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    General Chat
    S
    step

    Since these enemies get benefits from player’s magic shield, armor can be used for protection.
    Armor reduces damage only from melee attacks, it will not protect the player if they are crushed, but magic shield will.
    To deal with these threats, the player can disable their shield and rely on their armor instead - though in doing so, they risk being instantly killed by getting crushed accidentally.

    To attack enemies effectively, player needs to use the appropriate weapon:
    Swords are fast and deal slashing damage - good against unprotected targets.
    Hammers are heavy, but good against armored targets.
    Golems are slow and use rocks as protection, so using swords and daggers against it is pointless - only when its core is exposed, swords can be effective.
    Hammer blows, on the other hand, can “shake” the core inside golem’s body, dealing small amount of damage and can even expose it by destroying some parts of his body.
    Parasites are fast, so they can easily dodge blows from a heavy, slow hammer; however, evading strikes from a sword is not so simple - and such hits will also deal them significant damage.
    Daggers, being the fastest, leave small chances to dodge player’s attacks, but deal small amount of damage (but excellent to deal with duplicates).

    Thats all! Thank you for your time reading this.
    Good luck and have a good day.

    N
    Nixonic

    Damn i should make a part two of some suggestion…

    M
    MG

    would it be possible to have an option to choose the footsteps power like chose between low/average/hard/ cataclysmic instead of the shoes ?:o

    D
    DeeRRiLious

    i’d say expand the anger/“Feed me!” mechanic, now it’s just the jump and feels empty.

    maybe make them deliberately target the player/village when wandering and sufficient level of mad; or follow us around and stomp the houses we enter like they do with the shrink-houses?
    if you have more time, it would be cool if we could hide from them when they are angry. use the teleport stone, statue explosion flashbang and run and hide behind a wall or a building. she would have to search for the player or guess where to jump. could be fun.

    N
    Nixonic
    1. Settlement Generation

    We already have procedurally generated villages, but their size feels like a pretty limiting factor. Maybe it would be possible to create a separate custom village option where players could choose the size, type, and make a few other adjustments to how the location is generated.

    If the locations were expanded, there could also be room for some new environmental features. For example, a church with a shrine inside that the player could climb up to get a better view of both the area and the giantess. It’s pretty hard to fully appreciate her and really get a sense of the difference in scale when you’re standing on the ground.

    It might also be interesting to divide the village into different districts. One could have shops, bars, and blacksmiths, while others could be made up entirely of residential houses. There could also be something like parks, basically just larger open areas where the player wouldn’t have to squeeze through narrow spaces all the time. Barns and livestock pens would also fit pretty naturally into a fantasy medieval setting.

    If the village size were increased significantly, it might be worth adding some new dialogue for giantesses when the player wanders too far away. For example, a giantess might start feeling a little confused and look around for the player. If the player enters an open area where she can spot them, she could close the distance and say something as well (like: “There you are” or “I started to think you was just scared of these growth spurts and ran off.”

    As far as I understand, getting around shouldn’t be too difficult with the teleportation stone. And from what I gathered from the upcoming 1.0 update description, you’ll also be able to climb onto a giantess’s leg or grab onto it, which could definitely help with covering larger distances.

    Expanding the map could also open up more possibilities for side quests or additional objectives (like the shrines). To be honest, though, I don’t really have any specific ideas for those yet. I’ll give it some more thought.

    2. Affection and Dynamic Mood

    I’ve been thinking about the Affection system for a while. I remember that the current Affection level also affects in-game dialogue, but I feel like it would be nice to have something more flexible and dynamic, rather than something that stays constant.

    Maybe it would be possible to add a dynamic mood system for the giantess during a match?

    For example, if you look back at my first post with suggestions, you’ll see that I mentioned food multipliers. What if giantesses had their own food preferences, and feeding them things they dislike could lower their mood? Depending on her current mood, several things could change:

    • Shrine bonuses: The bonuses could be slightly better when she’s in a good mood and much less effective when she’s in a bad mood.
    • Shrink House destruction timer: A giantess in a bad mood could give less time before crushing the Shrink House.
    • Punishment for projectiles from stone statues: If she’s in a good mood, the player might get away with just a warning, although her mood would still worsen. In a bad mood, she’d apply the usual punishment. If she’s in a really bad mood, she could get two attempts to crush the player, or even jump on them.
    • Rare enchantments from the cauldron: Her mood could affect the chances of getting rarer and more useful enchantments, although I’m not entirely sure about this one.
    • Blue and red crystal drops: Her mood could also affect the chances of these crystals spawning when the giantess takes a step.

    This is actually a pretty complicated mechanic, and I feel like the bonuses for a good mood should be kept to a minimum. On the other hand, penalties for a bad mood could make things significantly harder for the player.

    I’m not entirely convinced that the idea would work well in its current form, but maybe someone in the comments could come up with a better or more creative way to approach it.

    A system like this could encourage players to be more considerate towards giantesses instead of constantly abusing the huge bonuses provided by the stone statues. And let’s be honest, nobody wants to upset a girls, especially when you can literally fit in the palm of her hand.

    I would like to have feedback from all other players and especially devs, if any ideas really seem feasible, interesting or suitable for the game, let me know.
    Anyway, I’m happy to read the additions to my suggestions from all the players.

    L
    leblebi31

    İ would like to suggest minimap. İ mean it actually exists but i think it will be better to have it on the top left or right after crafting it. İt is kinda annoying to take map to the hand to see and it holds a space in your hotbar.(Sorry for bad grammar)

    J
    Johnny

    Can we expect the next public build to release in the coming days or a little later?

    T
    The saucy Sorcerer

    Hiya, been playing the beta build and very nice :D. Very good variety from previous builds, though I don’t really get the leylines yet lol. Random thought though, have you ever toyed with the idea of a different mode or run modifier in which the giantess doesnt grow in large bursts when the metre fills up but is instead slowly growing each second? Just something I thought might be neat. Also are there plans for the girls to do other things during a level bar walking around, stomps/jumps? Or is that stuff for the interaction things only?

    Hope its okay to post thoughts and suggestions here. Been thinking of a few things since playing the new build.

    Hopefully its possible to do more than just walking and stomping one day; for example a finger crush on a shrink house or running it through the village, might be a good change from the walking when they start to get really big or just in general. (i would die for a breath play thing lmao but i doubt that would ever happen)

    Some kind of ‘hide and seek’ mechanic; the twins dialogue about losing the player when they get really big is peak and it gave me an idea. What if when giantesses get really big they get a ‘seek’ mechanic: could just be an animation interaction where they crouch down to look around for you, or maybe even get onto hands and knees and get really low to try and spot you (giant looming eye is awesome). Could perhaps be a minigame during a run. I am not sure what the reward would be but i have a personal want for a risk of failure to be a simple breath that blows the player, if they are above a certain size it becomes a game over mechanic but i doubt others would want this so oh well.

    Different sentry turret types: for example growth and shrink ones. They might hit you with a continuous beam instead of a blast, but could be either. Shrink ones obviously shrink you, like some of the crucible options can, but without the speed up bonus. It will reduce your speed and strength so carrying food becomes harder; something you want to avoid as it makes the run harder. The growth ones will just simply provide consistent growth to the gts, also making your run harder if you get hit too much. Though some people would probably sit in them for the growth or shrink aspect lol so might not work, idk.

    Last thing I thought about was removing the village walls, or making them destrucible with a longer respawn time than houses, allow the player to go further out, but if they go too far the gts thinks they are trying to run away and either; 1. leaves, ending the run. 2. gets upset and chases them down. Both should result in losing a bit of affection. (thought of only because the player boundry makes shoe climbing the bigger giantess a pain hehe…)

    Hope this is alright to drop here, hope also any of this is useful suggestion but understand if its just wishful thinking. Love the game, and oh my god i forgot how good your sound design and quake immersion is. Its so insane how it both tenses me out and hypes me up.

    L
    leblebi31

    If I take the files from my old save file and drop them directly into the new version to transfer it, will it work? Will any issues come up because of the version difference?

    Does the game drop today, or is it getting delayed?

    Z
    Zahed Nastri

    我也想问

    LadyAliceR18
    LadyAliceR18 Creator

    Letting everyone know now that the public update will certainly not come out tonight, but I may release a test build. It’s mostly for testing purposes since it’s mostly bug fixes, but it does have a bit new content.

    A few days at most for the delay. We’re very close.

    D
    Delron

    I was thinking that when the end-game starts, and when its game over, it could be interesting to show a few statistics from the round.

    For example:

    • How many gems were used throughout the round.
    • Which food item was consumed the most.
    • How many times you got crushed.
    • How many times the cauldron was used.
    • How many Shrink Houses were successfully cleared.
    <hr/>

    It could be a nice way to look back at how the round went and give players a little summary of their performance.

    I was also thinking about whether there could be a dedicated Game Over scene.
    Perhaps something shown from a third-person perspective, or even from the Giantess’s POV when the game ends.

    I realise that a third-person perspective would probably require the player’s character to be generated as well, so it might involve a bit more work.
    Still, I think it could be a nice addition and make the Game Over moment feel more impactful.

    Or maybe a specific art showing up depending on which Giantess “finished” the round.
    What I have in thought here is like what there used to be in Shrink High for example.
    An image from the game to express my thoughts better is added!

    (Potentially this could give fans a way to contribute, I’ve seen a few nice arts of Akipo for example.)

    Then again, just brainstorming here, no pressure, you guys doing amazing work, and the game is the current best Giantess Game in my opinion!

    image.png
    LadyAliceR18
    LadyAliceR18 Creator

    We uploaded the last test build. Baring a few things, that will be the public update.
    Please report any new bugs if you find any, I’d greatly appreciate it.

    H
    Have Fun

    Guys do you know how to activate cheats? I tried but didn’t work…

    S
    Sip

    Hi! I’ve been playing the new update with a fresh save. Just wanted to give some input:

    1. I like the new challenge menu! It’s nice to track what I’ve already completed and what I need to do during a level.
    2. I’m not sure if you could do this before as I never tried it, but being able to use the tanukis on shrines and crucibles is nice. There being a delay on the tanuki explosion helps with this.
    3. There’s a couple new anomalies, and I think they are good additions.
    4. I like the new nightgown interaction.

    I haven’t been able to play until I unlock the twins yet, but I do enjoy the build up to them in game and having to unlock them.

    One critique I have, though, is regarding the vagueness of some text in regards to player power. I think this primarily effects the crucibles, but I feel like the phrases “a lot more,” “a little more,” “much more,” “many more,” etc. are almost too vague. For example, when you select the one option in the crucible to get “many more” enchantments, you get two. Would you ever consider changing that text to be more concrete like “Gain 2 enchantment.” ? Especially with the anomaly that doubles the effects of certain crucibles.

    Thank you for your continued work on this game! I’m always excited for a new update.

    D
    davidjecrack

    Hey alice! I saw the update will be release in the coming days, but where can we download it? I downloaded the game a long time ago, and you dont seem to have an official place to download it, so where will we be able to download it?

    LadyAliceR18
    LadyAliceR18 Creator

    I ask everyone’s opinions while I have the time to make small adjustments. Are there any enchantments, artifacts, environments, magical anomalies, any game mechanics, etc., that you genuinely think sucks or is too good?

    I know I’m also asking to nerf your favorite mechanics, but I’m looking to normalize the game’s balance a bit. I’ll probably only change numbers.

    M
    Markus

    Anyone figure out how to unlock the night heels? I’ve been messing around with taking damage on purpose and such from the heels, but either my positioning is off or I misunderstood the unlock conditions.

    M
    Megamax

    Is there a list somewhere of all the enchantments and their effects?

    D
    Dol

    Are you looking to lose enchantments? If you are, there’s a few that come to mind.
    Otherwise, this is just my list of enchantments that stuck out to me.
    This was gonna be a reply to Alice’s request for feedback on enchantments but became really big for a simple reply lol.

    Common
    Magic Heal - .3-.6 damaged shield recovery after getting an enchantment. This one never really felt like something I would ever need, as the shield lantern exists, and so do potions.

    Secret Diagram - next craft is free. This is honestly hard to make real use of. I mean its useful, but mathematically its generally worth the same amount of crystals you put in. It’d be different if there was a BIG cost somewhere, which could be a neat goal actually, I’m gonna think about that.

    Potent Crystals/ Crystal Rebate - More Crystals/Crystal refunds. These are good upgrades, but they could potentially be condensed into one. Pocket Crystals is still GOAT, allowing you to still get crystals when the gts gets too big to consistently farm the patches she leaves. This could be removed if that is no longer the case in a future update.

    Blessed Hands - bless 2-4 items. I’m gonna second Sip’s post. Since you cant know when the enchant is going to pop up, you cant make real use of it. Maybe it could slowly bless things in your inventory forever? That would probably make it VERY useful.

    Food Fortune - +3/6 food value. Seconding Sip’s post again. This is not very strong. If you want space you could remove this and maybe increase food value across the board. But as a common, it serves alright.

    Uncommon

    Escalating Profit - 1% food value when depositing in 5s. I’m honestly not sure how this works, which might be a flaw in itself. But I feel like most people aren’t going to find a crucible within 5 seconds of pickup. Does this give you 1% more food value for the rest of the game???

    Offering’s Grace - Recover .8-1.5 stamina when depositing food. I’m not sure off-hand, but i think this only works for undamaged stamina??? If this was damaged stamina recovery, then this would be strong. If its not, then this is very weak since you recover stamina very fast as is.

    Rare

    Streak Keeper - .05-.10 max stamina when depositing the same food in a row. Frankly doesn’t feel like a strong incentive for playing drastically different. Could be buffed. Could be removed. Would be stronger if it was in a class and used at the start of a game.

    White Star - 50%-100% chance of more enchantments. Game changing if gotten early. This isn’t a bad thing tbh. Just noting that this thing is probably the most valuable enchantment in the game.

    Shield Tempo - After completing an enchantment +1/2 max shield. Completing the pattern of “really good if gotten at the start of the game.” Honestly want this to be in a class or baseline lol. It feels bad to get this late in a game. I personally wouldn’t miss it if it were gone.

    Unstable

    I have no real problems with any of the unstable enchantments, they are in a good place and you never really “need” to take any of them. They are just fun. : D I’d love to see more in the game.

    The only real thing I want to add though is a couple new ways to recover damaged stamina. It SHOULD be hard to recover, but during a chase mini-game you get actively punished for foot bracing cause you cant recover your stamina at all (unless you came packing potions, and that’s hard to use when getting stomped (oh and you sometimes brace when using a potion, putting you further in the hole(cries in cant use potions while bracing))).
    Off the top of my head I can think of an interesting addition. Maybe a new, or baked into a foot brace enchantment. If you perfect brace a stomp you get a chunk of damaged/active stamina back? That way if you get hit a lot you might have a fighting chance and when you fail a perfect you lose ground.

    Ah but that’s not a simple number tweak. That’s a full on new mechanic. Oops. : PP

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