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

PvtRyan96

Newbie
Apr 17, 2020
28
16
Found your game on a whim, and I really liked what I saw. Impressed by the destruction not destroying my PC and all the little effects like the windows breaking and the blacksmith chains jangling whenever the giantess would step nearby. I'm glad you're going for a no-sex approach. Some slight ecchi with the size is more my speed anyway. Very cute game, and I hope you add some growth. Have some general feedback/requests:
>Option to choose which monitor the game displays on (it always displays on my 2nd monitor)
>Option to choose which direction the hotbar scrolls in (my muscle memory is the exact opposite and it messes me up)
>Some waypoint to point back to spawn (can get confusing with the samey environments; typical Lethal-likes can get around this with more intricate map design)
>If you stay on the 3rd map too long, the footprints can end up making it hard to tell what ground the cart can go on and which it can't
>Please add an extra "confirmation" button press to go to the first map once the giant cutie picks you up (it's a crime that you only get to see her smiling at you for like a couple seconds before the screen fades)
>It feels like 100% always the best option to keep a tight leash on the cart (particularly because the game is single-player, it feels like there is no tactical decision-making about it), so in lieu of that, letting the player sprint when they're not tugging the cart would make it more interesting and encourage riskier plays to leave the cart and dash into a house and get the goods before it's destroyed.
>Some giantesses probably need the ability to leap/sit/lay down/etc, but I'm sure you've probably got something similar in mind

And now for the growth discussion. I'll be happy if you include it in any form, but personally I think that you should make each giantess incorporate growth in a different way, sort of like a mode selection, with the growth method tailored to the personality of each girl. Not only does it give the game more variety... but it's cute! It's cute to have different girls have different ways of getting bigger! Some various suggestions:
>Regardless of anything else, I think each map should start with the girls at a minigiantess size before rapidly growing to their true (starting) size. A cheap, easy way of injecting some nice growth every mission.
>Girl who has an "XP meter" above her head that fills when she destroys a building/valuables (with an extra trickle over time) and undergoes a growth spurt when it fills
>Some of those worthless potions you find can instead be valuable growth potions, but if she steps on the cart while it's in the cart, it spills on her and makes her bigger
>The starting girl can be fed all the food you find and gets her true size permanently boosted bigger and bigger the more you feed her (<VERY cute option!!!)
>Girl who periodically pulls out a cake/drink/etc. to eat it then temporarily doubles in size for a while before shrinking back down
>Girls who hug/kiss each other after a while to get bigger
>Girl who gets mad every time you even remotely look up her skirt (tough to avoid) and instantly gets 10% bigger each time
>Girls who take turns being the bigger/smaller one by stealing size from each other
>Once you 100% the game, you just get a growth ray in case you feel like making your life harder

I'm not attached to any of those ideas all that much, and I'm sure some of them are ridiculous, but I figure more ideas > fewer ideas. Also, definitely seconding a shrink debuff. Maybe from some trapped items to give the player something to avoid? Alternatively/additionally, it'd be cute if the girl in the hub would inflict it on you as a sassy punishment for staring too much up her skirt.

Hope you have great success with coding your game.
 

Danta1ion

New Member
Feb 13, 2025
1
0
Found your game on a whim, and I really liked what I saw. Impressed by the destruction not destroying my PC and all the little effects like the windows breaking and the blacksmith chains jangling whenever the giantess would step nearby. I'm glad you're going for a no-sex approach. Some slight ecchi with the size is more my speed anyway. Very cute game, and I hope you add some growth. Have some general feedback/requests:
>Option to choose which monitor the game displays on (it always displays on my 2nd monitor)
>Option to choose which direction the hotbar scrolls in (my muscle memory is the exact opposite and it messes me up)
>Some waypoint to point back to spawn (can get confusing with the samey environments; typical Lethal-likes can get around this with more intricate map design)
>If you stay on the 3rd map too long, the footprints can end up making it hard to tell what ground the cart can go on and which it can't
>Please add an extra "confirmation" button press to go to the first map once the giant cutie picks you up (it's a crime that you only get to see her smiling at you for like a couple seconds before the screen fades)
>It feels like 100% always the best option to keep a tight leash on the cart (particularly because the game is single-player, it feels like there is no tactical decision-making about it), so in lieu of that, letting the player sprint when they're not tugging the cart would make it more interesting and encourage riskier plays to leave the cart and dash into a house and get the goods before it's destroyed.
>Some giantesses probably need the ability to leap/sit/lay down/etc, but I'm sure you've probably got something similar in mind

And now for the growth discussion. I'll be happy if you include it in any form, but personally I think that you should make each giantess incorporate growth in a different way, sort of like a mode selection, with the growth method tailored to the personality of each girl. Not only does it give the game more variety... but it's cute! It's cute to have different girls have different ways of getting bigger! Some various suggestions:
>Regardless of anything else, I think each map should start with the girls at a minigiantess size before rapidly growing to their true (starting) size. A cheap, easy way of injecting some nice growth every mission.
>Girl who has an "XP meter" above her head that fills when she destroys a building/valuables (with an extra trickle over time) and undergoes a growth spurt when it fills
>Some of those worthless potions you find can instead be valuable growth potions, but if she steps on the cart while it's in the cart, it spills on her and makes her bigger
>The starting girl can be fed all the food you find and gets her true size permanently boosted bigger and bigger the more you feed her (<VERY cute option!!!)
>Girl who periodically pulls out a cake/drink/etc. to eat it then temporarily doubles in size for a while before shrinking back down
>Girls who hug/kiss each other after a while to get bigger
>Girl who gets mad every time you even remotely look up her skirt (tough to avoid) and instantly gets 10% bigger each time
>Girls who take turns being the bigger/smaller one by stealing size from each other
>Once you 100% the game, you just get a growth ray in case you feel like making your life harder

I'm not attached to any of those ideas all that much, and I'm sure some of them are ridiculous, but I figure more ideas > fewer ideas. Also, definitely seconding a shrink debuff. Maybe from some trapped items to give the player something to avoid? Alternatively/additionally, it'd be cute if the girl in the hub would inflict it on you as a sassy punishment for staring too much up her skirt.

Hope you have great success with coding your game.
You can press F11 to exit fullscreen and drag the game window to the other monitor. I'm a dual 4k user and also encountered that issue. Although a setting is good, it is too much for an indie game
 

LadyEbony

Newbie
Nov 2, 2021
48
162
Found your game on a whim, and I really liked what I saw. Impressed by the destruction not destroying my PC and all the little effects like the windows breaking and the blacksmith chains jangling whenever the giantess would step nearby. I'm glad you're going for a no-sex approach. Some slight ecchi with the size is more my speed anyway. Very cute game, and I hope you add some growth. Have some general feedback/requests:
>Option to choose which monitor the game displays on (it always displays on my 2nd monitor)
>Option to choose which direction the hotbar scrolls in (my muscle memory is the exact opposite and it messes me up)
>Some waypoint to point back to spawn (can get confusing with the samey environments; typical Lethal-likes can get around this with more intricate map design)
>If you stay on the 3rd map too long, the footprints can end up making it hard to tell what ground the cart can go on and which it can't
>Please add an extra "confirmation" button press to go to the first map once the giant cutie picks you up (it's a crime that you only get to see her smiling at you for like a couple seconds before the screen fades)
>It feels like 100% always the best option to keep a tight leash on the cart (particularly because the game is single-player, it feels like there is no tactical decision-making about it), so in lieu of that, letting the player sprint when they're not tugging the cart would make it more interesting and encourage riskier plays to leave the cart and dash into a house and get the goods before it's destroyed.
>Some giantesses probably need the ability to leap/sit/lay down/etc, but I'm sure you've probably got something similar in mind

And now for the growth discussion. I'll be happy if you include it in any form, but personally I think that you should make each giantess incorporate growth in a different way, sort of like a mode selection, with the growth method tailored to the personality of each girl. Not only does it give the game more variety... but it's cute! It's cute to have different girls have different ways of getting bigger! Some various suggestions:
>Regardless of anything else, I think each map should start with the girls at a minigiantess size before rapidly growing to their true (starting) size. A cheap, easy way of injecting some nice growth every mission.
>Girl who has an "XP meter" above her head that fills when she destroys a building/valuables (with an extra trickle over time) and undergoes a growth spurt when it fills
>Some of those worthless potions you find can instead be valuable growth potions, but if she steps on the cart while it's in the cart, it spills on her and makes her bigger
>The starting girl can be fed all the food you find and gets her true size permanently boosted bigger and bigger the more you feed her (<VERY cute option!!!)
>Girl who periodically pulls out a cake/drink/etc. to eat it then temporarily doubles in size for a while before shrinking back down
>Girls who hug/kiss each other after a while to get bigger
>Girl who gets mad every time you even remotely look up her skirt (tough to avoid) and instantly gets 10% bigger each time
>Girls who take turns being the bigger/smaller one by stealing size from each other
>Once you 100% the game, you just get a growth ray in case you feel like making your life harder

I'm not attached to any of those ideas all that much, and I'm sure some of them are ridiculous, but I figure more ideas > fewer ideas. Also, definitely seconding a shrink debuff. Maybe from some trapped items to give the player something to avoid? Alternatively/additionally, it'd be cute if the girl in the hub would inflict it on you as a sassy punishment for staring too much up her skirt.

Hope you have great success with coding your game.
Appreciate the post. Some of ideas sound nice to try out.

My next goal is to fully redesign the the gameplay loop to have something of actual substance AND to maybe create some more unique looking terrains besides slightly curvy plains. A big chuck of my following weeks is to find a good balance between the giantess being beneficial and a threat while always be within a few foots reach away. That should help address some of the gameplay related requests you stated (and others have stated too).

Growth as a mechanic has always been tricky to figure out since it's inherently really detrimental as a gameplay mechanic (visually is the opposite). But what you said about growth EXP for destroyed buildings does sound like a good idea to try. I thought about the giantess "collecting" loot in the bottom of her shoes from destroying buildings. It feels like a good way to involve the giantess in the gameplay loop in a positive way. But if I combine both this idea and your idea (or even your other idea where growth is temporary), that sounds like a fun risk-reward mechanic.

Also I never considered shrinking as a debuff. I don't think items should cause such an effect but instead perhaps an enemy. I can't have enemies killing the player, that's the giantess' job, but if the enemies were to make it easier to get squished, well that sounds like a decent idea to try out.
 

PvtRyan96

Newbie
Apr 17, 2020
28
16
Appreciate the post. Some of ideas sound nice to try out.

My next goal is to fully redesign the the gameplay loop to have something of actual substance AND to maybe create some more unique looking terrains besides slightly curvy plains. A big chuck of my following weeks is to find a good balance between the giantess being beneficial and a threat while always be within a few foots reach away. That should help address some of the gameplay related requests you stated (and others have stated too).

Growth as a mechanic has always been tricky to figure out since it's inherently really detrimental as a gameplay mechanic (visually is the opposite). But what you said about growth EXP for destroyed buildings does sound like a good idea to try. I thought about the giantess "collecting" loot in the bottom of her shoes from destroying buildings. It feels like a good way to involve the giantess in the gameplay loop in a positive way. But if I combine both this idea and your idea (or even your other idea where growth is temporary), that sounds like a fun risk-reward mechanic.

Also I never considered shrinking as a debuff. I don't think items should cause such an effect but instead perhaps an enemy. I can't have enemies killing the player, that's the giantess' job, but if the enemies were to make it easier to get squished, well that sounds like a decent idea to try out.
I think growth should be one of those things that's both good in some ways and bad in other ways, and it could even depend on the specific giantess in question. Just to give an example, maybe there could be a giantess who has very, very soft socks, and because of that, the loot she steps on survives the destruction of her stepping on it. That would mean that the bigger she is, the more loot she leaves out in the open in her wake, which would end up making her growth a good thing overall.

Maybe there could even be a map where a rival giantess comes every few minutes (and is bigger each time) to wrestle the girl in the city, so you actually have to find items to make "your" giantess bigger so she can keep winning and protecting you from the other giantess. There's definitely lots of ways to go about it!

I like your idea of having enemies inflicting shrinking on the player, though! That's definitely better than just having trapped items. Maybe instead of having health, the player could have a size meter that goes down from enemies attacking them with cuteness (little fairies casting spells at you, cute imps glomping onto and hugging you, bratty mesugakis knocking you over and laughing at you as you shrink, etc.). Maybe a near-miss with the foot of the main giantess could even knock you over and inflict you with a slow, progressive shrinking debuff, too. That would be fun.

Anyway, I really like your game a lot. Thanks for replying to my post. Thanks for your hard work at making something so cute.
 

tangren

New Member
Sep 15, 2022
4
0
tomato for $50, pear for $100, bruh, what economy is this?! :LOL:

seeing fruits and vegetables placed where villagers should have been gives me some dark thoughts...

here's an idea, personality traits, for example:
kuudere giantess would keep her distance from you but will follow if you walk too far (like a cat)
yandere giantess would follow you very closely and without shaking the ground (being a creepy stalker)
dandere giantess would move slowly or sit when you ask her (civilized and cultured)
tsundere giantess would follow you normally, but behaves aggressively when you look at her too much (like an enderman lmao)
 
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LadyEbony

Newbie
Nov 2, 2021
48
162
I think growth should be one of those things that's both good in some ways and bad in other ways, and it could even depend on the specific giantess in question. Just to give an example, maybe there could be a giantess who has very, very soft socks, and because of that, the loot she steps on survives the destruction of her stepping on it. That would mean that the bigger she is, the more loot she leaves out in the open in her wake, which would end up making her growth a good thing overall.

Maybe there could even be a map where a rival giantess comes every few minutes (and is bigger each time) to wrestle the girl in the city, so you actually have to find items to make "your" giantess bigger so she can keep winning and protecting you from the other giantess. There's definitely lots of ways to go about it!

I like your idea of having enemies inflicting shrinking on the player, though! That's definitely better than just having trapped items. Maybe instead of having health, the player could have a size meter that goes down from enemies attacking them with cuteness (little fairies casting spells at you, cute imps glomping onto and hugging you, bratty mesugakis knocking you over and laughing at you as you shrink, etc.). Maybe a near-miss with the foot of the main giantess could even knock you over and inflict you with a slow, progressive shrinking debuff, too. That would be fun.

Anyway, I really like your game a lot. Thanks for replying to my post. Thanks for your hard work at making something so cute.
Good points all around. I'm currently in the progress of getting a custom giantess model done for the game, so for one the model could work better in a game scenario, and for two we can have different footwear. Different types of footwear means different gameplay interactions with stomping like you stated with socks.

Rival giantess very good idea for adding an arbitrary timer for a level. Unfortunately not on my radar for a while.

Health being tied to shrinking level, huh, not a bad idea to try out. Health is irrelevant is this game since feet are one-shots. But speed is so important in escaping. It's easy to try out so I'll give it a go.

tomato for $50, pear for $100, bruh, what economy is this?! :LOL:

seeing fruits and vegetables placed where villagers should have been gives me some dark thoughts...

here's an idea, personality traits, for example:
kuudere giantess would keep her distance from you but will follow if you walk too far (like a cat)
yandere giantess would follow you very closely and without shaking the ground (being a creepy stalker)
dandere giantess would move slowly or sit when you ask her (civilized and cultured)
tsundere giantess would follow you normally, but behaves aggressively when you look at her too much (like an enderman lmao)
Food values are super arbitrary right now. I'd like to do personality traits once I get the base giantess in a good state.
 

LadyEbony

Newbie
Nov 2, 2021
48
162
A quick recap on what's happening.

In the gameplay department, tested to see what happens if the giantess is actually chasing you on occasion instead of walking towards a tile node near you. Answer, exciting at first but annoying real quick. Annoying as in, it's too easy to avoid but you have to avoid since obviously instant death. I tried making her faster and giving the player sprint so they can make some initial distance, but same issues. I believe the issue is that the village is too open and it's too easy to get away cause of it. Currently experimenting to see if adding more cramped and claustrophobic tiles would help (and enemies too).

The giantess chasing the player is probably still too much if it was the only thing the giantess did, so rebranding it as a random event called "tag" where the player gets a reward based on how long they survived the minigame could be smart. I have other minigame ideas planned. Redid the giantess AI to handle different AI routines (like minigames) and boy does it work well.

Also been working on the village generation to have more variety and more themed areas. Most of my dev time has been on this.

And a proper stomping animation for the giantess.

I do not believe that I will release an update to the demo this month. There's still too much gameplay experimentation happening and since the next update is gameplay focused, I better get it right the first time.
 

LadyEbony

Newbie
Nov 2, 2021
48
162
I did not expect 2 weeks to pass apologies.

Here's some screenshots of what's happening right now.
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The long explanations of what's happening

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LadyEbony

Newbie
Nov 2, 2021
48
162
It's been a long while since I posted a video. So I figured I'll post the progress with the footsteps causing terrain displacement. I'm going to have to find solutions for destroying grass, sounds fun.

I also post this video since I'll be busy with work for a week or so. Don't expect any big updates for a while.

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