XaiJu
digitalfurbelow
digitalfurbelow

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GrowthRPG V0.6.5 Plans

Roadmap

Along with general polish and bugfixes, the plan for this month is to focus on combat, try to balance it more, fix some ai issues, and clean up some animations. So I'm interested to hear your feedback, what is under/overpowered and how it can be improved.

This is also the last month to be submitting characters, so if you have a character that you would like for me to add to the game be sure to submit it via the discord. Or if you already did and its not in the game yet you may want to send me a message, I've tried to keep them all organized but there are a few I might have skipped over.


Also I am looking for an artist to do all the skill icons. The ones at the bottom of the screen you can organize, if you are interested please send me a message. I need them all in the same style so you will have to do quite a few and of course it will be paid.

Comments

Thanks for the reply. You can't use a free to use 3d model ? Or... let us load one into the game ?

EmryX

I unfortunately am very terrible at making humans, also the riggings wouldn't quite work. Maybe sometime in the future when either I get better at modeling or I can hire someone to make it.

DigitalFurBelow

Well when you are large (1000-2000+ in all stats) it does not work for many of the enemies.

Maso

you can stomp on enemies if you are running and a sufficient size. The only exception being bosses or particularly aggressive enemies like the gators.

DigitalFurBelow

I only played 6.3 as all the previous versions were, so buggy for me that I literally could not do anything. My opinion: 1. Autokilling smaller/weaker enemies in all dungeons would be nice. 2. Generally damaging skills are quite underpowered imo and Piledriver is way too op due to the damage + cc. 3. XP scaling with the sacrifices is not great, I only played the sewers until level 60, and I could almost max out all skills and then just levelling at Gator for a bit and you are already way bigger than anything in the game. I never played any other dungeons as there was no need as levelling is crazy fast, I would improve XP pacing somehow. And I do not like the sacrifice stats for the abilities system as it goes against the theme of the game. +1 Stronger enemies would be nice when you are big (1000+) in stats

Maso

Would love to have a human playable character, i love your game, but not much into furry. It could be cool ! <3

EmryX

and maybe a slider for the udder scale

B7AD3W0LF

1-The buff from the cracked essence just doesn't seem strong enough, even after leveling. Also if you want to equip 2 cracked essence to maximize gains it will not let you use unarmed attacks. It would be awesome if you could use unarmed attacks in that situation, it would really help a unarmed/savage-beast type of build. 2- the passive xp bonus on the broken sword is extremely useful, but i do think leveling it to the point where you max out the xp gain is way to high. Capping out at level 25-40 would still be a tremendous amout of material, but far lower then its is currently. 3- it would be beneficial to have a clear indication of when you can or cant enter your inventory mid combat. Also consuming an item or multiple items will sometimes kick you out of you inventory and have the animation play out, but not always. I would imagine the animation playing out would be intended, but i ant got a clue. 4- Slightly normalize swing speed across weopons. Im refering to base attacks, not active abilitys. I totally understand haveing faster and slower moves, but there are some speedy weapons that can sudo-stunlock with flinches, and tbh a weopon thats overly slow just doesn't feel the fun to use. The unarmed swipes are probably the biggest offender, wich is a shame seeing as many NPCs love that move. 5- im perfectly fine with a giant using the 'size sword' being able to repeatedly snipe me across the battlefield; i think its a tad busted when thats happening to my entire team regardless of positioning. Its already using an overhead animation, mabe change its hurtbox to be more similar to the wip. I dont think it needs to be ez to dodge or anything, just less afective at team clearing at extreme range. 6- all projectile weopons outside of the red-hot-fetish kinda stink to use. Thay can only hit a single target, and there vary slow. Yes thay do good damage and have unlimited range, but that range starts to mean less and less the higher stated the fights get. Also its surprising common for projectiles to not connect at all. 7- the red-hot-fetish isn't crazy op, but its definitely got to many things going for it. Its got the best projectile in the game. Imo, lock the primary attack into a similar cooldown to the explosion moves, or remove half its range that way you could only knock back if there ontop of you. 8- one of the nicest changes to combat was the arena scaleing. I would like to see it tweeked, in late game it still feels like me and my enemys are right ontop of one another. Its mainly the starting distance of me and my enemys that i find an issue. Early game you approach an enemy in combat, in late game you come out swinging most of the time. 9- every now and then its insanely difficult to interrupt a chugging lardzerker or barrel master. This isn't really an issue, just odd when it comes up. 10- the litch cave used to be the first place id visit after graduating from the sewers, but not anymore. The effectiveness of the slime debuff just seems intense, it effectively made that dungeon way more difficult. If the lich cave is supposed to be after the sewers, it feels like one heck of a gap to go from one to another. 11- group fights are crazy busy. not the 2v2s or the 3v3s, im thinking the 3v7s and so on. Yes thay only show up that way if you go deep into a dungeon, but there are nails at the 45th floors. 12- the trusting weopons could have there hurtbox changed from a triangle to a teardrop shape. point facing forward, and place the attacker in the center of the round part. This would allow someone using the weopon to sometimes get hits on glancing blows. Honestly trusting weopons are kinda unreliable atm. 13- this isnt combat related, unless you count avoiding encounters. changing the visible scaleing for the size stat effects your movement speed ouside of combat. I get that that movement speed is tied for visual consistency, but extra speed does seem to be over reaching for that slider. 14- clipping in some of the arenas could be tightened up. Its not unheard for an explosion move to push someone up the wall slightly, or behind something. In the case of the ruines ive had foes go trough the windows. These situations are vary rare but do happen. Honestly, dispite all these points, the game balance if pretty good. If i had to restrict a playtrough to only one weopon or move, i imagine i could get it to work. Yes some are definitely better then others but this is definitely a case where good enough is good enough. If you can still do polls, why not make polls on what people think are the best/worst weopons and the best/worst abilitys are. That would hopefully allow you to identify big offenders. Anywho, thats my buck50. Keep up the beautiful work.

Top Snapper VZ

maybe adding more amplitude to the arm size because after a huge amount of fat arms seams to be out of scale when you scale down the rest

B7AD3W0LF

scaling in general seems a bit problematic. with no restrictions any fight you cant win easily becomes a waiting game with some kind of combo to eventually out scale them. maybe a better approach would have been to soft cap it (diminished returns in combat for example). this would make it more about scaling faster rather then more. also i understand this might not be in the spirit of the game.

Peter Horn

Tbh bite is too weak atm, like rn it only removes literally 3 of one stat, which is nothing in a game where enemies can be at the thousands.

Basedana

yes if you go to your setting and put in your discord username it should automatically invite you

DigitalFurBelow

admittedly i haven't really been playing the latest versions, i believe i'm at 0.6.1 pre-hotfix? but some problems i've noticed with very large sizes using the debug menu (1 billion height, 1 million other stats) are how in combat i move so fast i immediately hit the wall if not rocket out of the arena entirely (easily solved by capping in-combat movement speed), stomp iirc doesn't work even when it seemed like it should, and at larger/maximum size, the camera auto-zooms too slowly, zooms out way too far (so far that even my character is too small to see), and the free camera moves way too slowly to be useable. sorry if this isn't very helpful, it's been a while since i played and i'm away from my computer, the stomp issue in particular might have already been fixed

tiger_Fox S

Time to get thinking about what sort of creature I'd like to see in the game :D

Legeden

Oh gosh there's a Discord?! I never even knew. I've been so caught up in my own stuff I didn't even catch that. As for overpowered things, one weapon immediately comes to mind, and that's Red Hot Fetish. For a weapon that has ludicrous knockback and a 360° radius, it makes it very powerful, and it's matched with a stat that's crucial for your AP game if you want to abuse your spells frequently. Considering that Red Hot is able to improve your bust stat, which makes the basic attack do more damage over time, and knock enemies down, PLUS inflict burn is insanely powerful, as I can end up stunlocking enemies I can't kill until I can. If my AP regen is fast enough, or I have Jump Start, I can easily take on overwhelming fights without so much as breaking a sweat, so I feel like nerfing it in a way will at least prevent that power creep.

kibblesNdogfood


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