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LadyAliceR18
LadyAliceR18

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Alpha v8.0 Progress Update

Hello y'all

This is a sneak peak of the stuff we are working on: new 3d clouds, atmosphere coloring, and a ton more enchantments.

The twin models are so close to being done. I wish I could post them, but they're missing a few face edits. Well, technically only the red twin needs some face edits, but their 3d models is near done regardless. Both of their inclusions isn't until after v8.0, so let's ignore them until then.

Appreciate all the support. I've finally broke even with your donations. Of course, I'm about to dip back into the negative to get some new pov animations, but it'll be worth it for y'all.

Alpha v8.0 Progress Update Alpha v8.0 Progress Update

Comments

I'd like to add normal people one day, but I feel like they should be an update all for themselves

TH Stan

Hey, I do want to see normal people added. They could have stores, some quests, or hell, just watch them die and get revived over and over again.

Brody Stirk

7.1 should be available on Twitter. If not, let me know so I can fix it

TH Stan

Hey, will version 7.1 be released to your twitter soon?

Brody Stirk

It's a history for that particular round only. It doesn't keep track of previous rounds, but that's an interesting idea Barefoot should have gore/dirt details, unless there's a bug somewhere. It only appears when you die If I remember, I'll see if I could add toenail coloring. There's already values to detect only the toenail section, so it should be theoretically easy to paint

TH Stan

(And yes, lore questions are a bit of an odd thing to ask with this kind of game, but it’s a fun game, and I like to know things about games I like)

DesertPrinter

A few lore questions (and apologies if any of them are stupid), what are the statues that blast Akipo in the face meant to do in-universe, and does Akipo have any blame for the region being uninhabited, or are the magical anomalies purely to blame (like some areas are canonically as bad as having all of the non-Akipo behavior changing difficulty modifiers on)?

DesertPrinter

When there is dirt or blood effect toggled on, does that mean history of previous times you were stepped on remain on the soles? I have only played barefoot so far, so I did not see any differences. If that is the case, will this effect be added for bare in the future? Also, will there be further details added to the sole skin eventually, along with toenails? It would be cool to have paint something to toggle and colors to unlock and pick from.

BigUltra

I had an idea which I would like to try maybe this update, the first time you are stomped, Akipo will automatically lift her foot up. Either you get dragged up for a bit to simulate getting stuck under her foot or it's a quick pov player animation It'll make the game easier, but it's also cool. I can make the game harder to compensate if needed

TH Stan

Teleporter - It's easy to throw items into walls and lose them. No fix planned yet Tanuki - Akipo's steps have a destruction range which is farther than her actual foot hitbox. The food items are affected by this which is probably why you are seeing food items destroy further than expected Size lose - It's around 90m, not exact. Maybe that's what you saw? Statues - What you are describing is expected (she's locked into that behaviour), but I could make some changes so at least the walk could be interrupted Achievements - They're planned for unlocking future customizable content like shoes and clothing. The twins will have them by default. All future content for Akipo will also have them

TH Stan

Best game ever, it's all this community where asking for. You or someone talk about some game mechanic about getting stuck under the giantess foot? i don't know in wich scenario can be used, just letting drop the idea around. Best of luck to you and this project :)

Roilends

Potential Bug Report / Inquiry - Teleporter ---------------- It is possible to lose it if it's thrown out the wall somehow. Certain locations doesn't teleport you, and at one point I managed to get it stuck against the wall, never landing -> never teleporting. (However as Akipo grow to a big size over 800m, it was likely shaken off, and then it teleported me minutes later.) - Tanuki ----------- At times, maybe only when every Tanuki Anomalies are activated, they blow up on their own. Either far away inside a house, or nearby. This seem to be random. Sometimes they explode because Akipo steps on the building, or maybe walks close enough that they get moved. I'm not sure, but I feel like the Tanuki is intended to blow up in the player's hand if not thrown away quick enough, and not without player interaction. - Size loss -------------- Even if 90m is set for size loss, it seems to be more when getting revived. She seem to shrunk more than the set size loss scale. - Statues ------------- In case Akipo is going to collect a Magical Orb, any statue explosion taken will be neglected, this can be exploited with the Blessing in Disguise anomaly. For example: If I finish a crucible, and still have some food on me, I could just run up to a few statues, get hit by them, I get the values upgraded, and she won't try to punish me as she is locked in the Magical Orb collection animation. ----------------------------- Question / Suggestion: I was thinking to ask, if there'll be anything like achievements in the game? Challenges to do in each run, a bit of extra to try when going in to the Village. I think it'd be great to have additional little achievements to hunt. Few Example: - Collect 100 Red Crystal in a single run - Do a run under (X) amount of minute while certain Anomalies are active - Survive for (X) amount of time after every crucible is activated - Clear (X) amount of shrink house during a single run. ----------------------------- Keep up the good work, love this game \o/

Delron

I agree with Dreamer, and the ideas. I mean the GTS already punishes you if you get blasted by the statues. But it’d be indeed great to have multiple varieties to get crushed. I think the inshoe crush is a good idea, like if you keep on getting blasted by the towers, she warns you and then instead of stomping she’d try to catch you and put you in her shoe. I’ve been playing the game for weeks now, and it’s an amazing experience. What I feel lacking is really the feeling when she’d really aim to crush you, even if by the end you have to survive. I myself would love that good old overhead view, and have a little timer for how long you manage to survive. As for what I mean by that, is the way things are in games like Shrink High or Not Just a Bug, for example. But either way, this game is amazing, and we as fans/supporters must remember not to overwhelm our content creator. Kudos to you and keep up the good work!! ^^

Delron

I've cleared Level 7.1 several times already, and I still think the difficulty isn't too high. The "Eternal Night" mode just strains my eyes; its difficulty is even lower than that of the "Four Crucibles" Oomura stage. Once I had nothing left to play, I started trying to get crushed by the giantess as many times as possible, and finally accumulated 128 red crystals. Looking ahead, I hope there will be more game-based interactions with the giantess. For example, new attack methods like kicks, grinding steps, or her putting the little character into her shoe. It would also be great if red crystals could be converted into extra lives, with different death methods consuming different numbers of red crystals (a bit similar to Giant Beauty). Among all the shoes, I like playing with the geta the most—the blood prints from the geta are the most brutal, splattering onto the sides of the shoe heels. It would be even better if high heels are added in the future; for instance, getting stabbed by a high heel could consume 10 red crystals, which would create an intense sense of oppression.

Dreamer

The enraged jump is actually a thing already. its called "Anger " under magical anomalies when your in level select.

Catty

must support !—we have to keep good game developers like you around! I’ve been playing for a whole day and finally cleared all difficulty levels of Version 6.0. I have to say, this is by far the most gameplay-rich GTS game I’ve ever played. As for suggestions: when it comes to increasing difficulty, I hope you can incorporate more GTS-specific elements. For example, replacing the enraged attack with a jump (even though dodging might feel easier that way). The other difficulty levels only adjust numerical values, so I’m hoping for more new gameplay mechanics. I have high hopes for this new game!

Dreamer

She doesn't push clouds away currently (shader math hard), but clouds do disappear around her and those clouds regenerate over time as they slowly flow. Its a great effect believe me.

TH Stan

Would be sick if she somehow pushes clouds away when she grows or moves around.

T

Hype!!!!

T


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