that's not a bug, in the future, maybe just have her grow in her last position instead of respawning her?
I believe that's being addressed, but in the meantime, if you just stay exactly where the drop-off zone was, you'll never get squished.
 
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LadyEbony

Newbie
Nov 2, 2021
78
356
Pretty fun game, though one complaint I do have is that having the girl disappear and then literally spawn on top of you sometimes when you get enough food for a milestone feels extremely unfair, especially when you don't have your shields upgraded or charged and she just flat out instakills you before you could do anything about it. Assuming that's not a bug, in the future, maybe just have her grow in her last position instead of respawning her?
A tip from the person who programmed that. She always spawns in the direction you were facing when you deposited the last food.

But yes I'm planning to change it. It was both a quick implementation from my dev test behaviours, and the least destructive way for her to arrive at the drop zone (intended to be a food basket). But since Im planning for houses to magically rebuild themselves, destruction will become less of a worry so she will walk to the food basket instead.
 

LadyEbony

Newbie
Nov 2, 2021
78
356
I've been experimenting with shrinking as a gameplay mechanic. Biggest point, the game becomes parkour. Second point, there's a lot of objects whose colliders need to be redone for a small player character. Third point, objects need more visual detail since you are looking real close to them. I can 100% say that shrinking can only exist as a building-exclusive debuff for now. Last point, all buildings need additional objects to spawn in so the player can jump around.

I know jumping around these small colliders will be finicky, so I would like to add some grab ledge type of system. But, it programically sounds like a pain.

Also how should the props react to the player? The scene doesn't have props for this reason. Ideally they should have collision but they also gonna be sent flying at high speeds. Most code doesn't react well with the floor below you suddenly being sent flying, and my code is no different. And if the props do have collision with the player, then they could push the player out of bounds.

Honestly I may just magically lock the props in place and ignore all the issues in the last paragraph. Or even use floating, magical, locked-in-place props as the aesthetic for the parkour.

I was also experimenting on how the giantess will attack the house you are shrunken inside. Gameplay wise it feels like a quick parkour event with a time limit over your head. Visual wise, it's cool to see her feet get ever so close and park themselves outside the window. Reward wise, probably just be teleported out with some highly priced food items.

Ultimately this shrinking event is gonna be a lot of work. I would have to scrap some of the mini-update ideas for this shrinking event to get finished. The update will release at the end of the month, regardless of what I finish.

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CattyFruit

New Member
Feb 23, 2023
11
8
I've been experimenting with shrinking as a gameplay mechanic. Biggest point, the game becomes parkour. Second point, there's a lot of objects whose colliders need to be redone for a small player character. Third point, objects need more visual detail since you are looking real close to them. I can 100% say that shrinking can only exist as a building-exclusive debuff for now. Last point, all buildings need additional objects to spawn in so the player can jump around.

I know jumping around these small colliders will be finicky, so I would like to add some grab ledge type of system. But, it programically sounds like a pain.

Also how should the props react to the player? The scene doesn't have props for this reason. Ideally they should have collision but they also gonna be sent flying at high speeds. Most code doesn't react well with the floor below you suddenly being sent flying, and my code is no different. And if the props do have collision with the player, then they could push the player out of bounds.

Honestly I may just magically lock the props in place and ignore all the issues in the last paragraph. Or even use floating, magical, locked-in-place props as the aesthetic for the parkour.

I was also experimenting on how the giantess will attack the house you are shrunken inside. Gameplay wise it feels like a quick parkour event with a time limit over your head. Visual wise, it's cool to see her feet get ever so close and park themselves outside the window. Reward wise, probably just be teleported out with some highly priced food items.

Ultimately this shrinking event is gonna be a lot of work. I would have to scrap some of the mini-update ideas for this shrinking event to get finished. The update will release at the end of the month, regardless of what I finish.

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nice progress! I agree that it would be best to lock the objects in place while shrunk, it would be time consuming to make it not finicky. the ledge system could be problematic too.

Perhaps a charging "super jump" or double jump of sorts could help with some of the platforming concerns, it probably wouldn't be as hard to implement and it can allow access to hard to reach or soft locked areas. It could also come in handy if you wanted to have further shrinking effects.

The magical power theme would work well here, you could do many things with it. like the magical platforms that appear or you could transform the inside to something else for the event. It also meshes well with some of the ideas being thrown around where the GTS is absorbing magic power when crushing things. The house lighting up with magic will surely attract her attention which is why she stomps over.

Later on i think throwing some sort of enemy in some of these events would spice it up, a smaller enemy that is taking advantage of your shrunken state to bully and tease you. they could push you around, pin you temporarily, or even shrink you further.

I really like the shrinking mechanic and excited to see it fully implemented outside later on but there are bunch of things that come into play that you have to work around. honestly, im not against postponing it if you want to prioritize more of the other mechanics for the next update. looking forward to it!!!
 

Zhang114514

New Member
Feb 6, 2025
2
0
I have an idea. If you shrink to a small enough size, when you approach the giantess, you might be teleported to a new map. This new map is in some part of the giantess's body, perhaps in the Spaces between her toes, or even in the lines of her toes, and so on. By then, even a speck of dust on her will be as big as a house in your eyes. Sometimes it even shrinks to an even crazier size...
 

Garben75

New Member
Aug 26, 2024
2
2
I think maybe the shrinking gameplay mechanic could be applied at the starting map to play with the kind giantess too~
Honestly, I really like that idea. Shrinking in front of the kind giantess will make her start to chase you (make her player detection range huge to counter all the buildings obstructing her view), and while she'll still destroy buildings, getting stepped on just stuns you and makes her pick you up (if she noticed you, otherwise she just walks away completely unaware she stepped on a bug), giving you the option to either start a round of normal gameplay or have her put you down and she'll start chasing you again after a short cooldown.

Which makes me want to ask a question. Will there be an option to turn off damage for getting stepped on in the future? While you can technically do it with a shield that's been upgraded enough, you have to gather enough upgrades to use the shield like this to begin with, and the shield breaking effect kinda ruins the immersion, and no shield has you die instantly, which while realistic and incentivizes you to engage in gameplay, also immediately ends your fun as you get squished and the screen turns black as everything resets.

I guess this is could be a more fetish-y form of gameplay, because while you couldn't lose like this and would have to quit via menu, there's plenty of enjoyment to be had luring the Giantess into crushing houses (potentially with you in them) and then surviving the impact without having to deal with the loud and flashy shield effect.
 
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LadyEbony

Newbie
Nov 2, 2021
78
356
I think maybe the shrinking gameplay mechanic could be applied at the starting map to play with the kind giantess too~
I reached the sad reality that I cannot add the shrinking mechanic for this update (too much to get it right), but I may be able to add it to the lobby room as something to play around with. Key word is may, I'll see what happens.


I have an idea. If you shrink to a small enough size, when you approach the giantess, you might be teleported to a new map. This new map is in some part of the giantess's body, perhaps in the Spaces between her toes, or even in the lines of her toes, and so on. By then, even a speck of dust on her will be as big as a house in your eyes. Sometimes it even shrinks to an even crazier size...
I've had ideas to create minigames/events that use either the village as the landscape, or you get shrunk and teleported to some part of giantess' body for that event's landscape. I do like the idea of having to approach the giantess when you are shrunk to restore your size.


Honestly, I really like that idea. Shrinking in front of the kind giantess will make her start to chase you (make her player detection range huge to counter all the buildings obstructing her view), and while she'll still destroy buildings, getting stepped on just stuns you and makes her pick you up (if she noticed you, otherwise she just walks away completely unaware she stepped on a bug), giving you the option to either start a round of normal gameplay or have her put you down and she'll start chasing you again after a short cooldown.

Which makes me want to ask a question. Will there be an option to turn off damage for getting stepped on in the future? While you can technically do it with a shield that's been upgraded enough, you have to gather enough upgrades to use the shield like this to begin with, and the shield breaking effect kinda ruins the immersion, and no shield has you die instantly, which while realistic and incentivizes you to engage in gameplay, also immediately ends your fun as you get squished and the screen turns black and everything resets.

I guess this is could be a more fetish-y form of gameplay, because while you couldn't lose like this and would have to quit via menu, there's plenty of enjoyment to be had luring the Giantess into crushing houses (potentially with you in them) and then surviving the impact without having to deal with the loud and flashy shield effect.
I do not mind adding an option where the shield is gone and being stepped on is nothing but a minour inconvenience. Unfortunately not for this update since I'd want to add some camera/animation work so it looks real good.
 

LadyEbony

Newbie
Nov 2, 2021
78
356
uploaded. If there's any major game breaking bugs, let me know. I'll fix them up and I'll upload the fixes (so I post the fixed version on patreon/twitter). I know I found a village generation glitch once, but I didn't know the seed so I couldn't replicate it. The pause menu has debug information that can help me replicate bugs if you provide that debug information to me.

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PvtRyan96

Newbie
Apr 17, 2020
41
36
Quick post; I'll be putting down more of my thoughts later (mostly positive btw), but I did run into a bug where buildings would stop respawning after a while. I figure this is probably due to some code that stops buildings from regenerating too close to the giantess's feet, but... you know... if you just keep letting her grow and grow and grow... and keep getting bigger and bigger and bigger and bigger...

Well, then the whole map is probably in range of those feet, and you'll be helplessly without recourse as the giant cutie towering over you just keeps on getting bigger and bigger and bigger until your inevitable doom. 10/10 in the sense that it scratches an itch that size lovers have been wanting scratched for years now. Would highly recommend turning on hard mode and double-spurts and trying to clear it before it happens to you, too. Obviously, tweaks are needed, but I have to say the vibe hits perfectly.

(Also, personally, I would recommend that the modifier make the giantess's gauge fill up faster rather than the spurts being bigger, but that's just me).

Pic related: particularly nice before/after growth spurt I think the thread will like. If you reach this point, give up, because the only thing you can do at this point is helplessly watch her grow even bigger.
before.png after.png
 

Zombotrain

New Member
Jan 8, 2023
1
1
Map generation, this is not how ladder should look :ROFLMAO:
(encountered such ladder only once, didn't knew about debug and didn't record seed)
Ladder.png

Also encountered another bug - sometimes after knockback my PoV is in wrong location. Twice had PoV offset so hard that i could have PoV inside house while standing outside. Didn't think about making screenshot of it (as i didn't really plan to use my poor english skill to post at all). I assume it happens if knockback cause me to fly full speed into wall or some other collision object.

Thank you for your amazing game.
 
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LadyEbony

Newbie
Nov 2, 2021
78
356
Map generation, this is not how ladder should look :ROFLMAO:
(encountered such ladder only once, didn't knew about debug and didn't record seed)
View attachment 4896972

Also encountered another bug - sometimes after knockback my PoV is in wrong location. Twice had PoV offset so hard that i could have PoV inside house while standing outside. Didn't think about making screenshot of it (as i didn't really plan to use my poor english skill to post at all). I assume it happens if knockback cause me to fly full speed into wall or some other collision object.

Thank you for your amazing game.
Yes that bug exactly. I need to know the seed so I can find it. Unfortunate that you couldn't get it.

The POV bug I know. I need to fix it but I haven't yet.

Quick post; I'll be putting down more of my thoughts later (mostly positive btw), but I did run into a bug where buildings would stop respawning after a while. I figure this is probably due to some code that stops buildings from regenerating too close to the giantess's feet, but... you know... if you just keep letting her grow and grow and grow... and keep getting bigger and bigger and bigger and bigger...

Well, then the whole map is probably in range of those feet, and you'll be helplessly without recourse as the giant cutie towering over you just keeps on getting bigger and bigger and bigger until your inevitable doom. 10/10 in the sense that it scratches an itch that size lovers have been wanting scratched for years now. Would highly recommend turning on hard mode and double-spurts and trying to clear it before it happens to you, too. Obviously, tweaks are needed, but I have to say the vibe hits perfectly.

(Also, personally, I would recommend that the modifier make the giantess's gauge fill up faster rather than the spurts being bigger, but that's just me).

Pic related: particularly nice before/after growth spurt I think the thread will like. If you reach this point, give up, because the only thing you can do at this point is helplessly watch her grow even bigger.
View attachment 4896738 View attachment 4896736
Its not a bug that buildings stop regenerating once the giantess becomes too big. It's a feature that prevents buildings from respawning near the giantess. I just didn't think that people wanted her to grow past 1000m. Well I know people want her bigger and bigger, but at a certain point, the game becomes impossible.

Also she shouldn't have double growth spurts? Maybe I messed up the code, but the size modifiers should only double her initial size or double her passive gauge fillup speed, NOT double her growth spurt. But hey maybe I messed something up.
 

jwjdjf

New Member
Oct 9, 2023
5
7
Thanks for this update! It's so amazing to see the giantess emit purple light when they flatten things. The growth system is very nice! I really enjoy the sense of despair brought by her growth over time, which makes me want to rush through the game while also wishing to take it slow to watch her growth. And it is a wise decision to limit her height by time but not by destruction (Though I do like she can get growth through destruction, It's hard to get balance between difficulty and viewing ). Then Something for the game.
1. I have waited the giantess in lobby to grow because I find she also emits purple lights As she destruct houses. But it seems a bug that she only have the animation But not get bigger.
2. Will there be some new maps? I do like a superflat maps which there are only houses without city walls to watch her show in destruction.
3. I think the players can crafting some Teleporter through blue crystals. The teleporter can send players to a new bigger city As The giantess have grown enough and the previous city almost can't rebulid houses.
4. More naughty expressions for the girls please. Such as the expression of content As they grow bigger or smash many houses with just one step.
 
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CattyFruit

New Member
Feb 23, 2023
11
8
1748818966880.png
Found this, the deposit spawned on a statue and i couldn't see the amount remaining to drop off

seed info: 1748819201572.png

Also the sock environment has really big performance issues for me on every level, I think the steam effects came out good though.

Really liking the changes and additions so far. i will come back later to talk more.
 
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LadyEbony

Newbie
Nov 2, 2021
78
356
Thanks for this update! It's so amazing to see the giantess emit purple light when they flatten things. The growth system is very nice! I really enjoy the sense of despair brought by her growth over time, which makes me want to rush through the game while also wishing to take it slow to watch her growth. And it is a wise decision to limit her height by time but not by destruction (Though I do like she can get growth through destruction, It's hard to get balance between difficulty and viewing ). Then Something for the game.
1. I have waited the giantess in lobby to grow because I find she also emits purple lights As she destruct houses. But it seems a bug that she only have the animation But not get bigger.
2. Will there be some new maps? I do like a superflat maps which there are only houses without city walls to watch her show in destruction.
3. I think the players can crafting some Teleporter through blue crystals. The teleporter can send players to a new bigger city As The giantess have grown enough and the previous city almost can't rebulid houses.
4. More naughty expressions for the girls please. Such as the expression of content As they grow bigger or smash many houses with just one step.
1. Oh whoops. She shouldn't glow in the lobby since she doesn't grow. Sorry.
2. Superflat maps with no walls are difficult. The walls allow me to not render buildings behind it (helps a lot with performance). I would need a whole update to improve performance, so I could remove the walls.
3. I like the idea. Generating new villages has long loading times. If I can speed it up, then I can maybe do what you said.
4. I should add more expressions yes. I will try and add more expressions next update.

View attachment 4899102
Found this, the deposit spawned on a statue and i couldn't see the amount remaining to drop off

seed info: View attachment 4899106

Also the sock environment has really big performance issues for me on every level, I think the steam effects came out good though.

Really liking the changes and additions so far. i will come back later to talk more.
Oh I forgot to fix the statue/zone thing, sorry.
I will add a setting so the steam effects can have less quality.
 

uhmgl745

New Member
Jan 22, 2022
5
8
Played the new update the bit, it's nice, I don't have any feedback apart from a bunch of bugs I found.
1. Camera got offset to the right after being blown up by a piece of jihadi food, more specifically: the camera and the physical collider seemed to get some distance between each other after getting back up from being knocked down by a suicide bomber food
2. Seed with broken stairs (they are reversed, I think): 1193525617, aoi v3, double crafting, double mines, double growth, double initial size, env:sock
3. Hitboxes seem bugged sometimes? Blue twin, 540 meter, recently grew and I also recently finished a food dump spot, didn't take damage (and phased into the shoe) when directly stepped on, got a big acceleration once I got out of the feet hitbox
 
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