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how do you unlock endless mode if I may ask

By reaching the max size in any difficulty (this size is higher for harder difficulties, and there is no max in endless mode)

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Ooh, the new menu stuff is neat, and I like how there's new difficulties, especially there being an unlockable endless mode.  Although the jar sizes do counteract the "easy" difficulty a bit, heh.  (I'm not sure how well that small size jar would work out should later potions have different symbols that don't combine...)

The aiming feels so much better now, and now it's back to a more expected form of "why the hell did you bounce that way", heh.

The small issues I noticed: Leah's description starts to not load correctly after playing her level and returning to the menu.

The other small issue... well, more of a non-issue, considering the whole "can't lose in endless mode" part where it's the most noticeable, but the orb preview does draw in front of everything, and I actually had some small orbs end up stacked up there where I couldn't see where to aim to merge/knock some out.  :P

Thank you for your continued feedback, you're literally free playtesting! Actually, I did realize while testing that the easy jar may be too small, good point. I can't seem to replicate the description glitch though.

I'm working on Charlotte now, but after she's done I'll get around to the other QoL stuff.

Is this isn't too big number for her sizes?

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Yeah probably... huh, gotta look into that

Please increase your weight and increase your ass faster

Sorry for bad English

I'm working on it, my guy.

Hello developer, I have an idea for characters when they cross the size limit line, they either fall in complete ecstasy, thus ending the round, or an option when they start to want more and more, crossing the limit, they explode.

Can you make a Android?

Yeah sure, maybe today maybe tomorrow

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OK it's done

Ok

Im mot so sure if the prefrences work

Well only five are currently implemented, the rest say "coming soon"

Fun gameplay, especially if you're into the original Suika Game but wants something more relaxed.
My only complaints are that I can't see my score before the game over (which takes forever to happen) and that the balls do sound like someone is messing with my headphone's plug.

9/10 considering the nonexisting price lol

did i win?

maybe

   GG

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At the end got to 722 Kilograms and 21.56 liters per hour

Where are you seeing numbers???

After you game over.

ooooohhh

Wrong game?

Wow, grats, never thought someone would invest so much time into this lmao

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I like to start with the good part: very fun gameplay. It's basic, but good enough

bad stuff: I really dislike the buzzing sound when the balls fall down. It sounds as if my headphones arent connected properly.
The art I don't really find well made either at all, this looks like a 1 minute sketch of a girl. The boobs swinging also looks weird.

Heh, some people absolutely hated the gameplay. Good to hear that fun is still subjective.

Yeah, I didn't really put any time at all into sound design. My bad.

Is it just me or after she reaches the last size does she just start slowly growing?

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Yeah once the boobs touch the floor there's no more drawings, sorry. Maybe I could figure out how to draw them with code... but that's a challenge for another day.

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One of the main issues I'm noticing at this point is that the aiming of the orb dropping is very off at some points... mostly because it seems to launch the orb from where the hook was when you launched the previous orb.  So if you launch an orb to the far left, then the next one to the far right, well, it goes right, but it launches from where the orb would've been if the hook was pointed to the left.

And although the center launching point is neat with the physics, I can see it getting *quite* difficult when the stack is high and there's no way to get orbs to the edges.

Green orbs are quite rare, but if they land just right they can take out multiple orbs, it seems.

That being said, it's got some promise, and the art having so much expansion is quite fun!  Especially with the leaking that starts after a certain size~

Perhaps, if there's more girls, one could have a pregnancy expansion, heh.  :P

EDIT: On top of that earlier issue, at some point the momentum of launching the orbs seems to start varying... sometimes aiming to the side, the orb will launch pretty well, other times it just kinda drops.  Namely there was the one where I was aiming to the left and the orb dropped straight down instead...
EDIT EDIT: Yeah, it felt like that first issue was what helped kill my run near the end... had a perfect angle to drop a green orb on a big one, but the green orb dropped from a spot to the left instead and hit a smaller orb.

OK yep, aiming gotta get fixed. I'm thinking of tweaking the green orbs to pass through all existing orbs so you can get more use out of them. Kinda like a laser.

Hm, I could implement a toggle between standard weight gain and pregnancy expansion. But you'd have to fill me in on what to do to make it more attractive, because I'm not a fan of it.

The thing about the orbs dropping is actually a feature - shot force depends on how far your mouse is from the grabber. Should I make this more obvious (e.g. with a green-to-red little force indicator) or get rid of it entirely?

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So basically green orbs going straight to the mouse position or something?  Or taking out orbs until it hits a wall/the floor?


For pregnancy expansion, a lot of it's subjective, heh.  But I'd say a focus on the belly being more round and taut rather than the softness of weight gain, a belly button pop at a certain size, and with animation being a possibility, could have it start occasionally bumping outwards here and there, like kicks from inside.  Could also have a bit of milk leaking from the breasts after a certain point too, lactation and all that.  But if you're not a fan of pregnancy expansion, then I'd say skip it, focus on the stuff you like.  The current BE is pretty darn good as is!

Shot force depending on how far the mouse is from the grabber would make sense with what I was seeing, with the way how I was naturally moving the mouse higher and closer to the grabber as the pile grew higher, as I was aiming for where I wanted the orb to grow.  It would be better with a force indicator, but I'm also seeing a possible issue with it being based on mouse distance; with the play field on the left side of the screen, you can only move the mouse so far to the left before hitting the edge of the screen/moving outside of the game window.  Not sure if a "click and hold to charge" thing would work out as an alternative...

Fun game, managed to get to 6k lbs over the course of 2.5 hours.

One bug that I did notice with the combining logic: When there's two pairs of collisions between combinable balls on the same frame, *two* balls of the next size up are created (which then usually instantly form into the next size up).

See this Codebullet video for how this could go bad: www.youtube.com/watch?v=QbwgQSwMSGM @ 4:00. In that clip, two collision pairs create two fruit, which immediately combines with each other and a different fruit (three collision pairs), which creates exponential growth of collisions.

You could try to detect when there's a single fruit colliding with multiple others and only spawn one fruit from all collisions combined.

Ohh yeah, I need to add unit swapping. And fix the Code Bullet Bomb Bug. Never thought I'd be learning programming from him of all people.

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Interesting but not interesting enough. It is said that the design of a elastic system can be understood but sometimes it is difficult to deal with; The ball that can't really do the full Angle launch is more and more obvious in the later stage.

But the fact that there is no upper limit is surprising. So is there a plan to add a girl with muscle growth?

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Yep, bounciness physics and launching need to be worked on.

I wasn't planning on muscle growth because I find it completely unattractive. But if you really want it... I can give it a shot. Can't guarantee amazing art though, I've never drawn big muscles.

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Not bad, BE games with no size limits are hard to come by, so I really appreciate this. However, losing a run just to have to start all over is a little frustrating with that in mind, thinking "man I could've made her bigger", so maybe a setting to choose how much they grow every time you combine the orbs would be nice. Like just a number input or something, 1 being default.

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Hm. My idea is to make difficulty settings that increase boob growth speed at the cost of introducing a max size. In my opinion, simply making the growth speed a slider essentially eliminates the anticipation, as you can just max out the speed, see the huge sizes immediately, and then you have no more enjoyment from the game. Edging is important.

But your comment about the game overs is food for thought. Should I go for a "highscore" mode with game overs, or an endless mode without game overs where your time invested is the only "challenge"?

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I think I like the sound of mixing the two ideas, having difficulty settings where if you reach max size on one difficulty (or all of them, idk) then you unlock an endless mode where you don't have to worry about game overing and can just make her grow as much as you want. 

I'd rather keep a No Max Size somewhere in the game, because as I said in my first comment, it's hard enough to come by in games, lol.

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"but heavily modified to make it actually fun." well you must have played a different game than i did, because man you have so far to go before its that enjoyable. the aim feels SO wrong like my god, you can't even aim properly the further up the stack gets and YOU CANT COMBINE THE FULL SIZE ORBS TO REMOVE THEM? 


you cannot be hitting out with that level of snark when this is so inferior to what you're comparing it to. I will admit the bounciness CAN be fun, but mostly it just throws you off of what you expect to happen, and also the larger orbs are WAY too light compared to the small ones

yeah its still not exactly fun. though id say the gameplay is a million times less frustrating. art work could be better though

Heh, this is the first time I really tried something like this, the next girls look better I think (I hope). Is there anything you'd suggest in terms of fun apart from what itchuser22 said?

hmmm...not sure. i think the big thing is, its just gets too hard to keep it going after awhile. not a great way to deal with the problem areas with just shooting  a "blow up" "ball" with the same gravity physics 

if i could just aim exactly where i want it to go, passed other orbs, that would help alot. like just planting a bomb, instead of shooting one

as it is. after awhile, there are just too many orbs stick unfused between other orbs. basically everywhere. and sometimes i can make some progress but usually its just overwhelms. obviously thats just how the game works. not that it shouldn't. but i find its just a little too hard to keep it going. 

maybe i haven't play it enough though. i just dont like the art very much, so i dont have alot of motivation 

Sorry, I wrote that description in 2 minutes and forgot that fun is relative. My issue with OOO was that the lack of bounciness made for a pretty... lifeless experience. I'll work on the aiming, and the bounciness.

As for the max size orbs: firstly, there's the little green orbs with arrows that destroy the first orb they collide with. Maybe I made them too rare? Secondly, I thought that [not allowing max orbs to be combined] would be kinda necessary for the game to end at some point. Or maybe it would be better to make endless gaining possible and easier?