Unity Lethal Fantasy (Giantess, Rougelite) [Game Dev Diary + Demo v2]

LadyEbony

Newbie
Nov 2, 2021
48
162
I have updated the main/first page with the demo download link. I didn't realize that I need the developer role to make an actual game thread. How silly of me. If there's anything missing or broken with the demo or anything, I'll address it the next day. Otherwise, I will take a small break to plan this game's future.

The main menu contains a link to the feedback site thing. Please provide feedback it really does help.
 
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defnotalt

Active Member
Jul 13, 2021
529
1,847
I have updated the main/first page with the demo download link. I didn't realize that I need the developer role to make an actual game thread. How silly of me. If there's anything missing or broken with the demo or anything, I'll address it the next day. Otherwise, I will take a small break to plan this game's future.

The main menu contains a link to the feedback site thing. Please provide feedback it really does help.
I'll also fill the form, but I like sharing feedback here:

---------------------------------------------

Performance:
It runs without issues in my system (VM with 16GB of RAM, 12 vcpus and a RX6600 8GB). The FPS stay consistently at 140-144 (my display refresh rate), even when houses are destroyed.

Issues:
- First time I teleport to a map after buying, the instance has no houses, just the fortress and the giantesses. Going back and entering again fixes it.

Gameplay:
It has a good foundation, but as of right now it's a bit boring. There isn't much variation of loot, and as far as I can tell the loot currently in the game is just to sell at the spawn point. I would personally focus on making this more engaging before diving into other aspects of the game. Both the destruction and the feel of the impact when the giantess stomps somewhere near you is already pretty solid, so I think it's mostly a matter of making the loot collecting itself feel more rewarding/fun.

Other suggestions:
- Make the cart a bit more flexible in terms of pathing, as in allow for the cart to move away from the straight path, as long as it's not heavily blocked. Sometimes the giantess blocks the straight path and it's a bit tedious to get her to move away.

Overall a pretty solid first demo! The foundation is solid, some aspects are already pretty polished, and the gameplay is there but needs a bit more oomph to feel fun.
 

DrownP

Newbie
Dec 4, 2019
53
49
I had filled the form, but I also like sharing feedback here:

---------------------------------------------

• Any giantess fetish related that you really want? I will not add anything explicitly sexual sorry.
Giantess growth. I suggest giantss start with a smaller size, and grow bigger during the game play.
Such as: grow as the playing time go; collecting enough money in one round; buying a special item...etc
And have some sound effect when growth is triggered. Such as rumble\giggle\moan. I know a resource for GTS sound effect:

• Any final comments?
Can have some more busty models, not just Loli. I know maybe can import custom models in future, but it still have a not low threshold isn't it?
Let the player can run

---------------------------------------------

In a word this can be a great GTS game with solid basic. I can see the dev must be a skillful developer. Very looking forward to the future update

And someone else has upload your game in other site, which mainly focus on GTS. You can also check feedback there.
 
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LadyEbony

Newbie
Nov 2, 2021
48
162
Break is over. Back to game dev. Big thanks for the feedback I've read them all.

My plans for the next update based on feedback:
  • more animations/interactions with the giantess in general
  • the further you enter the city, the bigger the rewards and the giantess as well, increasing the difficulty. the city will be split into 3 sectors, each with a loot dropoff zone and a differently sized giantess.
    • (20~40x scale). mostly a nuisance. perhaps she sits on top of houses with valuable/essential loot, creating a timed-event of sort when you enter the house.
    • (~80x scale). the current size. she will follow you if she spots you. give her a ranged house attack of sort.
    • (~150x scale). you grabbed something of high value at the end of the city. a final chase sequence back to the entrance.
  • make the city bigger, more building types, more nature, more decoration, just more variety.
  • for rewards, the one I implemented for the demo was something I cooked up very late minute. For the next demo, I will be increasing the difficulty by a lot, but in turn the player can buy some magic items to help them survive.

At least this is what I hope. I want the gameplay in a good enough place before I add extra fun details to the giantess.
 

dffd3

New Member
Feb 15, 2023
1
2
You should look into snowdrop game,

You might get some ideas on actions the giantess can take, like using tanks to fight them or having the gts grow but be in a different position to be fair.

Using growth as timer might work with the longer you stay in a area or the more she destorys the bigger the girl
 

LadyEbony

Newbie
Nov 2, 2021
48
162
You should look into snowdrop game,

You might get some ideas on actions the giantess can take, like using tanks to fight them or having the gts grow but be in a different position to be fair.

Using growth as timer might work with the longer you stay in a area or the more she destorys the bigger the girl
Oh I'm aware of Snowdrop's games. Their scene minigames are the inspiration for this game. I loved the idea of them but they felt quite barebones and boring on sequential playthroughs. That's what I'm interested in trying to solve. Nothing against Snowdrop they just have different priorities when it comes to content.
 
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LadyEbony

Newbie
Nov 2, 2021
48
162
Spent the past week fixing my map generation, speeding it up, adding some new building/decorations. It's not close to what I want but it's progress nonetheless.

Also spent some time on the dark arts of "actually writing a custom terrain shader and not the scuffed shadergraph shit I made" so I could add tessellation displacement onto the terrain. The terrain is now a bit more detailed without impacting performance much. Damn Unity making me actually learn and work with shaders (literally two people on the whole internet made tessellation work on URP, I haven't seen a single person make it work for URP terrains).

Anyway, you can see in the image below that the sand rocks are actually protruding upwards. Worth all the hassle? Probably the ground looks less flat.

My biggest priority is the giantess so that's my main focus onto the next demo. February giving me less days to work with but I'll see what I can do.

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LadyEbony

Newbie
Nov 2, 2021
48
162
Apologies for the silence. Click below if you want to read insanity. The cliffnotes version is that I've been working on getting a 10~15x scale giantess to navigate the village properly.

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Will I make the February deadline? 60% maybe. The ~10x scale would act as a hub room to the already existing ~80x scale levels. The village generation has been updated. I can also make the giantess angle her foot placements towards the players to increase her difficulty a bit. Not a lot of new content but it's progress nonetheless.
 

LadyEbony

Newbie
Nov 2, 2021
48
162
We are so back.

The proper solution that I talked about worked, really well. And the code is so much simpler compared to before.

I ultimately had to give immediate-building-destruction hitboxes to all her limbs despite my wishes. The destruction system I created wasn't designed for relatively light taps (it spams audio like crazy). That's something I can work on another update.

What I have left is to fix the old ~80x giantess since I definitely broke it. Then create a proper hub area using this ~20x giantess with more thematical teleports/links to the ~80x levels.

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DrownP

Newbie
Dec 4, 2019
53
49
We are so back.

The proper solution that I talked about worked, really well. And the code is so much simpler compared to before.

I ultimately had to give immediate-building-destruction hitboxes to all her limbs despite my wishes. The destruction system I created wasn't designed for relatively light taps (it spams audio like crazy). That's something I can work on another update.

What I have left is to fix the old ~80x giantess since I definitely broke it. Then create a proper hub area using this ~20x giantess with more thematical teleports/links to the ~80x levels.

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What to do with the cart we are using? I feel she can destroy the cart easily. Maybe the cart need an upgrade too?
 

LadyEbony

Newbie
Nov 2, 2021
48
162
What to do with the cart we are using? I feel she can destroy the cart easily. Maybe the cart need an upgrade too?
Ya the cart would be easily destroyed still. I don't intend a 20x scale giantess to ever be a major threat so it's on you if you let her stomp on it. I won't add any upgrades to the cart yet, but I'm going add some nice QOL changes to the cart/map so the cart is nicer to use.
 

LadyEbony

Newbie
Nov 2, 2021
48
162
Demo version 2 uploaded. Consider this an upgrade from the previous demo, nothing crazy new. I know I left behind a few animation bugs but after multiple hours starting at it, I had no choice but to look at it later. They are minour bugs anyhow.

Like last time, a small break, shorter than last time. Then I'm back to what I originally planned to finish.
 

defnotalt

Active Member
Jul 13, 2021
529
1,847
Demo version 2 uploaded. Consider this an upgrade from the previous demo, nothing crazy new. I know I left behind a few animation bugs but after multiple hours starting at it, I had no choice but to look at it later. They are minour bugs anyhow.

Like last time, a small break, shorter than last time. Then I'm back to what I originally planned to finish.

The "small" giantess in your hub zone being "mostly" friendly and picking you up is kinda cute :)

Just a couple issues I found, feel free to ignore if they're the ones you already know:

- The giantess (the big one) seems to mostly phase through fortress walls. There were a few instances in which she did keep her foot above the wall, but most of the time it just phases through (maybe a collision box issue?)

fortress_stomp.png

- The giantesses now can go through spawn zones, is it intended? They didn't do that before as far as I know.

spawn_zone.png
 

jwjdjf

New Member
Oct 9, 2023
1
0
Wow. It's Really my fantasy after playing lethal company. It's really a masterpiece I can feel though it's at beginning phase. I really expect this game could one day become another wonderful giantess game in our fetish!
 

LadyEbony

Newbie
Nov 2, 2021
48
162
The "small" giantess in your hub zone being "mostly" friendly and picking you up is kinda cute :)

Just a couple issues I found, feel free to ignore if they're the ones you already know:

- The giantess (the big one) seems to mostly phase through fortress walls. There were a few instances in which she did keep her foot above the wall, but most of the time it just phases through (maybe a collision box issue?)

View attachment 4603069

- The giantesses now can go through spawn zones, is it intended? They didn't do that before as far as I know.

View attachment 4603077
I changed how the giantess picks her foot destination to prioritize the ground and the player's position. The collider to check if there's ground or a wall below is half the size of her foot since I'm fine with a little wall clipping (it's a game at the end of the day) and I rather her foot be on the ground if I can help it. Also in her current walking animation, the foot will go a far amount of distance back from its initial position and forward from its landing position during the animation. Combine both things and the foot is just gonna clip a far bit into walls. I'm going to need a proper stomping/walking animation to solve that.

The later point, the giantess has no AI node to path straight to the spawn zone. This hasn't changed. What has changed is the spawn zone's location in the village, it's in the middle of the village now, which is why you have doorways in both directions. If the giantess's shortest path from her current position and her target destination is through the spawn zone, then that's just how it be. The spawn zone used to be at the edge of the village so this never happened in the first demo.
 

uhmgl745

New Member
Jan 22, 2022
3
6
Played all the maps once (assuming there isn't a hidden 4th one), game seems fun enough for an early demo, sounds and graphics are all nice. It's also only making my fans spin minimally at 144 fps so good job on optimizing it better than most of the industry.
As for suggestions, I'm not sure if you're planning on developing player movement any further but a jump or sprint button would be nice, because as it stands now, the loop of grab cart -> go to houses -> release cart -> grab loot -> deposit loot gets a bit boring quickly. And at the moment, the giantess is at best a minor inconvenience, so you have nothing that really grabs your attention, trying to bhop or manage the sprint bar would give something extra to do. Also, once you add AI that targets the player, more movement would be useful, especially for those last second dodges.
Sorry for not using the official feedback option, but seeing as you're active here, this just seems simpler and easier.
 

LadyEbony

Newbie
Nov 2, 2021
48
162
Ahh I forgot to make the feedback link public! If you played the demo and wanted to answer the feedback, the feedback button in game should work now but here's the link just in case.
 
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