Some simple sketches of the various Lion Filimuri ladies and their demeanors. The storm caster, the ornery piken, and the 'friendly' grappler. The grappler really enjoys playing with her food. Of course she's much less of a bully once her armor is gone and far more easily dealt with. These pictures were all done by artist kechuppika .
Edit4 Updated to 0.5.2.4 - Increased snek filimuri delay on shield hp regen.
-Fixed a bug where the Retaliatory Bubbles upgrade would not show up if you already possessed the poison res amulet -Fixed a bug where the screen was off center in one area -Fixed a bug where some upgrade items wouldn't show up
-Added a new room outside of Lascidial city ("The Outsider Inn") that you can enter and exit which serves as a new checkpoint added to the game. You can travel to this location after completing Bristle Fields or as soon as you load a saved game that has progressed that far. Unfortunately this change has caused the location progress to increment and now your furthest progressed area will no longer show up. You can fix this by just completing the previous area if you are currently at the end of the build or you can continue to progress if you are at an earlier area and you shouldn't lose any location progress so long as you don't revisit an old area.
The new area was added specifically to allow access to one of the new hidden areas while possessing a certain type of magic spell. Previously the only way to access Bristle Field was by going through Lascidial and being forced to discard your currently equipped spell and the spell required to access this hidden area could not be picked up in Bristle Field. The issue should be remedied with the new location. As well it should help cut down on time if you wish to revisit bristle field without having to go through the city again. Make sure you actually go to the back of the inn to go to Aria's room!
Modified the text of a few NPCs to add more detail and also make their dialogue a little more clear.
Also modified signposts to be more clear and made it so Aria will comment on some of them if you interact with them in an attempt to make things more clear.
Edit3: Updated to 0.5.2.3 - Lowered the difficulty of a few areas, added candy and adjusted some areas with the jelly thay'valay to give the player more time and make it slightly easier to land inflation barrels on them.
-Fixed a bug where gummy snek filimuri and lion piken were regenerating shield HP up to 21 instead of their actual shield max (Gummy snek start at 6 and can recover back up to that 6 max if left alone while lion piken start at 11, but can only recover up to 6 so they take more permanent shield hp damage) resulting in filimuri gaining significantly higher shield values the longer they existed without the player engaging them. (by the time a player would encounter one, their shield HP would have regenned up to 21 which was not the intent)
-Reduced lion piken max shield hp slightly and increased the time it takes for their shield hp to regen -Reduced gummy snek filimuri hp and shield hp slightly (though it will appear significant due to the bug)
With the shield regen bug fixed, gummy snek and lion piken filimuri should now actually have their weapons break consistently due to blocking too many hits instead of being way too tanky. I didn't spot this bug for some time because when I tested on enemies I would have them spawned in and immediately attack them so they didn't have time for their shield to increase.
I have also slightly modified a couple of lights in the game to make things slightly less dark in one of the candimus cave areas.
Finally, I made the gargoyle boss give out hp crystals from damage slightly more often and also added a couple more pieces of candy to her arena. I also added two pieces of chocolate to the golem head fight.
Edit2: Updated to 0.5.2.2 - Fixed a small animation issue with stone debris animating when it should not be.
Edit: Updated to 0.5.2.1 - Fixed an issue where a spell pickup in the fifth area of Ninestep Mountains was, instead, just the spell and would vanish when entering the area preventing players from using it to access an area.
Latest version: 0.5.2.4
Last updated: 1/15/25
With this new build release, I tried out a save game solution that 'should' allow me to further modify save files without issue and I can possibly completely eliminate the need for you to delete your config file in the future. (Not just yet though) If you experience any errors when loading your save game then let me know. When I tested it, I didn't have any issues loading my old save files so I assume it should work just fine. All it does is check the old save file for the new data I entered, and if it doesn't have it, then it adds it.
In this particular case, I added in new data which separates weapon power and symbol count. You'll still be able to tell how powerful your weapon is by the color of your health bar and, obviously, by the strength of your weapon. So now even if you lose all your weapon power by perishing, your symbol count will be independent of it. (Though you will still lose all of them)
On that topic, I added in a new upgrade item which will let you keep up to 20% of your symbols when you perish. (You will have to find it of course)
I also added in a few more upgrades in the new areas. The shield bubble 'retaliatory bubbles' upgrade is also now in the game hidden 'somewhere' which you will have to find.
In this content update, there are some more candy levels added in. In addition, there are three new challenge areas, two more power level statues, and about four new NPCs to talk to. I've also added in some readable books. (Which quite a lot to read if you want to read them, but obviously it's optional)
Speaking with the NPCs is optional too of course. I would like to come back to their area later and add in a small handful of non-interactive candy gobbos just to make it feel a little more alive, but I'd say it's pretty done. I also gave Tafi a little hut at the start of the first Candimus zone.
I've added in 'cocoa spouts' as I had talked about, however I changed their functionality. Now instead of just hurting you, they will shove you upward and might be necessary to pass through certain areas. I used these spouts to add a quick little segment after one of the challenge areas that I hope everyone likes. There will definitely be another candy zone later in the game and I have some more ideas for them now too.
I've modified the blueberry form behavior. Now you can no longer break boxes while you're deflating/inflating. I also made it so now you can break damaged metal blocks similar to explosive barrels by falling on them with sufficient velocity, or jumping into them if they are directly above you. (Or you can get pushed upward into them) You cannot do this horizontally though. Only vertical velocity will work.
Now in the game is a sort of 'quest'. Though I don't know if that's really accurate. If you find a certain object similar to an upgrade, you can talk to Shopia about it. I don't want to spoil too much about it, but I will go ahead and let you know that now Fatty Ratty enemies have a 1/18 chance to drop the item you need for it. They will drop the item whether or not you have found the damaged object beforehand.
Also, you should know that the end of this 'quest' will require you to spend a LOT of golden candy. Though I think that it is worth it. Make sure to talk to Shopia about it after you finish as she will tell you more about it. (I couldn't fit all the detail on the shop description)
On the topic of Shopia, you can talk to her now. And by that I mean she has actual dialogue options when you try to talk to her.
The menu is a bit weak, but really all of my menus are a bit weak. (I'd like to improve all the menus during the polish phase of the game if I can) Still it should be perfectly functional. If you have any crashes or issues with it, please let me know. I tried to make it completely scalable for adding even more topics for you to talk to her about later.
I also made a few small tweaks to lighting, but it probably won't really be noticeable.
I significantly increased the damage of the gobbo carbo cans direct damage. I also increased the HP of the candy filimuri and now when they retaliate, they have a 1/3 chance to instead perform their ranged attack as retaliation instead. (Edit: The normal Iion spear filimuri also have this new retaliate)
I think that's most of it. You may notice some things that are different that I didn't put in here though.
One thing I can definitely say for sure is that I've learned my lesson about talking how long things will take. This is why I don't like to even discuss how long things take. Not because I shouldn't, but because I am a terrible judge of how long things take. Sometimes I just get to programming and hours pass.
For this, I just really misjudged the fact that I was designing so many levels using the candy theme and just how much effort actually goes into each level because of the little details. I just sorta assumed 'oh those three previous levels I made were easy' but completely forgot these levels would be much larger.
It didn't help but I just wanted to add in a few new things and also extra challenge areas.
Regardless though, I definitely don't regret spending the extra time because I think the extras were worth it. Of course, that's up to you to decide in the end. Thank you everyone for your continued support!
Things went slower than I thought they would. If you've been excitedly waiting for the next build, well sorry to disappoint you on it not showing up so quickly. I got a little too ambitious and also miscalculated the amount of time it took to make a candy based level. I didn't really realize just how much time it took in spite of making previous ones. Well the big reason for that is that I decided to size a few of them taller than previous levels. So it took exponentially more time.
Though really just like, twice as long as I predicted.
Anyway though, the good news is that all the levels are 99% complete. I'm currently just finishing up a challenge area and all the levels will be done. Though I also want to add two more simple NPCs. If everything goes well, then tomorrow the build will be ready. I just have to think up a couple good designs and that's it. Since I don't need to animate them doing anything, I just make a sprite and a portrait like you've seen with others.
But you've waited too long so why not, here's a couple of the other NPCs I made.
One hundred seventy eight curiosities or OHSEC and... Galitoray (Or just Ray)
These are a couple NPCs who will just talk to you and have a few things to say and not too much else. Just some fun little interactions. There will be four total to talk to and at least one of them will give you some hints as to the location of a hidden shrine.
But I'd like to get back to this so I can finish it up! I'll give more details on the build once I release it!
So seems the poll has ended and this time we'll have a talimari saint! Seeing as how we have had a talimari with some hourglass and belly, I am thinking this time we'll go ahead and do some BE for her. The outfit definitely loans itself to more of a cleavagey design anyway.
Just wanted to stop in and put the results up and then get the next polls going. I'm still working on the levels of course. But I just want to wish everyone a happy new year of course!
I'll make this devlog fairly brief since I don't have a ton to say. The holidays did slow me down a bit for some obvious reasons. I hope for those of you who celebrate that you got what you wanted this year!
But in regards to the game itself, I'm still just working on the levels. This next area has a split path, another power level statue that you can't miss, and I'll likely have one more shrine that I am going to build and that one will also have a power level statue. This one you'll be able to get so long as you get all the current statues in the game (Minus the one in the beach area) beforehand. Total with this update there will be three more statues.
There will be one new hazard added. A hot chocolate spout which will delay you from jumping across certain gaps or areas quickly. I'm hoping this will increase the danger level of the lower number of enemies you'll encounter, but I am also worried how it will affect the flow of the game. I'll make sure these spouts don't last too long. Their functionality is very basic. It just temporarily creates a barrier which will hurt you if you try to jump through it. (Though it will not stun you so no worries about being unceremoniously tossed into a pit because you didn't time the jump right)
The top path is actually the safer path between the two, but you'll need some way to actually get up there. (I think we know how to do that) The top path will be more enemy oriented while the bottom path will be more pitfall/hazard oriented.
Also, in regards to the NPC of the month, sorry that I've fallen behind on them. After I get the latest update out I will focus on the NPCs until I get the last two and the next one out. I hope to have these new levels released before the end of the year!
Seems you've already hit her with one pulse of wind magic, though she doesn't look stunned at all. Maybe she wants even more. Stay around too long though and she's sure to give all that magic right back to you via a kiss.
A fun sketch piece I got done by Keirakain. Couldn't resist and I think it came out exceptionally! I hope everyone is having a great holiday season! I know she's not wrapped up tightly, but maybe she can be your gift this year.
An animation of Parfait swelling up after being fed a bit of blueberry cake by her master. I'll have to add her master to the game now too, though just as a normal NPC. This was a commissioned piece which I am always excited to be commissioned to do one of my characters! Though now that I've finished that, I am going to be done commissions for a while so I can focus on the game.
Please enjoy! Devlog will probably still come tomorrow or the day after depending on how things go here!
Thaery are, as you can probably guess, very similar to fairies. And you would also probably not at all be surprised to learn that they are, essentially, their descendants. Without boring one on the long details of history, there existed a time on Neivaun where fairies were a folk of mischievous miniature creatures who aided in the ebbs and flows of the blood within the planet.
But there then passed another time where the natives were nearly wiped out and they began a period of time referred to as the 'reclamation period' in which the remaining fairy returned to the blood and re-emerged as monstrosities to help fend off what was perceived as a deadly infection on their planet. Once this period passed, most of these monsters returned to the blood once more. As a show of good faith, the thay'renay of the time offered her own blood as influence for the next wave of fairies.
And here these 'thaery' were born. Now a mixture of old and new, the thaery act as they had before whilst also assisting in the relations abroad. Many thaery find themselves in returning to their old mischievous ways, but they are also just as likely to find themselves worshiping gods they never knew and becoming guardians of their shrines with powers granted to them. With so much extra power, these small creatures can become rather imposing. And that is especially true for those which still posses memories of their times as monsters. The combination of magical power and ancient transmogrification can result in some peculiar tactics for dissuading opponents. And who's to say that blowing ones body up to be as utterly huge as possible isn't a sufficient defensive tactic?
Here's the other NPC of the month! I'd been inspired by a hairstyle I'd recently seen so couldn't help myself and went ahead. Though I didn't really realize until I'd gotten to the portrait segment that she had a similar look to Ridra. I tried to distinguish the two a bit though and hopefully they don't look too similar. Mun's colors were also directly inspired by the statues in the shrines you find throughout the world. I figured that it would be fitting and you can now see how a follower might transform as they worship this particular goddess.
I had planned that if the shrine guardian got picked to do her as boob themed expansion, but since it's a thaery, I am thinking all that extra power should do more to her than just boob size. That little body of hers may just find itself inflating like a huge blimp when she tries to use it.
There are many different stories and versions of vampires reported on in the history of Neivaun. The earliest of which were told by the original denizens. Tales depicting vile, blood sucking undead creatures which were vulnerable to sunlight and 'holy' magic. And while such vampires likely did exist, the modern equivalent are rather different than their historical counterparts. (Although they only shine if they liberally apply oil) Most of these modern vampires are all too happy to lounge about and keep to themselves so long as they have a supply of blood. Though some of them get a little too curious about different types of blood than they should. One might imagine that enchanted blood could have any effect on it's imbiber including swelling them up like a water balloon...
A very straightforward devlog this time. I've added in a couple new shrine areas that are in older locations. I figured I'd have at least one shrine area per main zone. (Though I think I may not add a shrine to the first forest area) So when the next update comes, you can go back to these shrines if you'd like. I did hide these shrines a little more than usual though. To counter this, I'll add an NPC who mentions the shrine locations and where to look. In this case the npc will be fairly direct about the location and how to get to them, but for later shrines the NPCs might be a bit cryptic about other locations.
Both of these shrines require the use of ledge grab to get into them so if you are playing from a new save you'll have to wait until you have beaten the first boss to get into them. The field shrine has a mixed challenge, but should be pretty easy to overcome. You'll be able to get a new power up that buff the Grahstery weapon so that whenever you do not have any grahsts to launch, it will instead fire a weakening star attack. Probably not the most useful thing, but might come in handy against enemies that let you wail on them.
The Ninestep mountain shrine on the other hand is definitely quite a bit longer and harder. To counteract this, the shrine has an upgrade and also a boob powerup statue in it. Though the challenges in this shrine are separate so you'll have to conquer them both if you want both rewards. The upgrade item is retaliatory bubbles.
Both of these shrines have some new things in them to deal with, but also has a powered up version of the wingmilk. This one has a very lengthy duration which will let you fly for an extended period of time, but you're still vulnerable to taking damage and deflating of course. It's not infinite, but the timer on it is significant enough that so long as you don't decide to AFK you shouldn't run out of time. (But you'll be forced to deflate at one part. Sorry you can't keep it)
Aside from these two new shrines, I've started on the next area, but there isn't too much to report on it just yet. Just that I've gotten started working on it. I plan to implement an upgrade item that will be a little more noteable, though not necessarily super special in any way. Just unique in how you obtain it really. As part of that upgrade, I'm planning on making it so that every few goddess symbols you pick up, it'll restore a charge of fall forgiveness. So a way to get back charges after they're expended, but without having to visit a checkpoint. (Though I'm not sure how useful it will be.)
I also plan on adding in the first upgrade item to preserve your power level when perishing. Though this will just be preserving a handful of boob levels and your actual weapon power level will go down to 1 again.
Anyway, that's really it for now. The only other thing to report is that I've gotten the two new NPCs started. The vampire elf base is done and I'll upload her intro shortly after this. The thaery has her normal sprite done, but I need to do her portrait. If I wasn't exhausted I'd push through and finish her portrait right now, but I'm very tired. She'll likely have her basics uploaded tomorrow sometime. After that, both ladies will get pumped up!
Going back and forth between working on art and programming really helps a lot I have to say.
The month is over and the winner is a thaery shrine guardian! I had been thinking about what I'd do for a thaery if they got picked and I may give this particular one a very big case of blimping. Otherwise, I may give her a similar treatment to the paladin Desatea. What is the best way for a shrine guardian to protect a shrine? Becoming a blimp so big you block the path or growing as big as a thay'valay? Or maybe a third option.
I do still have the vampire elf from the previous month to do and I will likely have her expand similar to the jelly girl. I have something to finish first, then I will be working back and forth on the next area and also both monthly NPCs.
I've also been thinking a bit about it and wondering if I should have an 'inflation type' poll each month. I just didn't want to flood everyone with a ton of polls each month. Also I wasn't sure how I would gate it if I would bump Species down to Ample Apprentice, then Appearance down to Enhance Mancer and have the inflation type decided by the Master Marshmellow Magicians, or if I would bake it into the Appearance poll by specifying how to inflate the appearance type, or have it as the lowest tier to decide the inflation type, or just leave it as is. While I like having some control over things, I feel like the NPCs are more so meant for patrons, but I don't want to change something if everyone is already happy for example. (Plus I do already sort of control how things come out in the end)
Also, since I have pulled the NPC chart from pinned, I'll be posting it in the species poll body from now on so that it's clear what you're voting for each time.
Previously I had a 'rough roadmap' which gave some details about the general direction of the game. This time I want to refine the roadmap a little more now that things feel more clear in my head as to what I can and might be able to accomplish before the game releases. So, updating it from that previous roadmap, here is a less rough version of the previous roadmap.
Planned:
-At least 4 primary bosses -Three more weapons -Three more spells -Three more distinct environments -At least Five total 'alternate' environments (Environments which borrow other tilesets or which have recolored elements to them, but also have their own tiles/assets too. The beach would be an example of this.) -More split paths -A large variety of upgrades/unlocks for the player (I don't have a specific count) -At least eight more dedicated puzzle shrine areas -Additional 'power level' statues -NPCs which can be expanded/tfed -Developing the story further -Easy, Normal, and Hard difficulties -Enemies which can force Aria to inflate -More normal static world NPCs to talk to
Want to add:
-Extra bosses and side bosses -More weapons/spells -Special hidden environments/areas -Costume/skin system allowing the player to unlock costumes to swap to (such as bunnygirl Aria) -Enemy AI variety based on difficulty (Such as the AI performing different moves or special moves on harder difficulties) -Revamp the lighting system -Improve weather system -Twelve Smoldering Tea Leaves mega blimp airship -Possibly get new voice actors for Aria/Milan (I already have all the major voice lines for them done, but if I wanted to add more then there are issues with doing so. I may leave this one up to a poll closer to the end of game development as replacing all the voice lines and adding more would take some time and money) -MP/Power level stealing enemy/trap -Improve old SFX like the blueberry deflation sound. (Possibly also some FX on the expansion) -A new powerup which gives Aria a size and booty boost (I moved this down to 'want to add' due to the purpose of this form not feeling 'clear' in my head. There's still a good chance it will make it into the game, but due to the new power level system, I have to make up a lot of extra sprites to get it to work well in addition to figuring out what exactly the form will do)
Low chance of making the final cut:
-Inflation/expansion minigames -Shrines specialized around unique tfs -Hidden weapons/spells -Nightmare difficulty -Nightmare exclusive paths and environments (I don't want to spoil the concept here, but these would be areas that are rather high on the scary/spooky meter and only available in this special difficulty.) -Achievements
That is the gist of the roadmap itself, though I may add some new features on the way to the end here and there if I think it will heavily improve the game. (I always listen to feedback and suggestions, but I can't promise I can add something to the game. I always like a feature to feel both satisfying and feel purposeful.) There are also a few features that I do not list here as I am not 100% on their implementation just yet.
But I want to also give these features broken down a little heavier into the patches I plan. I don't know exactly how long it will take each of these versions to develop, but I can at least inform you of the general version plan so you can feel out how far into development (and how far from the end) the game is.
v0.6.0.0 - This will be the next major version and the game will enter into this version when the next boss is added into the game. I'd consider this to be the real 'middle' of the actual content to be added to the game.
v0.7.0.0 - A balance focused version. It will emphasize developing the difficulty levels and balancing things. It will still have some new content in it with an area or two and a couple shrines, but the focus will just be on getting everything in the past straightened out and prepared for future patches. I may attempt to add the skin system here or in v0.9.0.0 if I feel I can fit it into the game. I doubt this patch will be quite as big, but will still be very important.
v0.8.0.0 - The next major version which will have the third boss in it. At this point, the game will be nearing the 75% complete amount for the content in the game. This will probably be the longest of versions to complete. When this version is done, I'll be prepping the game for release on as many platforms as I can. Itch.io is the one platform I fully guarantee a release, (Unless something happens that prevents me from doing so) but I would also like to release on Steam and maybe even some more prestigious platforms. I don't have plans to do early access or anything like that, but to my understanding, it pays to get ready early so this will be the point that I begin doing so.
v0.9.0.0 - Meant to be a major polishing version. This will be the last playable version offered up on Patreon for members who paid less than 10$.
In this version I will be mostly polishing up systems and I'll likely attempt to revamp the lighting system in the game to look much better. In addition, this is the likely place I will look to implement the expandable NPCs into the game. (Though that may come earlier) I will also make changes to some core game systems at this point to improve performance and trim some things up. I'll develop the game credits during this period too. This will also be the point where if I do decide to get new VAs that I will be implementing them.
Edit: I will likely try and see about adding in requested features here or finishing them up too such as bestiary, item list, and map.
Finally, once it's all polished, I will spend a bit of time crafting an updated demo for the game after everything is polished.
v1.0.0.0 - The release of the game. The final boss and all remaining content will be added at this point. When it's done, I'll set an official release date and prep all the needed methods for getting downloads to those who have donated 10$ total over here. Then when the game releases, everyone should be able to get their hands on it. (If for some reason there are issues, I will manually hand out downloads if I have to. Ideally, everything goes well and I'm able to easily distribute the game. I'll have everyone who needs the game on a list by this point)
Post release - At this point I'll monitor the game and give it the attention it needs to fix bugs quickly. As time goes on, I'll see how everyone feels about the game and if there is a desire for more, I'll probably continue to develop the game further. (Possibly adding in features that didn't make the initial cut) Whether I do that as more of a DLC or just free content will depend on just how much I can afford to do so. It's either that or I begin to work on another game, though I will talk about it here before I make any major decisions.
I believe this is everything I can directly offer without asking for questions. (Of course you can ask and I will try my best to answer them!) The only final thing I have to say in regards to how long I think the game will take to finish... I really hate to promise any particular timetable because anything can happen to delay things. I will just say that if things continue to go well that I believe I can likely finish the game in about two more years. Unless there are events which hinder development, I believe that's a generous amount of time to finish everything I have planned and then some.
Good day! As of the current time I'm just working on the next area. I fixed a couple of small things involving some animations and their timing. Most everything though can wait to be added as a new build. The next build I'm planning to take a shorter time than the last since I won't be programming any new mechanics this time around. I'm just going to focus on building some fun levels involving everything I built out up until now. And the next build will come out after the next area.
Speaking of plans, I'm going to create an updated roadmap (as a separate post) and pin that so anyone who is curious can easily see what is left. I'll try to update it as I go too. If you've been around a while, you may remember that I do have an old rough roadmap I posted very early on. That's way back though. The plan for the game in terms of that roadmap hasn't changed too much and only in the positive I can say.
Anyway, the immediate plan though will be 1 new candy island area (next), then will be a beach area. After the beach area there will be something of brief field > forest > dark forest area. Though it will likely be significantly shorter than other areas before it leads into an intermission area. More so meant as some story elements similar to how the beach > candy island boat scene went. But after that part will be the first official Dark forest area. After that dark forest area will be the second boss.
So to summarize that, it will be another candy island area, then a beach area, then a field/forest/dark forest story segment area, then a dark forest area, then the second boss.
What I plan to do: 1. Complete the next Candy Island area 2. Upload a new build with that area. 3. Complete the next Beach area. 4. Upload a new build with that area. 5. Complete the story segment/area. 6. Complete the dark forest area. 7. Complete the boss. 8. Upload new build.
And at step 8 the game will move into version 0.6.0.0.
I'll discuss how many versions I believe are left in the roadmap I post after this.
How about info on the last build?
Well I had said I would detail it more here so lets do that.
Firstly, I added in some new story. Some gently annoyed Milan from Aria's less than logical story and then follow it up by introducing Milan interfering in the story. And I'll only say that you can look forward to more of Milan's interference later!
I also added in some new NPCs. The non-expandable NPCs are more so meant to build the world out a little more. Some information you get from NPCs will pertain to world Illaria and Milan live in and sometimes it will pertain only to Illaria's written version of it. Occasionally NPCs will give you hints to get upgrade items or find hidden areas too. I certainly intend to add more of these static npcs. I will also make it so that the transformable npcs 'expand' upon the world as well with their dialogue, though they will definitely be focused on the fun of making them puff up into their respective sexy shapes ;D.
I think it's obvious, but I also added in the candy island and it's many mechanics. Crumbling platforms, crumbling blocks, transparent gel, bouncy jelly, hot cocoa which harms you, factory-like structures, exploding and inflation barrels, and walls which require those barrels to break.
While I do like to always have as 'unique' of areas as I can get into the game, I think in this case that I packed a ton of features into too small an area. So going a couple areas with no completely new mechanics should work out. It will heavily rely on my ability to design levels in a fun and interesting fashion though!
I also added in Aria's new 'blimp' form which is meant to be mostly detrimental to the player. You lose your ability to attack and uncontrollably ascend at a slow pace. During this time, if you take damage, you will pop like a balloon and take additional damage, but return to normal after. You may find ways to use this blimp form to your advantage later, but it will be an extremely niche situation. Most of the time this form will be bad for you and if you're not careful you'll find yourself running out of energy quickly.
I am also planning to add the ability for enemies to force this form on you in some fashion. My most immediate plan for this will likely come with the next boss, but after that, there will be at least one enemy type who can inflate you if you're not careful.
Next I added in semi-new enemy types. While I have been recoloring mushrooms from the start, the newest one has the mechanic of throwing his cap like a boomerang. Considering that I was trying to design a hazard heavy level with the candy islands, I think the cap toss adds a good bit. (Though I have nerfed the damage by a fair amount)
Then I added in a chocolate bunny gobbo. She's still as aggressive as your normal throwing gobbo, but doesn't always throw a harmful soda. Instead, she'll fairly often throw candy or mana potions. As I had said, I wanted to focus on the levels being hazardous, so I made her a little less of a threat than other gobbos since sometimes she might throw a helpful item instead. (In the next patch, she may also throw a super rare, valuable item too...)
And the third enemy I added is a variant on the filimuri. Though this is quite the variant as she's more of a gummy snek than a fish gal now. It seems staying around such a high concentration of candy can mutate you. This version varies by retaliating faster and having a higher HP total, but her weapon can block less damage overall. So if you want to rid her of her weapon, you'll need to back up after attacking her. She'll also throw a bundle of poisonous candy chunks. These candy chunks are unique in that they will not break the bubble shield, nor will they stun Aria at all. (But the poison makes up for that) She is also unsquishable by Aria's blueberry form, so you'll need to keep that in mind in case she's waiting for you across a gap!
Last, but probably the most favorable, is the jelly girl enemy! I based this enemy on a suggestion from a supporter for an enemy who could only be defeated by inflating them. This sexy giant thay'valay requires you to hit her with three inflation spells/barrels to defeat. (Hitting her with regular attacks will just make her jiggle) But that may be quite difficult to do since the barrels are hard to juggle while she blows you flirtatious kisses which wobble up and down. In addition to being a big jelly wall of a lady, after you've hit her with three inflation attacks, she'll blimp up. You can burst her by hitting her again (don't worry, she'll be left happy and dazed afterward) or you can jump on top of her to bounce off of her bulk to reach higher areas. (Of course, in the current version of the game the only one of her you will encounter is blocking a doorway so you'll have to keep your eyes out for a lady who is in the open to take advantage of this)
And those are the new enemies!
As far as extra, there is one new secret area that holds a couple of special items in it and there are several more upgrade items to find and buy. I also made it so that you will get a special upgrade item if you beat an overcharged golem. In the next build I'll be adding extra mana to the starting area where one of the golems reside just in case you want to try again after losing to them. Of course, doing so without your powerups could still be difficult to do. It might be ideal to wait until you've gained more upgrades being going back to defeat them.
The last thing I can think of that I modified was the outline on dangerous things. So if you see a red outline then be sure not to touch!
This is about all I can really think of that was added in this new version. Aside from a lot of under the hood things which I discussed previously. (I also made some undocumented changes that were just small fixes like having Aria's blimp form face the proper direction when she pops.) Look forward to my more refined roadmap as soon as I can write it up!
Version 0.5.1.2: Fixed a bug where the new Jelly enemy could have their inflation level reset if they were hit with an inflation spell at the same time they changed state. Also modified their behavior so that inflating overrides all other states. (So no infinite jiggle) Also added more candy to her room to help with longevity (though you'll have to inflate yourself if you want to reach it)
Also modified the juggling barrels so they are no longer a solid projectile once they take flight. (So no more climbing on floating barrels) Also added a debug function to spawn the barrel inflation burst effect ontop of Aria (for testing out blimping)
Version 0.5.1.1: fixed a few things and modified a few of the 'hazards' to now glow red to indicate as such.
Removed previous versions and added the new one.
Latest version: 0.5.1.2
Last updated: 11/22/24
Well now this build version is done! Though the increment on that third slot may not seem like a lot, there was actually quite a lot added. Mostly just mechanical changes, but also several new core things. The next build will be 0.5.2.0 and that build will just be another couple areas for example. (Though won't add too much else)
Generally speaking, this build added a lot mechanically so I will be taking some time to design levels that actually use these new mechanics in fun ways.
But back to the current build...
I've avoided spoiling much for the new enemy types just to make them a slight surprise I suppose. One of the enemies I already showed (The mushroom variant) and another is mostly just another recolor with a slight change to their appearance and also their attack is somewhat different. Then another variant enemy who is somewhat different. Hopefully they still feel fresh!
The fourth enemy type is completely new and heavily inflation themed. I won't say anything else for now, but on the next devlog I'll comment more on the enemies and their functionality.
One thing I can say is that I severely underestimated the time it would take to do that final enemy's animations and that's why I didn't make the weekend time. Programming them really didn't take that long at all surprisingly. It was all in the art this time.
As a recap on other new stuff, there are crumbling platforms, destructible blocks, some new 'big gumdrop' blocks you can see what's inside or stand on them. They act similar to a crate, except you can see what's inside beforehand kinda. (Though they can still function like a crate and I can have them spawn stuff as normal too) There's also new walls that you have to hit with explosive barrels to break. There's also some new bouncy gel which acts like a trampoline.
And the new barrel types are in, though they are sparse currently. The next areas I add I'll be sure to add in more with them.
There's another challenge area that can be a bit tough to get to and the area itself might be hard.
I added in numerous upgrade items. Some of them should be purchase-able right away if you are after the beach area. There are also a few in the new zone. I also added in a 'reward' for beating any of the golem enemies while they're hyper charged.
I believe I said before about redoing the damage system and that's mostly just for Aria and how she receives damage. It doesn't really mean much to the player since it's under the hood, but I figured I'd mention it just in case of crashing. Really it just smooths things out and makes it easier for me to put more upgrade items into the game that provide damage mitigation and so on.
In regards to things I didn't get to... well honestly the only thing I can think of off the top of my head is that I intended to give Tafi a little house right next to the dock, but it kept getting pushed back in favor of other things. I'll get around to giving her a little home at some point though. (It's just aesthetic really though so not all that important)
There's currently a bug in the game where if you get the new mana upgrade, save, then quit, then load, it will appear as though you only have six max mana. However, if you just get an extra mana it will give you the 7th mana. I just gotta fix the loading display for it is all. (After I sleep...)
Next Wednesday I'll go into more detail about the new enemies after everyone has had some time to experience them. If there is demand for it, I can make a video showing them off too.
I think that's about it for all the important stuff. If you play the new stuff, please give me feedback on it! Especially if you find bugs. I did revamp the damage system internally so I am worried that might cause some bugs. (Though I played through the whole game again and I think I worked out all the kinks. Still never know!)
Currently just trying to finish up the next build of the game so I don't want to spend too much time with the devlog and just get right back to it. I still have one last enemy to program, some touch ups to do in the levels, item placement in a few of the areas, and a few animations left. There isn't really a lot to talk about anyway as I am just currently working and not too much else to say. I'm hoping to have the next build available soon. Hopefully before the weekend even!
The only real new thing to mention is that I've added in a new destructible block type that you can only destroy with the exploding barrels. I also want to make it so you can destroy these blocks with Aria's blueberry form too, but I hadn't yet gotten to programming that part. For the immediate time I'm just trying to finish up this current build and then I'll be adding in that blueberry breaking functionality and an area to go with it after.
I'll have much more to say about things once the build is done!
Sorry for the delay on reporting! This month will be an elf vampire! Hmmmm... been quite a lot of variety in expansion and transformation. Not very sure what to do with her. Perhaps some classic BE to go with a bit of bloodsucking? Hmmmm... I'm definitely not sure just yet.
Showing off the new stuff added. Retaliatory bubbles, small launch able explosive barrels, healing proc, orb weapon low level upgrade, and the new enemy.
Another couple of weeks! And I do actually have a good bit to talk about!
So my main focus was on getting the new enemies developed, but I paused for a bit during that to add some new upgrade items. As far as the new enemies go, I have finished up all the art and programming for a shrooma recolor. Though in that case I did actually add a new mechanic for him where he throws his hood at you. Nothing too complex or too interesting there. The other enemies I still want to keep under wraps till I push the next update out. Like I had said a while back though I won't be making them anything too special.
With that said, one of the enemies that I showed before will definitely be more fun. I've only done a bit of art for them and I'll be doing them last due to the more complex nature of my plan for them.
As far as the upgrades though I have several more that will be added. I tried to attach an 'enhancement' to each spell. Sadly I feel short as I couldn't figure out something good for the windforce spell that wasn't convoluted, overly niche, or just overpowered. I do still plan on having an upgrade that reduces it's mana cost, but that's still for later. I'll come back to it again.
For phoenix dash, I added 'phoenix resistance'. This one acts as a passive. Whenever you have phoenix dash equipped, you take reduced damage. Though the damage is based on different damage types with you taking significantly less from AOEs and moderately less from normal attacks. It won't affect some special attacks later on in the game, nor does it mitigate damage done by special types of attacks like the rat item steal.
For the bubble shield I added 'retaliatory bubbles'. This one makes it so whenever the bubbles are destroyed by a projectile, they will spawn a small bubble which will home in on a nearby enemy. The bubble only does a small amount of damage, but it penetrates block. In addition, it will inflate enemies if the attack would defeat them. (Though filimuri wizards will still resist it) You don't have to worry about this causing bosses or powerful enemies to hypercharge though. It will just defeat them instead.
For magnetic star I added 'kyrakyst wand'. It's a little more basic and just significantly increases the damage that the magnetic star does to powerful enemy types. It will at least change the color of the star, but is not the most creative thing I've done. I have an idea for something better next time, but for now, this one will be pretty basic and should even increase the value of magnetic star for fighting bosses.
For rejuvenation I added 'scroll of resurgence'. This is another passive one. When you have rejuvenation equipped, if your energy drops below 35%, it will heal you for 25% of your max energy. Of course, this only occurs once every 5 mintues and whenever you equip it, the timer resets. So you have to have the spell already equipped to benefit from it. No picking it up to get a spontaneous heal. I have a feeling that 5 minutes it a bit long, but I do also plan on adding something to reduce that cooldown. Also currently the only way you can tell that the heal is ready is to look at the spell icon which will change to a blue color and Aria's eyes opened. I'll see about adding in a sound cue potentially. Might also be a good idea to change how it charges too. Perhaps picking it up puts it at half charge.
I did also add in a new item which adds a weak flame trail to the orb weapon at lower levels. This way if you perish, you'll still do a little more damage. The item is Volatile Mixture. I plan on adding in some more upgrades to other weapons when they are lower power too to try and help when you've perished. I also will likely separate your weapon level from your symbol count so you can lose weapon level, but later get upgrades to reduce how many symbols you lose. Then I will try to narrow the gap between level 1 in weapons and max level. This is important because I plan to add an enemy type that can drain your symbols and power level too.
You'll be able to purchase Phoenix Resistance, Kyrakyst Wand, and Volatile mixture after beating the gargoyle boss. If you already did that, you can unlock it by visiting the intermission area directly after the boss and talking to Shopia.
Among other things, I also made a change to the way damage works internally. Basically took the enemy damage code and cleaned it up, getting most of it into one script to make it much easier to change damage values and make upgrades easier to apply. Something I should've done sooner, but it's done now.
I did some more small things with the levels. A bit of minor re-balancing. I still need to go over the levels again for resources. (Mostly planned to do for the beach levels)
I finished up work on the barrels and fixed up some issues that I had with how they worked. I also added a small explosive barrel that will bounce when you hit it. Will have to add some of those to let you struggle to juggle them into enemies. They fall much faster so will be quite difficult to keep in the air.
I think that's it for this. I made a short video to show off the new upgrades and the shrooma. I'm not entirely pleased with how much I got done, though I have been quite busy too. I thought I would be more freed up, but hasn't happened just yet. Hopefully soon.
Seems all that hot air has finally gotten to her and turned her into a blimp! Or a hot air balloon. Though Aria has the lovely idea of turning her into a hot air balloon to travel.
Should be noted, I don't think this will actually be a form of travel in the game. I might be able to just make it so after you inflate her, she hovers around like this and you can just jump into the basket. Though I could certainly see about adding something in like that. Just because they're a voted on NPC doesn't mean I shouldn't integrate them into the story a bit right?
Was considering making Twelve become a massive blimp and actually having her carry a whole ship under her, but the amount of effort that would require would be more significant. I suppose if it's heavily desired closer to the end of development that I could have her become the balloon portion of a dirigible while still being the captain and take you to like a hidden area or something. Would still need to be a bit small of a ship or like, make her ridiculously large or slightly more oblong.
Either way, this was really fun working on her! I really like how she came out and I enjoyed inflating her!
Edit: I added in another inflation animation of her with her hat flopping off.
This devlog is basically me getting back on my feet in a sense. I'm currently working on Twelve Smoldering Tea Leaves uh... 'animation' so I don't want to spend too much time on this before getting right back to that. I'll spoil a tiny bit there and let you know she's going to get her 'airship' wish. I mean, for some of you, her tf will be no surprise. I dunno why, but I just kept thinking of magma and 'hot' with her and it just came out that she was this hotheaded, hot haired, hot eyed, gal. I think 'hot aired' will be fitting.
In terms of the actual game development, slower than usual. I'll talk a little more about plans. A friend asked me about the NPC implementation, so why not, lets talk about that?
My plan is to actually enhance the NPC system near the end when I actually add them in. I think it'll just be a month straight of me grabbing the wires, straightening them out, and then adding to them and creating a nice robust system for it.
The idea here is nothing new. When you talk to these NPCs, you'll have a few options.
Transform(I'm not actually sure what this option should be called... but it'll be a very 'general' term to use for all the NPCs) Talk Leave
Leave is obvious. You leave and they say goodbye.
Transform is pretty straightforward. If you haven't tfed the NPC, it'll ask you to use a TF item. If you don't have one, it'll be blanked out or you won't be able to say yes. Or it'll throw a 'You don't have the necessary item.'
Talk on the other hand will be me expressing my 'lore' into the universe. Well Aria's version of it anyway. I will make it so it brings up another dialogue box with other topics you can ask the NPC. After you TF the NPC, the dialogue options will increase and you'll be able to talk to them about other things.
It should be a simple system that also rewards you for tfing the NPC with more dialogue to talk to them about.
I haven't really talked about it too much, but I'm keeping the game a little 'subdued' on the sexuality. That means no nudity as I believe I have said in the past. That also means the characters won't have sex or anything like that. I may 'imply' that NPCs are doing it or that they have done it, but you won't actually see any of it in the game. The most you will get is some perky nipples and tight panties. Hopefully not a disqualifier there long term.
Not that I am aiming for some specific rating or something (Especially not considering the subject matter we deal with here!) but just more about the vibe of the game overall. I prefer that line of cute and sexy fun expansion versus really hardcore or 'too soft' where you barely get any 'real' expansion or transformation out of it. So you'll never see a character fully nude (unless they are covering themselves or it's ambiguous) and you'll never see sex in the game. (But you might get some implied stuff at the end...)
Anyway, the reason I mention that is because I do definitely intend to ride that line. You will get NPCs who rather like expanding and transforming and will let you know during and afterward through in game text vocalizations. Most of the time though, I am going to try to make the expansion and transformation hinge on something 'fun' rather than 'gratifying'. But here and there I'm sure I might lean more towards the sexy end of things.
Long story short, the transformable NPCs should have a variety of fun and 'interesting' dialogue before, during, and after their transformations.
And that's really all I have to say here for now. I'm sorry I don't have too much to say in regards to the actual development of the game, but that's because nearly all the time has been recovering/moving from the outage and also from getting the NPCs for the previous months. (I have actually done some in game programming for the barrels, but it's mostly just polish and planning so not much to say) I have done some minor work on the sprites and tiles too, but nothing worth note. Next devlog should be more fulfilling.
Also Twelve Smoldering Tea Leaves tf should be PLENTY fulfilling when I finish it!
No that's not a typo or some dramatic intro. This NPC is actually named 'Twelve Smoldering Tea Leaves'. Heavily influenced by Myth: The Fallen Lords Journeymen naming mechanisms, most civilized gobbos have names like this. Three Skulls Falling Apart, Seven Gauging Shadows, Forty Three Carefully Jeweled Scepter, and Seven Golem Tongue. All potential names for a gobbo who is less than feral.
Of course, such a long name begets abbreviation... any you like for she is fine with all. Smolder. Tea. Twelve. Even TSTL. Though most just call her 'The Fiery Tea Trader' since she is a seller of tea leaves and confections. The captain of a vessel which travels the seas to find exotic teas!
This fiery haired lady of the seas carried a runelock rifle and a boasty attitude! Of course, many feel that she might just be... full of 'hot air'...
The gobbos have been around since ancient times. One of the earliest races of Neivaun, they garner the most hate, respect, love, and study of any who exist. It is said that they are the origins of nearly all the neimshi that exist on Neivaun. Quite a claim to make that they might be the original creatures by which all others evolved from. Even the dragons seem to revere or revile them in some way shape or form. It is said that dragons will enlist hordes of goblins to aid them and the goblins will oft comply without complaint as though knowing they serve a force greater than they. Why shouldn't one see that which is more evolved and fall in line?
But in the case of Twelve Smoldering Tea Leaves... she's just another gobbo in this strange world trying to make the most of things. Her kind are said to be the most civilized. Heavily resembling those that they associate with and one of the few kinds of gobbos who actually trade with the northern lands. It's no wonder that she has no problem exchanging coin with thay'valay, talimari, and filimuri alike. The northern lands are rumored to have the best tea afterall...
Though such trade doesn't come without a bit of bragging. Who wouldn't give off an air of arrogance after they've bought and sold with the northen alliances? Or maybe this little lady is just 'puffing herself up' to look bigger than she is... And Twelve Smoldering Tea Leaves has most definitely had strange dreams of becoming the pilot of an airship. Maybe she could team up with a talimari to obtain dirgible status one day...
Sorry... couldn't help myself. Her tf form is still in the works! Hopefully not too far off!
One might think that breaking a curse is some incredibly difficult task to accomplish, but why not just double curse the person back into their original form?
Well in this case that seems to work! Mostly... seems Imasmique might have quite a bit more up top than she's used to. Even after she's had her outfit re-tailored to her, somehow her chest feels like it's too big or her outfit is too small...
As I had said a long time ago, not everything will be flat out expansion... though this would be more 'expansion by proxy'. She does end up with quite a large bust though! I hope that this is still a fun transformation! It did take a bit out of me and I had some help.
Here is the NPC for the last, last month! Imasmique!
Well... at least Imasmique as a gobbo. It seems she was cursed into the form of a gobbo!
Though the reasoning is entirely silly. Imasmique, as indicated by her red garb, is actually one of the nine Cardinals. She hails from the south eastern provinces of Iblissia, one of the provinces to hold the gates of the Red Frost from allowing creatures to spill into thay'valay lands!
But I think that's putting too much emphasis on lore which isn't entirely relevant. Instead, the gist of it is that she'd be more of a military focused noble. In these times of peace, she'd be protecting the lands in her particular provinces and having meetings with the other Cardinals as well as the Thay'renay. (Queen) Imasmique is no blue blooded noble and was chosen as one of the most fit to serve as she proved with her ability to command. Yet it seems no amount of physical prowess or tactical genius can protect one from such a curse!
Her title of Cardinal is quite significant in the actual universe, but here in Aria's Dreamland it just means she wears red, gold, and black!
I'm not sure I mentioned it before, but thay'valay are also supposed to be able to absorb magic with only a few exceptions. (One being that they allow the magic to affect them which requires training since it's a natural reaction to absorb magic) However, this isn't the normal reality of the universe. Instead it's Illaria's reality. That means that thay'valay are certainly more susceptible to being transformed, inflated, and expanded.
In Imasmique's case, that just means returning to her thay'valay form. Though... the return transformation may leave her with a little more curvature than she is used to...
As I had previously said, I'd lost power for several days due to the hurricane. Fortunately quite a lot of work was done before then and I've also managed to get a source of power and cobble together everything I'd worked on beforehand.
So to start with, I'll talk about the thing I'm sure most are interested in and that's Aria's new form. Her 'blimp' form as I'm calling it. This functions as a detrimental form as previously discussed where you can only affect your horizontal movement and will helplessly float upward. Currently it lasts less time than the wingmilk form, but I'm willing to adjust the duration if it's too short, too long, doesn't float upward slow enough, etc. Obviously things need testing.
How does one go about getting blimped? Well now I've also introduced exploding barrels.
As can be seen, currently there's just two of these large types in the game. The orange one does as you'd expect. Explode. The green one... well it explodes too, but it expels a gas that will inflate you and any nearby enemies as though they got hit by the wind inflation spell.
Of course this only has the same effect as the wingmilk, but if you're already afflicted by the wingmilk affect, then at that point you'll blow up like a blimp. So it takes two of these barrels to turn you into a blimp. (Or a wingmilk and a barrel)
Once that happens, you'll helplessly float upward. If you take any damage at all, you'll POP like a magic filled balloon. Fortunately bursting is little more than an inconvenience to Aria and she'll be ok immediately after so long as she has energy left. (Technically whenever she teleports she bursts into raw energy too as you can see from her safe fall recovery) You'll take extra damage when popping based on a percentage of your max hp as well.
Of course, stationary barrels are great and all, but surely they could be more interesting right? I agree! So there are also these smaller barrels that you can bounce around...
The explosive juggle barrels aren't in yet, but they'll function similar to the green barrels, just falling much faster. The green barrels however are full of magical wind gas so they float slowly down making them easy enough to juggle by hitting them. So long as they remain in the air, they can be hit to keep them aloft. As soon as they touch you, an enemy, or something solid, they'll burst into gas just like the big barrels. And with the same effect too.
I'll upload a little video showing off the new barrels and the functionality as well as Aria blimping and bursting. I also couldn't help myself and made the volume of the pop quite a bit loud to make you jump! If it's really annoying though I can tune it down of course.
In other news, I also went back over the 'unstuck' script. Or rather, I made a new one and left the old one how it is for everything that uses it. The new script is meant specifically for Aria.
This unstuck script is, as it says, to unstuck you if you get... well... stuck.
Previously if you got stuck, you'd either teleport out of the stuck location, or you'd just be stuck until you perished. Well I've modified it now in light of the blimp form. Because blimping can happen pretty sporadically, I'm worried players might get stuck a lot. I changed it up to check more locations and more efficiently too so it runs a little less.
However, I couldn't increase the 'actual range' that it checks to unstuck you. So if you would get stuck before, then you'll still get stuck now.
BUT, I have modified it to help a bit. Sort of...
Now if you get stuck while inflating/expanding/transforming the game will wait until you're done transforming, then it will force you to transform back. In the case of the blimp form however, that means you will pop and it will hurt you pretty bad. Of course it will be strongly up to me to design levels where that happening will feel like the players fault instead of just randomly you perished because you happened to be in a small location and hit a barrel. or something. Feedback on this is very welcome.
Also if you get stuck as just regular Aria, then the game will instakill you if it can't unstuck you. I did this because it's better to do than have the player wait around unable to do anything and be frustrated. Really though I don't know of any situations that this would actually happen. The biggest thing to worry about is transforming in a small space and, as I said before, so long as I design the levels well enough, it shouldn't be a real problem.
In the video I show the new unstuck system too. You'll also see how it's slightly improved so it's just a bit less jarring to get unstuck by the system. Still might need some work, but I can't increase the range since that has resulted in teleporting outside the map if you get stuck in the wrong spot for example.
But the new system overall should be more efficient and only a touch heavier on the processing.
Another small thing to add here is that I got lucky to spot it and there's currently an Ovani SFX bundle on humblebundle which I grabbed. As I have previously said I'm always in need of more sounds so I just got a bunch more of them. And they've already helped as I have a layered sound in there of the barrel being destroyed. It's hard to single out among the explosion/gas SFX, but it's a deep bassy metal sound.
Ah but as far as the barrel inflation... what could really be the point? (Aside from the obvious turning Aria into a blimp) Well, I want to still keep some things under my hat until I can actually release the update, but I suppose it should be ok to show at least a little teaser of what I am working on. I had hoped to actually have an idle animation for this lady, but nature saw fit to foil those plans of mine.
And no, this is not the NPC for last month, this will be an enemy in Candimus. The next thing I will be working on though is the NPC for the month which is, coincidentally, also a thay'valay. I still think I will go with the idea that she's a gobbo to start and will transform back into her thay'valay form as the tf. (I might just do them and then roll right into the gobbo NPC that just won too)
The poll results have come in and this time we'll have a goblin captain. I think everyone would know that not all goblins are going to chew at your ankles in an attempt to hurt you. There's plenty of them who do it out of love. In the case of a captain, they have to have some respect in order to hold their crew's attention.
Since pretty much all the goblins I've done so far have been breast inflation based, I will do something else for this particular gobbo, though I'm not sure exactly what just yet. Maybe more of a weighty booba or hourglass growth? Or possibly a blimp similar to Verdite? Since the NPC for the last month will probably involve growth similar to Desatea, I'll likely avoid that though. I am always open to suggestion of course.