Home Creators Posts Import Register Favorites Logout

Content

Minor update includes fixes to the giantess at 800m+, new 800m+ specific giantess behaviours, and a new minigame for completing the level. And other small new things.https://drive.google.com/file/d/1YS-y9Jjsnc7GAKNTfFxMJmt0UpRt4fxy/view?usp=sharingI had to remove the gts pov victory screen due to time constraints. I will reimplement it. Nothing is certain, but I would like to focus on purely performance and stability next update, as well as implement my backlog of animations. See below for full changes.https://pastebin.com/iung7NP7

Files

Comments

SuperFreq

When will we get the footwear selector?

LadyAliceR18

Probably next update. I keep delaying it but I have no excuse next update since I will likely not be adding new features, just performance fixing.

SuperFreq

Possible bug? I started this patch with all modifiers unlocked from v5_0. I did the meadow level with level 1 on all 4 good modifiers, the late start, magical influence, and growth spurt to level them ASAP. After beating the level, it sent me back to lobby, but I did not have the + or - modifiers for any of those magical anomalies. I goofed by using the unlock all cheat to see if something was amiss and now I have them all. Is there a way to revert so I can test the unlock feature?

LadyAliceR18

Let me also check that. It was working during my own tests, even with my local save just like yours. You have to delete the keys in the Registry Editor since that's where the save data is currently. Look for \HKEY_CURRENT_USER\SOFTWARE\LadyAlice\LethalFantasy and open the folder. You can delete the whole folder for a full reset, but you can also just delete the red boxed keys to reset the progress. Be sure to delete the right folder or keys. I'm not responsible if you mess something up. https://i.imgur.com/mvB0stQ.png

LadyAliceR18

Another thing, the +/- keys only appear if you actually selected the modifier. Also let me know if the unlocks appeared in the bottom left at the victory screen.

GECFDO

Magic influence won't increase bar once its full or during growth spurts; Maybe some bar overflow logic would be neat?

duh

It should be like that, but seems to be temporarily bugged

Aionne

Tried getting her past 2000 M but past a 1000 shes like impossible to dodge. and its instant death

LadyAliceR18

You can't expect to survive long against a careless 1000m gts. I currently don't have plans for the game to be fair past 1000m or so, since I want the player to die at such extreme sizes. But that's also why revives exist so the player could feel the absolute dismay of a 1000m gts, but then revive afterwards.

NorthPolar

I just found this game and the attention to detail is great, especially little things like the level select menu (the questions, her head following the mouse, etc.). I'm excited to see what you have planned after the performance update :)

Aionne

Would it be possible to change the giantess or have multiple in the same level?

LadyAliceR18

I have plans of adding more giantess' in the future. I have ideas on implementing a system so anyone could import a model for the gts, but that's not a priority at the moment. The next giantess' will be twins, so they will both be in the same level. However, I will most likely only have one stomping around the village, and the other watching (while catching spells and such). And they would switch roles throughout the level.

Aionne

I thought you would have to dodge them both at the same time while they walk around. The highest I got was 1800M

LadyAliceR18

In very old demo builds, I used to have multiple giantesses on the map. However, it is not possible anymore since the giantess AI and behaviours are very complicated now. It takes a lot of time to get one giantess to move around the village without issues. It's going to take a lot a lot more time to get two giantess to move around the village without issues AND without them hitting each other. HOWEVER, it may be possible if I create new twin behaviours and design them so the twins will not get close to each other. For example, if a twin gets mad, instead of stomping you like Akipo, they may cast a spell that does something very similar. But still, it will take a lot more time to implement these new behaviours which is why I say that I will most likely keep the twins separated.

Aionne

I had fun playing it. I will wait to see what is next~ I love the footsteps that grows louder~

SuperFreq

Wait did I miss her name?

SuperFreq

So the unlocks definitely didn't appear the first time I completed the first level. Using the registry to set them back to 1, they unlocked after another quick try. She did stomp me immediately during the minigame that time though instead of me dragging it out for about a minute.

SuperFreq

This took way more effort, luck, and strategy than I expected. https://imgur.com/a/FlWIEjb I'm sure you all know what happened seconds after I took the photo.

LadyAliceR18

That is very strange indeed. I haven't had any reports of that bug so I'm very confused to what happened to you. Well at least it's all good now.

LadyAliceR18

I congratulate your endurance. One question, was she repeating her "i"m too big to be here" message every time she grew? It seems like it from the screenshot.

LadyAliceR18

Her name is Akipo, but I believe she only name drops herself at the intro once. I guess it would help to put a name tag on her dialogue box.

SuperFreq

If I got her to grow on her way out of the town she would simply continue her walk out without repeating a line. In the screenshots I just took two really fast one after another when the dialogue started and when it finished because I was worried I'd get smashed any moment. I didn't see any behavior unlike how you described she would act. She is way harder than before with her behavior now, though. She loves to shuffle in the same area and rotate around wherever I am when she's 500m-810m. And she's definitely aiming for me when she walks my way instead of just keeping her steps the same width apart. It's harsh, but expected. I definitely have more of a performance hit when she gets 800m plus with this update, but I used to run max everything. I dropped shadow distance, LoD, fog quality, and shadow quality to low and everything is smooth. I'll have to experiment with which setting is causing the frame stuttering another time. I've got an AMD 9070XT that can run pretty much anything max, so I'm going to assume turning one of the settings up to max while like 40 buildings are crushed at once and tons of shadows are being thrown everywhere is the culprit.

SuperFreq

Yeah, I can definitely abuse her hitting the max to stunt any additional growth. Most obvious time is to feed her an orb right when she's about to grow so it stops any additional magic added to her bar.

Anon

I am enjoying the game, only feedback I have is she should start out smaller, 90m is already pretty huge you should make her start at like 10-20m so her growth feels even more substantial!

Catty

I would like to see something like this too, like a lobby sized GTS chasing you and growing from there. But unfortunately I believe the dev said 90m is the min for now for coding and consistency. It makes sense because the 10m GTS would need completely revamped behavior and design and they want to focus on the main game for now.

Anon

Good point, I mean it's a fun game so far, I think my issue is I have always been super into tall women becoming giantess vs giantess to bigger giantess. It's still good I can't complain been enjoying it to say the least

Catty

I definitely feel you on that, I hope the dev can possibly implement it later on but one step at a time i suppose. This has become pretty much my fav GTS game, and it has so much potential.

Anon

Yeah found this one from scale of survival and they are both really solid! Happy to see good sized based games coming out that are not just RPG maker games

Geledi

2 bugs I have encountered: * On rare occasions when she does her jump attack, the giantess will use a blank dialogue box. It's one where her sprite is shouting and not just mad. * When picking up a pumpkin tanuki, cycling through your inventory will cause its legs to appear in the same spot on other food items as well, even if they're not tanuki themselves.

Flame Eliwood

Would it be okay if I were to share a few of my thoughts for things I think I would love to see out of this game? Playing this has given me a *lot* of thoughts and personally I'd love to share them with hopes that one of the ideas may resonate (either with other people or with you, yourself) Because I love this game's concept so much and I only want it to get better and better.

LadyAliceR18

Share them. Realistically I can't satisfy all them but they do let me know what people are interested in.

LadyAliceR18

Thanks for the bug report. The tanuki is interested since I remember seeing it happen once, but I could never find it again

LadyAliceR18

What Catty said is correct, though the code for the gts' behaviours has gotten more consistent and malleable over the updates. It is a lot more easier to start the level with a smaller gts, or to even have a whole level dedicated to it. HOWEVER, it will still be really difficult. I feel it would be more beneficial to update the lobby room to have small activities instead.

Flame Eliwood

I'll try to keep this as concise as I can. I have a lot of thoughts to condense down. Ordered in importance for me. I like novelty, so keeping things fresh is something I'd love to see most. === Progression & Lobby === I would love to see some focus put into giving additional reason for doing the runs beyond the initial one. Having a proper filled out town with a swathe of unique interactions from the Shrine Maiden (or whoever else might exist in the game) would be great. Such as interacting with other residents who exist in the town. Leaning on walls, relaxing, maybe just laying down because they're tired. All of that stuff. Ideally, completing a run would give you something that would allow you to further the progression of your town or for the Shrine Maiden in some way. === Environment === Creating more unique buildings that can spice up your progression a little bit. Have some houses that might be themed around the person who *might* have lived there. Say a mage, blacksmith, or otherwise. Obviously not every building should be wildly different, but having a few extra would be nice. Also, making the red crystal buildings have far more unique building flavor both inside and outside would be nice. Whether that be through different carpeting or what kind of stuff you could expect to find inside. Basically, more building varieties. Maybe there's a big manor, maybe some buildings are a conjoined in some way with a way to go outside from the top second or third floor, perhaps? === Events === I would love to see different events that could happen in a run. Maybe she gets distracted by something and goes to chase it? Tripping and falling (in a way that would make sense of course) or maybe there's something that she sees that she gets spooked from that you might have to take care of? These aren't things that have to occur every single game every single time. Some runs could be completely event free. But I would love to have something that has the giantess be a slight be more involved in what you're doing. Maybe she walks off a bit to take care of something giving you a brief period to search without getting interrupted (aside from the 800m walk away I mean) Does that make sense? === Conclusion Thoughts === Ultimately, I love this for what this is already. I'm certain whatever direction you take this in, this will turn out great. I don't expect you to tackle all of these. I already love what you have and am excited to see more. Each update you've been adding more and more stuff that I continue to love.

Flame Eliwood

Unrelated to the "wishlist" thoughts, when you're playing in one handed mode, you can't use both directions of the scrollwheel anymore. You can only scroll right on the inventory screen, but not back. This kind of sucks if you get a Tanooki item. Also, when you try to throw items out of the backpack, it still throws out items in your hand as well. This can be annoying when all you're trying to do is throw out an Onion for something else but now you're throwing two items out. Say, a fruit, map, teleport thing, or otherwise.

WyattMeyer

A minor bug to clean up: If you complete a shrink house after Akipo has broken the roof (so that her "purifying" stomp triggers), and then you enter a different shrink house before she can stomp, the foot will lock on to the new house and kill you (with normal crush damage, not the normal instant death from shrink crush). Video of the bug: https://youtu.be/XzDhqlsNCNo

Rusty

Hey, I love the game but the recent behavior update when she reaches +800m makes it feel a bit frustrating to try and survive. Since Akipo seemingly changes up her behavior from walking normally to directly targeting the player in an effort to kill them. Which creates some ludonarrative dissonance with her saying "Oh please get out of my way next time/watch where I'm stepping". It feels somewhat out of character, and it comes off as Akipo being snide and insulting to the player in a less playful manner but more just malicious. I like to try and get Akipo to grow to her max height to see if I could survive and for the thrill of the play area getting more dangerous. But as of the moment it feels more unfair than thrilling or despairing. As what happens most of the time is that I try and move near her feet so her movement path skips over me, I run out of stamina, and her foot comes down where I'm in the centre of it. With me being out of stamina, her foot blocking me from jumping and the rubble/raised dirt making it so that I can't sprint out. It gives me a feeling that I had a death that I couldn't avoid. That it wasn't me being careless or having bad luck, but the game directly punishing me for wanting to engage in the main thrill of Akipo growing. Hence my gripe with this new behavior, it feels like it removes player involvement and feels like a hard barrier to make you complete the level in an alloted time. If you want to preserve the behavior logic or the feeling, maybe incorporating a frustration mechanic into the game would make it clear to the player that they need to avoid the statues better. Or maybe it's like impatience, taking too long with the crucibles sending her into a magic/growth induced tantrum similar to the post-game minigame for 30 seconds. The only other gripe I have is with the teleportation orb sometimes feeling inconsistent/slow. As it feels like it sometimes just fails to teleport me and I get squashed. But aside from those two pieces of criticism, the update is really good. And I'm looking forward to seeing what you'll make out of this game in the future.

LadyAliceR18

Ya I've gotten a lot of reports about her new behaviour. People reported that the new behaviour was too easy during the v5.0 test, so I made it more threatening. It looks like I went too overboard, my apologies. I'll be making it less punishing in the following update. Along with the footwear selector, I will including a menu to alter the gts' behaviours to your liking. For example, both of her normal walking behaviours have player tracking. It's to increase your chance of getting squashed of course. But if that's not your thing or you prefer the range to decrease even more as she grows bigger or whatever, you can make the changes. I believe the teleportation crystal's biggest issue is that it get's destroyed by the gts' foot (which it shouldn't, why does that bug exist). Of course I'll look into it's other issues.

LadyAliceR18

That bug does not surprise me. I'm more surprised it took until now for me to hear about it. Thanks for the report.

LadyAliceR18

That's because that input is reserved for item usage... to which only the item using that button is the flashlight. I'll look into the backpack bug.

LadyAliceR18

Everything you say I completely agree with and they are already my goals for the project. I'm simply in game fixing mode currently.

Flame Eliwood

Well I'm glad we are on the same page then :)

Sergobot

I'm a simple man, I see big woman game, I get game

Caff

I know that after a certain height it becomes almost impossible to avoid. Its behavior could be modified by having it cross the village in a random direction?

LadyAliceR18

I'll be making changes so the behaviour is more forgiving. I made her too difficult by accident.

LittleGuyGames

You really made the game more alive with the voice lines love it.