Twins Design & Alpha v5 Update
Added 2025-08-14 22:54:05 +0000 UTCAppreciate the votes. Double appreciate all the recent surge support and donations. I can now afford the commissions without digging into my savings. Big thanks to all.
For full transparency, below is the character sheet document that I will sending to my character design artist. Due to the number of accessories, I will work with the 3d modeler for more customizability. Specifically, being able to remove the hat, glasses, and robes/overcoat, alongside the footwear options. And for the 6 people who wanted a tanner red twin, it's a very simple texture swap so I'll ask for that too. I hope to post the character sheet sometime early next month.
https://docs.google.com/document/d/1BWVPbbZoH8-q6R--9OqESuWGmOH9mRl3dS6923l3xYM/edit?usp=sharing
The polls for the footwear options and such will be after this update.
After the twins are implemented, I'll ask y'all again on where you'd like the commission money to go towards. More characters, more outfits, pov animations, etc.
As for the v5 update, I plan to release the update early for paid members to find any last-minute bugs that I couldn't find, and to give me an extra day or two to finalize the update. The update will out for paid members in ~2 days. Everyone else can try the update in ~4 days.
See below for the upcoming changes and what I'm working on. If you think I missed something that I promised, let me know.
https://pastebin.com/1yeBtwVZ
Comments
The purpose of the exponential growth is so the giantess will always visually grow as opposed to before where 720m -> 810m would be very unnoticeable. I experimented with a pure 2x exponential growth but she actually grew too fast. I've currently set it at 1.25x exponential growth with a 6x maximum growth spurt cap. Meaning that every growth spurt will have a maximum growth increase of 540m. If this turns out to be unpopular, I can always revert it. It's two lines of code for me. The growth limit is primarily for the environments like the sock and tabi to prevent clipping. The fact that I could apply a growth limit anywhere is something I want to experiment with. The current limit is 2000m, which is beyond what people reached before (cause my game used to have major issues around 1500m). If the 2000m is easily reached during testing, I can always easily double it or triple it. AI drew the twins younger than it should have. They are going to aged up to their 20s.
TH Stan
2025-08-15 23:49:56 +0000 UTCNot digging the exponential growth nor growth limit. Disappointed to see that. Not a fan of the twins, the drawn images look more underage, not into that. ::Puke::
Elericard
2025-08-15 17:37:52 +0000 UTCI totally agree and am interested in Duh's idea, we hope that in the future updates there will be additional magic items scattered throughout the map (which are a bit hidden). These magic items, when picked up by the player, will have a random effect, which for a certain period of time can benefit the player (slowing down the giantess' movement, shrinking the giantess' size, making the player immune to the giantess' attacks, etc.) or harm the player (instantly increasing the giantess' size, speeding up the giantess' movement, targeting the player, etc.)
Val Resa
2025-08-15 07:33:56 +0000 UTCI didn't think personalities would matter much for the character design sheet. I suppose it could help describe the facial expressions. Their personalities are going to be an extrovert/introvert and big sister/little sister dynamic. Who's going to be the big sister, honestly any of the two would work.
TH Stan
2025-08-15 06:59:16 +0000 UTCGreat character designs, the witch costume feel fits perfectly with the fantasy and magical theme of the game. After reading the details in the Google Docs you shared, it seems like there aren't many details about the personalities of the two upcoming characters, is that right? Although I do see some small hints from the differences in their facial expressions.
Val Resa
2025-08-15 06:28:25 +0000 UTCI can't make the levels bigger (performance reasons), but I can make the levels have more content, more stuff to do. Stuff like you said with rare items. I do have ideas on making the levels bigger without actually making the levels bigger. With the improvements to the level generation speeds and the addition to the shrink debuff, I want to add more large content that could be hidden inside a small house or inside the castle walls for example. That's something I want to slowly work on. Another idea is something I wanted to do this update but saving it for the next, using the gts' foot as transportation. If the foot could be used for normal transportation throughout the map, then it could also be used for an entire village transportation as well. The second part is not the main focus of the idea, but it would be a nice extra. I'm surprised you want the game harder, according to my polls, many people believe my game to be hard. But sure! If I forget to implement it, let me know.
TH Stan
2025-08-15 02:09:19 +0000 UTCIf the game does not crash, then the max size limit could be increased or be made into a difficulty modifier. In any case I'm very happy that large sizes will now work properly. Another modifier i'd like to request would be higher cauldron requirements. It's a bit too easy to fill them up when you play efficiently, so it would be interesting to have a longer challenge. What do you think about adding (very) rare items that can be found instead of food or in special containers? They could either be... golden food pieces that both weigh a lot and are worth more. They could also be consumable items like speed/weightless spell (or potion?), ability to walk through city walls (so you could save some time), giantess freeze (a funny way to implement this would be to force her to talk to herself for a bit without moving), giantess shrink, etc.. A neutral modifier could be added for this feature that randomises the effects of any spell/potion, which if you are unlucky would debuff you or make the giantess stronger, larger. Any plans on adding a bigger level? The food cauldrons could light up a little more often. Sometimes i lose track of one and have to wait quite a bit (at least how it feels) before it lights up again. I know you can craft the map, but... Forgive me for so much text, i'm excited for your project. Cheers!
duh
2025-08-15 00:06:28 +0000 UTCSpeaking personally, I'd love a larger wealth of animations. I think the more unpredictable certain things can feel in terms of presentation the better
FlameEliwood
2025-08-15 00:04:29 +0000 UTC