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There will be an update mid-month. There's a couple miscellaneous bugs I'm fixing, but the major fix is of course, no more crashes at 800m+.And two new features. First the boring gameplay one, all sources of damage will now also permanently reduce your shield's max health. If your shield's max health reaches 0, well you die if the damage came from the gts. As a tradeoff, your shield regenerates almost immediately and all continuous damage (like the gts pressing down on your shield) will only damage your shield, not permanently damage it. The goal is to make damage and shield upgrades more meaningful. If you survive a direct stomp, you aren't completely screwed like before. And if your shield's max health is low, you become afraid of her shockwaves as well.But honestly, the real purpose of the health changes is for the second new feature. Internally I call it end game mode. At 810m+, the gts will enter a new mode where essentially, you are just trying to survive for as long as you can. She will start walking towards you, one small step at a time, until you simply cannot evade her anymore (she gets faster as time progresses). And if you think you can just dodge her direct attacks, the new health changes will make ever her shockwaves slowly whittle you down. I'm still trying to figure out the other details. Testing shows me truly doomed it feels, which is what I was after. However, gathering food and completing a crucible isn't really possible, which is what I was originally hoping. So instead, I'm thinking of rewarding the player if they survive long enough. And of course, the mode can be disabled with a modifier/anomaly.If it sounds like I changed the health system to accommodate this new end game mode, then you are basically correct but I was going to do it anyway for future content. In any case, I can always make tweaks to the system.Last thing, the poll for the next giantesses will be my tonight or tomorrow. I just have to get everything ready.

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Flame Eliwood

Given this change, do you think there could be a final tier buff for the backpack to make it so only the items that aren't held in your hands get dropped when blasted by one of the shockwaves? It's kind of frustrating whenever you have a wealth of items but because of too much luck every single one of your items go absolutely flying. I'd be fine if that was true for the items in the hand but it'd be nice if the backpack items were protected a little bit on a final upgrade tier (like a third tier? idk) As an aside, maybe it would be nice if for each step she took down leaving a crystal, maybe more were left off the bigger her steps were? I know there's more in general as she walks around, but to me I think the push and pull should be you play big risk for big reward. I'm glad the shield is finally getting the buff it deserves. It's always felt kind of worthless tbh since she could just finish you off in a single stomp. Honestly I think depending on the shoe/footwear type if you survived long enough with the shield she recognized it was you because of shield magic and then moved your foot. Maybe after smushing you a little bit (this could be something emphasized slightly both visually and in dialogue) Of course, it would be different if the step were.. lethal xD

Abb's

I like these ideas!

LadyAliceR18

That sounds like a fair change to the backpack. I'll add it. The gts steps do have a higher chance of dropping a crystal every time she grows. But I suppose I can also increase the count as she gets real big.

Mark Florence

It would be kinda cool to have the footwear be a part of the difficulty options

Flame Eliwood

How do you imagine footwear would change the difficulty?

LadyAliceR18

What people recommended before was that socks and barefeet would deal less damage due to how soft they are, compared to the shoes. Stuff like that. I've considered it since it's fun little flavour. If I have time, I can add small little gameplay differences based on footwear. I know people asked for animation differences but those are harder, so for now only number changes.

Flame Eliwood

I do hope it is something you will be able to implement though!

Val Resa

I have an idea with the second image, when the giantess is so big (maybe 2000+ meters) and her body is out of the map, I think it would be interesting if the giantess does a "finishing" move with a stomp or butt crush to end the game.

Eugen

Hey i love the work you have done so far and i am lookng forward to what comes in the future, i have also gotten her to the height of like 2+km and i noticed that around 1,4-1,5km it becomes impossible to find any new food since buildings dont seem to respawn, and if you have enough food but lose it either you have a hard time finding it or it gets destroyed, i personaly would like the idea of an item that you can craft that lets you see outlines of where food is (either ones you have droped or nearby in houses), think it would be nice to have.

Agent Suzuki

Man she’s hugeee yet sooo awesome

The saucy Sorcerer

In this ‘end mode’ will she continue to grow still so it gets harder as it goes on regardless of her slowly approaching you, or will she stop growing?

LadyAliceR18

I have made changes so the anti-building-respawn-zone, that the giantess had, was moved to her feet and the radius was greatly decreased. This should greatly increase the size that the giantess can be before the no-buildings-can-spawn softlock occurs. I am also considering how the giantess should position herself at 800m+ height. Perhaps she shouldn't be idle inside the village so the player won't get stuck by her huge ass foot. Perhaps she should be idle outside the village, which also means that the buildings can spawn more freely. In addition, I was experimenting with setting the building respawn time to 5 seconds during end game mode, and honestly I love it. I'm considering decreasing the building respawn time as the giantess gets bigger, which will also help the game function better as she gets immensely big. (More buildings also means she grows faster as she gets bigger)

LadyAliceR18

I don't have an butt crush animations atm, I'm so sorry.

LadyAliceR18

Short answer: Probably but nothing is confirmed. Long answer: During my end-game tests, she did get to grow during it and I found no bugs for it. So code wise, it works and I don't have to do anything. Design wise, I'm still working on how end-game should work. My first experiments were her deliberatively targeting you, but one step at a time. She was slow at first, but she would quickly get faster the longer you survived. I didn't like it since it was either boring or oppressive. Ya I'm trying to kill the player but I want them to have a chance you know. Second experiment was her also deliberatively targeting you, but she could only move forward and she had a slow turn rate. So if you dodge her, you have a couple seconds before she loops back around to get you. I didn't like it because she would naturally form a circle around you. Staying in the circle meant that you were mostly fine. Leaving the circle was death. Current experiments are her deliberatively targeting you, but she has 4 different ways of attacking you. Slow march, pause than charge, two fast stomps with a brief pause in between, and a really slow but direct stomp on you. I was considering to make her faster as the player survived BUT I could make her bigger instead to increase the difficulty. Which leads to my final point, I am only considering her to grow during end-game because I'm thinking of changing her growth to be more exponential rather than the current additional. To elaborate, she currently grows around 90m every growth spurt. The first growth spurt from 90m to 180m is big, but it reaches diminishing returns real quick. So an idea I was given was, as she gets bigger she needs to fill up her growth meter more. But in return, she gets to grow bigger. So something like, 90m -> 180m -> 360m -> 720m -> etc. OR something like 90m -> 180m -> 315m -> 517m -> 820m -> etc. With these changes, you can see her size increasing even at 800m. In other words, she will probably grow even during end-game mode, but nothing is confirmed.

Eugen

i do like the idea of more buildings in the end game and she getting bigger, i personaly thought that you could tell her to move if she happens to block you path but that might difficult to see what a player will do with that kind of power (she also dont really strike me as someone who would move if asked). also i think the idea that she would get annoyed that you are not gathering food quickly enough and would seek to punish you would be a reasonable explanation.

LadyAliceR18

I'm sure in a future update (not this upcoming one), you'll get a few options to direct the giantess to move where you want. It's something I want to add when I expand on the enchantments and artifacts.

Bread Boy

Pls add the less pause for her in the modifier. It can gives the chance for the player who wants to watch her rampage before she could destroy everything.

StarScreamer200

I’m admittedly not the biggest fan of the second change as it feels like to me it would ruin the main loop of simply having to avoid her doing her own thing while becoming bigger and harder to avoid overtime. Having her instantly switch from roaming around to chasing you at a certain height at least to me doesn't sound right. I understand when she gets really big escape becomes near impossible anyway but that was the fun of it, evading a careless giantess as long as possible and watching her get to absurd heights in the process. Having it be a set limit doesn't do it for me and it might now prevent seeing her get to these extreme sizes, depending on how aggressive she is. Maybe as a compromise, outside of making it a modifier, you can have her enter this mode after completing the final crucible. That way the main loop isn't changed and we get to have some control over how big she is before entering the end game. And you can have her play it off as a way to thank the player for their work with their reward being crushed and sent back to the lobby. Or another quick thought would be a chance for her to enter this stage briefly after a growth spurt and try to step on the player if they are too close in front of her, and say she lost control for a moment or something. Just my ideas.

LadyAliceR18

I said in the post that you can opt out of it if it isn't your thing. I see an issue with the game breaking at 800m+, design wise, and I want to find good proper solutions for it. Right now my idea is to kill the player, humble/terrify the player a bit, but maybe that's a terrible idea gameplay wise. Or maybe it's not for you, flavour wise. But I don't know until I try and like I said, you can always opt out.

LadyAliceR18

You know, that is a very decent idea. If deliberately targeting the player for death isn't fun, I don't have to scrap it. I can make it to a final event like you said, a test for how long you can survive.

LadyAliceR18

Can you please clarify? Do you mean that you want her standing less and walking more? If so, I can do that.

StarScreamer200

Yeah I know I'm in the minority when it comes to evil giantesses and rather simply likes watching big girl get bigger. I get the giantess is not really our friend and we’re only really doing the main objective for her own gain. I’m just happy as you said right now her tracking the player down will be optional. I guess we’ll see how others respond when the update goes live. Either way I do like the game and I’m interested to see how far you can take it.

LadyAliceR18

Do you mean that you are in the minority for not liking evil giantesses?

StarScreamer200

yeah. I think most people tend to lean towards evil, at least in my experience. Meanwhile, I do prefer the gentler type. But again, that's just me.

LadyAliceR18

Then let me ask you this. I much prefer nice giantesses (with some roughness) over evil as well, which was the driving personality when I was writing the gts dialogue. It sounds like you interpreted Akipo as evil. Unless I'm wrong with that assumption, why did you interpret as such, as that was not my goal.

StarScreamer200

Ok, maybe evil might be a bit harsh. I was using evil just as a loose term for non-gentle giantesses. But Akipo isn't exactly gentle either. I guess she's more in the middle.

LadyAliceR18

That makes sense. Unfortunately I don't think I could ever create a purely gentle giantess, because they would never be walking around the village in the first place. But I do hope that as we update the dialogue to the our new direction, you'll see that Akipo is at least kind, to make up for her destructive tendencies.

StarScreamer200

I'm sure. And I definitely can't wait to see what you come up with. Hope the game goes well :)

Bread Boy

Might I ask about that whether players could chose her clothes before the game start in this mid update?

LadyAliceR18

I want to, and I really should. However, I have other things that I need to focus on. I predict that I will have some leftover time, but I will using that time for bug-fixing and polishing first. I predict that clothes switching is a days work of time to implement, so it's not an immediate priority. I have plans of releasing the update early for paid members to make sure that there are no major bugs or issues. After a day or two, I will release the update for everyone. If no major bugs are found, I will have plenty of time to add clothes switching.