Here I will read everything you like to appear in a next update.
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I think more upgrades are needed, so player could be hooked up for longer time (everybody likes to upgrade everything and anything). It can be new types of mushrooms or some flowers or plants. I'd suggest to add accessories like glasses, monocle, chastity cage etc. for example. You can add secrete scenes or arts if you click right spot in main meny or in the game itself. I hope that my thougths will lead you to new concepts or inspire you to some new cool ideas.
I'm going to give a general response instead of replying one by one. Some ideas, like the enemy concept, have been on my mind for a while and will contribute to two new mechanics I'm preparing to implement. As for the mushroom group, I originally planned it to improve performance, especially for the AFK aspect, but I see there's interest, so I might add something extra.
Regarding the futanari theme, most enemies will be futanari. I'm still undecided on whether to focus solely on futanari or include women as well—I'll read your thoughts on it. As for the gallery and femboy customization, I'll add them once I feel there's enough content to make it worthwhile. For now, I'll focus on the core mechanics.
A suggestion to add a futanari enemy type that will attempt to "capture" the goobie ( ͡~ ͜ʖ ͡°) that will reduce the goobie's arousal level.
and maybe a goblin ally where the goobie can have fun with the other goobie ( ͡~ ͜ʖ ͡°) that can increase his arousal level and gain some of that white stuff.
༼ ͡ ◕ ͜ ʖ ◕͡ ༽
Currently all mushrooms just give more points, but you could introduce mushrooms that spawn more rarely, but grant special power ups, like increased move speed, increased multiplier and so on. There could also be more interesting things like upgrades that make it so that occasional "bad" mushrooms spawn, but for buying said upgrade other spawn rates are multiplied (maybe in the vicinity of bad mushrooms).
In typical clicker fashion, you could also add helpers that occasionally collect some mushrooms (maybe those helpers could also have scenes with the character, for example as a reward for as certain upgrade level).
I’m working on a similar idea. The clover image above will be used as an item with a very low chance of appearing. I also thought about adding a reward chest, but I’m still figuring out what to do with it.
As for the bad mushrooms, their functions are what I plan to use for enemies, along with their respective scenes.
Porn aside this game is actually quite relaxing and it has potential to become a "sit back and relax type of game" like a bunch of fishing simulator's
This game also have a lot of creative freedom to expand on a bunch of aspects in this world,
maybe you could add another or a bunch of maps that have its very own unique biomes and npc's that keeps the player to strive for more content, only unlockable if you have an insurmountable ammount of that "White Goo"
This art style is also quite charming i really like games that have simple cutesy graphics and art
I really like the ideas you're giving me. I could introduce a secondary character with that name it sounds quite adorable.
As for the new maps, that could be interesting. I’ve tried the idea of restarting the game with power-ups, but new maps that take advantage of those power-ups might be a cool twist. I’ll have to think about it some more.
And honestly, thank you for those words of encouragement. I pour all my love into this, even more love than you all give yourselves while playing my game.
Ugh. Odio utilizar la traducción automática, pero soy un desastre con las lenguas romances.
La primera imagen era un enlace a las herramientas para comparar colores y una explicación sobre la importancia de hacerlo. Como soy fotossensible, me resultó muy doloroso tener que subir la luminosidad del pantalla para ver el texto con claridad. Otros quizá tengan el mismo problema. Quizá sean daltónicos. Las gafas no pueden solucionar eso. Puede que se les escape algún detalle pese a tener una visión perfecta por estar con prisa. Yo lo sé porque utilicé una paleta de colores similar en uno de mis propios proyectos y esas fueron las quejas que recibí. Se trata de la accesibilidad.
Sin embargo, no dicté una solución exacta, ya que eso habría stifled la creatividad de Mushdev y no conocía la paleta de colores ni otras restricciones en ese momento. Por eso dejé la herramienta.
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Ugh. I hate using AI translation, but I suck at romance languages.
The first image was a link to the tools to compare colors and an explanation to why it's important. I'm photo sensitive, so cranking up my screen brightness up so see the faint text was painful. Others might have the same problem. They might be color blind. Glasses can't fix those things. They may miss details despite having perfect vision due to being in a rush. I know these because I used a similar color palette on one of my own projects and these were the complaints I received. It's about accessibility.
However I didn't dictate an exact solution either since this that would stifle Mushdev's creativity and I didn't know of the color pallet or other restrictions at the time. That's why I left the tool.
I see, I thought it was more of an aesthetic thing than an accessibility issue. I’ll make some changes and you can let me know what you think. Regarding color blindness, the truth is I probably chose the worst palette possible. I’ve been testing it with a color blindness filter (Protan, the one that affects reds the most), and I think it’s distinguishable, but it’d be great if someone with color blindness could confirm. I’m definitely going to try to make it more accessible, but the overall look is already set. I’ll make it more comfortable, but I don’t plan on changing it too much since I want to use this color palette as a sort of signature style for this game and the ones to come.

(Update: I did some reading on the site and yeah, my color palette isn’t the best for accessibility. I looked for higher-contrast colors and made the fonts a bit thicker, not too much, and also increased the text size. I still want it to look nice as well as be functional, so I didn’t go too heavy on the changes. Hopefully, the experience is at least a bit better now.
Is true that it will affect his creativity, but I think he is trying to solve a problem that he does not suffer. That's harder than just art I think, I don't know maybe you see. I mean, I don't see the world the same as a colorblind person and I wouldn't know how to get the result. I would need someone's help with the problem.
It's true that I'm not totally convinced either, but after going back and forth and trying tons of combinations, this is the best I’ve managed so far. Still, I’ll keep trying to see if I come up with something better — and if not, I’ll settle for just barely passing for now
It’s going to take us a while to get Sussy a good uniform, but hey, anything to pass the class.
At first, it was full-body, but even in its chibi version, it was still too big and more confusing, especially when I added the enemy or enemies. So I decided to use just the head and have it move around the map like characters do in some series. (If you noticed, I still haven’t changed the preview image of the game on the website, so it still shows the full-body version.)
Your chibi version is really cute! It makes me happy to see that you like the game enough to spend time drawing it. Thank you!
No he descartado la idea de dibujar chibi pero no en el mapa porque intento mantener una coherencia con el grosor del dibujo para mantener la estética y al dibujar tan pequeño se pierde mucho detalle, además el mapa ahora está soso pero cuando tenga más vida será más difícil de entender, de igual forma repito que la versión chibi no murio y la rescataré en algún momento y de hecho estoy aprendiendo por mi cuenta animación muy básica, pero no creo que sea algo que se vaya a ver pronto, en el próximo juego que tengo en mente si haré animaciones sencillas pero de momento
Que graciosa la representación jeje
I haven’t ruled out the idea of drawing chibis, just not on the map, because I’m trying to keep a consistent line thickness to maintain the overall aesthetic. When drawing that small, you lose a lot of detail. Also, the map may look plain now, but once it’s more lively, it’ll be harder to read. That said, the chibi version isn’t dead, I’ll bring it back at some point. In fact, I’m currently teaching myself some very basic animation, but I don’t think it’s something that’ll show up anytime soon. For the next game I have in mind, I do plan to use simple animations, but for now...