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

LadyEbony

Newbie
Nov 2, 2021
36
94
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

Member
Jul 13, 2021
413
1,463
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:

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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
52
49
I had filled the form, but I also like sharing feedback here:

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• 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

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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
36
94
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
36
94
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
36
94
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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