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

LadyEbony

Newbie
Nov 2, 2021
78
356
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
Thanks for the seed. I'll use that to release a hotfix update.
I think this is the second time people reported a camera bug. I think I messed something up.
I remember having issues with the foot collider, but I thought it was something else. I guess it's actually a mistake.

Amazing update, loved it personally!!!! was finally able to finish the last level
I had too many reports that the game was just too hard and unfair. I'm glad that the base difficulty is not bad anymore.
 

PvtRyan96

Newbie
Apr 17, 2020
41
36
All right, I'm in a place where I can give my more complete thoughts about the new demo. More or less, it's an improvement on the skeleton of the game, and now it needs fleshing out. More levels, features, modifiers, craftables, girls, enemies, and so on. Buuuuuut considering it's already your plan to do exactly that, I don't think I need to harp on about that. I also found the reverse-stairway bug, but you already fixed it. Nice work.

Some specific, restrained feedback:
>Some of the heavier items don't go very far at all, and I think it's a kind of "gamer intuition" that throwing things while moving forward and jumping should send them further. In other words, giving items momentum would be nice. You might also consider putting throw strength into the upgrade menu.
>I still think the traps need more gameplay to them, but I do have a specific suggestion for the shoe-falling trap. I think it ought to always spawn a crafting stone wherever the shoe falls, because it's fairly easy to dodge them at the moment and it would be neat for there to be a reason to trigger them on purpose
>Visually, I think the energy from destroying houses should travel up the giantess's body in a sort of "rolling wave" instead of making her body glow all at once -- would help sell the concept that she's gaining that from the destruction itself
>Reiterating from some of my previous feedback, but the girls should really have multiple animations that they can go through when growing. Of course, the primary motivation here is visual, but giving her different animations would also have the bonus of making the position of her feet less predictable in theory.
>Also, more particle/visual effects when she grows would be excellent. Please...
>I think the gates should be a different color from the rest of the walls for visual clarity; maybe white?

Compliments unique to the update:
>The new growth mechanics are more-or-less spot-on in terms of providing good progression of difficulty. The longer you dally, the bigger the threat gets
>The new additions to the map are very welcome. I think I'm getting my fill of seeing these buildings in general, but that's certainly due to overexposure. The aesthetics look pretty good.
>The weather effects and such of the environments are exactly what they need to be.

More unhinged feedback/suggestions:
>The giantess should definitely either eat the orb like a jawbreaker or crush it in her fist and absorb it all at once. (might be irrelevant if the food basket idea comes back) That said, the way she squats down is cute
>Each level should be ended by the giantess picking you up, growing to thousands of meters tall, and crushing the whole map in different ways (sitting on it, stepping on it, growing EXTRA huge and just flattening it beneath her hand, etc.)
>Much as I like just sitting there and watching the cute girl endlessly grow bigger, I think levels should end immediately once the giantess gets too big (roughly, at around the 20-30 minute mark?), where you then get to see the level-end animation from the ground perspective...
>Modifier where staring at the giantess's panties makes the growth meter fill up faster and faster the more you stare PLEASE
>Modifier where you start with 10 crafting stones (easy mode basically, just for messing around. Easily implementable)
>Predicated on making statues easier to deal with (blowing them up), statues have a random chance to suddenly start beaming a growth-meter-filling laser at the giantess, which arrests your attention to make you focus on blowing them up (or, you know... just letting them keep beaming her if you prefer)
>A level that's completely littered in giant (but not quite so overwhelmingly huge) panties, socks, and even bras

COMPLETELY unhinged suggestion I expect not to be taken seriously:
>A whole new game mode where you play as one giantess against another but start at human size, busting down houses and gobbling up food to get bigger and bigger to try and outgrow your opponent (I thought of this while considering if the player character is meant to be assumed to be male or female, and considered "if they were a girl, then growing yourself huge would make sense too")

Random crafting menu suggestions:
>Bomb to blow up statues by sneaking up to them from behind
>Alternatively, a jar you can stuff tanukis into to *turn them into* such bombs
>A potion to throw at the giantess's feet to temporarily slow her growth meter gains
>A cake that will make the giantess's meter immediately fill up, but will distract her and make her beeline for it as soon as you throw it
>A jar of oil you can spread on the ground to make the giantess slip and fall on her butt with, destroying surely a whole chunk of the map in the process (but also keeping her in place for quite a while)
>A beacon that just eternally shines a faint marker up into the sky so you can mark locations if you wish without relying on the map
>A one-use potion that ramps your speed up to 5x for like 10 seconds
>Alternatively, a one-use potion that slows down time for a while

Anyway, I've racked my brain enough for tonight, so that's pretty much all my feedback. Great update, once again. Keep up the good work!
 

LadyEbony

Newbie
Nov 2, 2021
78
356
All right, I'm in a place where I can give my more complete thoughts about the new demo. More or less, it's an improvement on the skeleton of the game, and now it needs fleshing out. More levels, features, modifiers, craftables, girls, enemies, and so on. Buuuuuut considering it's already your plan to do exactly that, I don't think I need to harp on about that. I also found the reverse-stairway bug, but you already fixed it. Nice work.

Some specific, restrained feedback:
>Some of the heavier items don't go very far at all, and I think it's a kind of "gamer intuition" that throwing things while moving forward and jumping should send them further. In other words, giving items momentum would be nice. You might also consider putting throw strength into the upgrade menu.
>I still think the traps need more gameplay to them, but I do have a specific suggestion for the shoe-falling trap. I think it ought to always spawn a crafting stone wherever the shoe falls, because it's fairly easy to dodge them at the moment and it would be neat for there to be a reason to trigger them on purpose
>Visually, I think the energy from destroying houses should travel up the giantess's body in a sort of "rolling wave" instead of making her body glow all at once -- would help sell the concept that she's gaining that from the destruction itself
>Reiterating from some of my previous feedback, but the girls should really have multiple animations that they can go through when growing. Of course, the primary motivation here is visual, but giving her different animations would also have the bonus of making the position of her feet less predictable in theory.
>Also, more particle/visual effects when she grows would be excellent. Please...
>I think the gates should be a different color from the rest of the walls for visual clarity; maybe white?

Compliments unique to the update:
>The new growth mechanics are more-or-less spot-on in terms of providing good progression of difficulty. The longer you dally, the bigger the threat gets
>The new additions to the map are very welcome. I think I'm getting my fill of seeing these buildings in general, but that's certainly due to overexposure. The aesthetics look pretty good.
>The weather effects and such of the environments are exactly what they need to be.

More unhinged feedback/suggestions:
>The giantess should definitely either eat the orb like a jawbreaker or crush it in her fist and absorb it all at once. (might be irrelevant if the food basket idea comes back) That said, the way she squats down is cute
>Each level should be ended by the giantess picking you up, growing to thousands of meters tall, and crushing the whole map in different ways (sitting on it, stepping on it, growing EXTRA huge and just flattening it beneath her hand, etc.)
>Much as I like just sitting there and watching the cute girl endlessly grow bigger, I think levels should end immediately once the giantess gets too big (roughly, at around the 20-30 minute mark?), where you then get to see the level-end animation from the ground perspective...
>Modifier where staring at the giantess's panties makes the growth meter fill up faster and faster the more you stare PLEASE
>Modifier where you start with 10 crafting stones (easy mode basically, just for messing around. Easily implementable)
>Predicated on making statues easier to deal with (blowing them up), statues have a random chance to suddenly start beaming a growth-meter-filling laser at the giantess, which arrests your attention to make you focus on blowing them up (or, you know... just letting them keep beaming her if you prefer)
>A level that's completely littered in giant (but not quite so overwhelmingly huge) panties, socks, and even bras

COMPLETELY unhinged suggestion I expect not to be taken seriously:
>A whole new game mode where you play as one giantess against another but start at human size, busting down houses and gobbling up food to get bigger and bigger to try and outgrow your opponent (I thought of this while considering if the player character is meant to be assumed to be male or female, and considered "if they were a girl, then growing yourself huge would make sense too")

Random crafting menu suggestions:
>Bomb to blow up statues by sneaking up to them from behind
>Alternatively, a jar you can stuff tanukis into to *turn them into* such bombs
>A potion to throw at the giantess's feet to temporarily slow her growth meter gains
>A cake that will make the giantess's meter immediately fill up, but will distract her and make her beeline for it as soon as you throw it
>A jar of oil you can spread on the ground to make the giantess slip and fall on her butt with, destroying surely a whole chunk of the map in the process (but also keeping her in place for quite a while)
>A beacon that just eternally shines a faint marker up into the sky so you can mark locations if you wish without relying on the map
>A one-use potion that ramps your speed up to 5x for like 10 seconds
>Alternatively, a one-use potion that slows down time for a while

Anyway, I've racked my brain enough for tonight, so that's pretty much all my feedback. Great update, once again. Keep up the good work!
All your restrained feedback I agree.

As for your unrestrained feedback,
I repurposed the grab player animation from the lobby so she would grab the mana orb instead. It's a very jank animation as a result, it will get fixed.
The rest of the feedback I generally agree with yes or I think are good ideas.

Not the completely unhinged suggestion though. Completely different game, sorry to disappoint.

For the crafting suggestions,
People been asking for the giantess to trip for a while now. I'll think about putting it into my priority list for the next update since I plan on adding new animations anyway.
 

tangren

New Member
Sep 15, 2022
8
3
carrot with legs carrot with legs

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also you could have different "builds". eg. the more you invest in speed, the less you can upgrade shield. just so rogue progression is more than "start off weak become OP".
 

CattyFruit

New Member
Feb 23, 2023
11
8
Here are my thoughts for this update:

first off the GTS growth feels really good, i think you hit just around a sweet spot for the "regular" growth for right now. Her crushing making her growth meter jump up faster is so satisfying, and the growth over time is a good compliment to it. The new drop zone completion growth is a nice dynamic too, she gets distracted for a bit so you can search a little but she gets a big boost. Its nice you put in a little orb grab and absorb animation for now, when you spruce it up it would be good for another mechanic in the game later when you replace it with the basket one.

now lets talk about the elephant(or should i say GTS) in the room, her inevitable overtaking and softlock of the village with her nonstop growth. Ive been thinking of ideas and i had come up with one similar to PvtRyan, here it is:

I'm not sure what your future plans for traveling to different levels or a win condition is.... but i was thinking it could be round based in the sense you take a carriage to go to the next village(level), like the ship in Lethal Company. you try to fill as many drop zones that you can and there will be a "time limit" like lethal but a little different. Now you have until the GTS reaches critical growth (when she gets around 1000m / when shes getting to big for the given village), she reaches a feedback loop of crushing and growing until she engulfs the whole village under her feet, you get a warning when its starting and if you don't escape to the carriage in time you get crushed with the village. So you keep bouncing from village to village to complete as much of your goal as possible before the GTS there overwhelms everything. Not sure what the win condition would be then but i don't feel the game should end if the GTS gets too big one time and you cant leave because you didn't finish all the drop zones. For now you can just have it be the final warning to finish the level your on until you add more systems. either way the level has to end after shes grown to a certain point or enough time passed, and i think this would be fun.


For the other changes, i like all the new qol and map additions, map feels much more diverse, great new crafting items, and the one handed mode seems to work good.

Idk what you did in the patch but the fog runs much better and i didn't even touch the setting (its on high)

For the next updates i will admit im looking forward to how the shrinking comes along and size themed enemies. I agree with a lot of what PvtRyan said when it comes to the growth effects, and growth mechanics are always appreciated.

I'm honestly impressed with how much progress you got done in a month and little bugs to boot, excellent job here.
 

Zhang114514

New Member
Feb 6, 2025
2
0
I think you can add a new mode. In this mode, you will become invincible and the game will be played on a very flat map. The giantess will grow infinitely. You can also teleport freely and start, stop, accelerate or decelerate her growth at any time. You will watch the entire process of her growth, and some reference points will randomly appear for comparison with her.
 

Jon Alm

New Member
Oct 7, 2022
5
1
Just finished playing, very nice overall, ran well on my potato. You have quite the thing going on there. I only have two major nitpicks:
- The girl in the lobby was a bit hard for me to find when I came back sometimes
- The trapped food items that explode give little warning, I couldn't react to them at all
Both may be skill issue, for I'm a little bad of hearing, but I think that at least the lobby would benefit from a tracking compass UI element pointing at her. Or make her slightly bigger so that she's visible from behind walls, I could only spot the top of her head like that once, when she was very close to it.
From the suggestions mentioned above, very much a fan of the house's 'spirit' flying up to grow her and the game-finishing crush animations. Also something happening when you gaze at her panties seems very on theme.
A smaller thing that rubbed me, and I saw you addressed this before, but there was one time where the heeled girl blocked my only exit in a way that I could clearly slip under her heel, but the hitbox wasn't so kind as to allow me. I think that it wouldn't become too easy unless you're planning to add very thin stilettos or geta.

Edit: Just got sent down under after surviving a stomp.
1749143930864.png
Seed if it matters somehow.
1749144080059.png
 
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LadyEbony

Newbie
Nov 2, 2021
78
356
carrot with legs carrot with legs

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also you could have different "builds". eg. the more you invest in speed, the less you can upgrade shield. just so rogue progression is more than "start off weak become OP".
People like roguelites. I can think about that if I reach a point of too many upgrades.
Unique interactive items on the map is a good idea. It just takes a time to add each item.

Here are my thoughts for this update:

first off the GTS growth feels really good, i think you hit just around a sweet spot for the "regular" growth for right now. Her crushing making her growth meter jump up faster is so satisfying, and the growth over time is a good compliment to it. The new drop zone completion growth is a nice dynamic too, she gets distracted for a bit so you can search a little but she gets a big boost. Its nice you put in a little orb grab and absorb animation for now, when you spruce it up it would be good for another mechanic in the game later when you replace it with the basket one.

now lets talk about the elephant(or should i say GTS) in the room, her inevitable overtaking and softlock of the village with her nonstop growth. Ive been thinking of ideas and i had come up with one similar to PvtRyan, here it is:

I'm not sure what your future plans for traveling to different levels or a win condition is.... but i was thinking it could be round based in the sense you take a carriage to go to the next village(level), like the ship in Lethal Company. you try to fill as many drop zones that you can and there will be a "time limit" like lethal but a little different. Now you have until the GTS reaches critical growth (when she gets around 1000m / when shes getting to big for the given village), she reaches a feedback loop of crushing and growing until she engulfs the whole village under her feet, you get a warning when its starting and if you don't escape to the carriage in time you get crushed with the village. So you keep bouncing from village to village to complete as much of your goal as possible before the GTS there overwhelms everything. Not sure what the win condition would be then but i don't feel the game should end if the GTS gets too big one time and you cant leave because you didn't finish all the drop zones. For now you can just have it be the final warning to finish the level your on until you add more systems. either way the level has to end after shes grown to a certain point or enough time passed, and i think this would be fun.


For the other changes, i like all the new qol and map additions, map feels much more diverse, great new crafting items, and the one handed mode seems to work good.

Idk what you did in the patch but the fog runs much better and i didn't even touch the setting (its on high)

For the next updates i will admit im looking forward to how the shrinking comes along and size themed enemies. I agree with a lot of what PvtRyan said when it comes to the growth effects, and growth mechanics are always appreciated.

I'm honestly impressed with how much progress you got done in a month and little bugs to boot, excellent job here.
I'm flipped on whether the game should have static replayable levels or a lethal company survive-until-you-just-can't-no-more system. I could see myself implementing the lethal company system in the future but I want more content in the game first I think. It's not a priority atm so I haven't thought much about it.

I think you can add a new mode. In this mode, you will become invincible and the game will be played on a very flat map. The giantess will grow infinitely. You can also teleport freely and start, stop, accelerate or decelerate her growth at any time. You will watch the entire process of her growth, and some reference points will randomly appear for comparison with her.
I don't mind adding that "level" but I want there to be enough animations for you to play around with first.

Just finished playing, very nice overall, ran well on my potato. You have quite the thing going on there. I only have two major nitpicks:
- The girl in the lobby was a bit hard for me to find when I came back sometimes
- The trapped food items that explode give little warning, I couldn't react to them at all
Both may be skill issue, for I'm a little bad of hearing, but I think that at least the lobby would benefit from a tracking compass UI element pointing at her. Or make her slightly bigger so that she's visible from behind walls, I could only spot the top of her head like that once, when she was very close to it.
From the suggestions mentioned above, very much a fan of the house's 'spirit' flying up to grow her and the game-finishing crush animations. Also something happening when you gaze at her panties seems very on theme.
A smaller thing that rubbed me, and I saw you addressed this before, but there was one time where the heeled girl blocked my only exit in a way that I could clearly slip under her heel, but the hitbox wasn't so kind as to allow me. I think that it wouldn't become too easy unless you're planning to add very thin stilettos or geta.

Edit: Just got sent down under after surviving a stomp.
View attachment 4912263
Seed if it matters somehow.
View attachment 4912270
The exploding item have little legs when you pick them up and it's forced to go into your hand. I admit that it isn't always immediately noticeable so I can give the legs little kick animations to help with noticing it.
I can see myself adding a giantess compass base game.
And oh shit, I never updated the blue girl's foot colliders. Sorry whoops.

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Squashed

Newbie
Jul 22, 2019
32
20
Ack! I'm late to the party! Are we still taking suggestions on things? I've been around this kind of block with other developers looking for things to add as far as enemy attacks and scenarios go.
 

LadyEbony

Newbie
Nov 2, 2021
78
356
Ack! I'm late to the party! Are we still taking suggestions on things? I've been around this kind of block with other developers looking for things to add as far as enemy attacks and scenarios go.
Suggestions are always fine. It lets me know what I should prioritize.