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Furry Chronicles: The Beginning

A furry visual novel with rpg mechanics, breast expansion, fmg, wg and futa. Level up your furries! · By Growth Guru

Feedback / Suggestions Sticky

A topic by Growth Guru created Mar 19, 2025 Views: 19,953 Replies: 185
Viewing posts 1 to 20 of 123 · Next page · Last page
Developer(+1)

Hello everyone!

I’d love to hear your thoughts on the game! If you have any feedback, ideas, or suggestions for improvement, please feel free to share them here. Your input is incredibly valuable and helps shape the future of the game.

Here’s how you can contribute:

  • Suggestions: Anything you’d like to see in future updates? New features, mechanics, or content? Let me know!
  • General Feedback: What do you like? What could be improved? Any aspects you feel could use some tweaks?

I’ll be actively reading through all comments and using your feedback to make the game even better!

Thank you for your support!

(+3)

Add the NPCs to the gallery so we can see all their stages of growth.

Allow optional rematches against Luna, even allowing her to get stronger (bigger) with each rematch.

And possibly a job system for your furries. Like if you have a furry not in your party, you can send them to a job related to the growth you selected for them (e.i. personal trainer for fmg or barmaid for breast expansion). This way they can passively gain EXP and money for you while you use your main furries in battle.

speaking of npcs they should have 1 more growth stage to truly the biggest they can, I mean the npcs got so huge no clothes not even underwear can no longer fit just like our furries when they grown big enough when ether be breast expansion, muscle expansion and weight gain also any other growth expansions. 

P.S. npcs what I'm talking about, they should've be naked just like our furries when big enough, hoping for sex added on the update for us.

(+2)

could you add like upgrades?, like better bait's, weapons, armor or better fishing rod's

esto podría ser demasiado para ti en este momento, pero puedes agregarlo poco a poco con el tiempo: Más habilidades, no solo dependiendo de el tipo de crecimiento, si no un árbol de habilidades en general, con puntos de habilidades que conseguirías al subir de nivel, de esa forma se podrían cubrir ventajas y desventajas que tienen los personajes, ya sea mejoras de ATK, DEF, VIT, y demás cosas.

 Además de eso tal vez puedas si incluyes armas y armaduras, hacer un nuevo NPC qué nos venda las armas, o hacer que nosotros mismos creemos el equipamiento reuniendo materiales, o tal vez podrías incluir ambas, pero que las armas y armaduras más fuertes se puedan conseguir solo si las crea el jugador.

(+4)

-I would love it if there were more items available in the shop as Sasha levels up. For example a better version of the sandwich that's more expensive but has better effects, items that increase defense/evasion for your furries or decreased it for your opponent, that sort of thing.

-Heck, maybe even more shopkeepers that have different things for sale that gradually unlock as you finish more quests. For example; a blacksmith or mage that sells equipment for different routes, or even unlock new routes entirely. Potentially subject to the same growth that Sasha and Orchid are dealing with?

-Speaking of routes, i would love if there was a way or a consumable that exists to "reset" the routes and pick a new one. For example, you leveled up the BE route of the fox to the max, and now use the FMG version after that. Their level would reset back to level 1 of course, and it would either be rare or super expensive, but it is something to consider.

-A way to "auto-fish". Maybe once you finish a boss in an area(like the deer guardian in the forest) you can decide how much fish food you want to spend and it will randomly generate the amount and rarity of the fish caught. That way you don't have to spend hundreds of fish food manually, which is a bit of a drag. Maybe it could take time as well, similar to the interest system in the bank?

-A clarification on how the interest system in the bank works within the game itself, because i had to look up how it works out of game. I had no idea that it was 1% per real life hour. Perhaps even a timer to show how long it takes until the next "tick" ?

-Additional routes that can be unlocked once you finish a route, similar to a prestige class in an RPG.  For example, a hourglass route could be unlocked once you finish the BE and perhaps ass expansion route in the future.

-More interactibility with the shopkeepers would be lovely too. Maybe they can comment on their growth, the quests that you solve for them, or anything else~

-Chilly Cheeks equivelants in the Alley and Forest zones would be quite lovely.

That's all i currently have for now, i look forward to see what's next.

(1 edit)

On the auto fishing part or bulk fishing either would be good, the req could be like being able to one tap all fish in the zone, the downside could be zero exp and cannot benefit from the other effects of fishing

i like the idea of additional routes i would love that maybe if you complete the futa route you can unlock a route for different cocks like a wolf or bovine or horse cock instead of the human cock

(+1)

look i have 3 ideas of suggestions that you could integrate into the game in the future like what would be gyms to train your furries that are fmg also a method of obtaining equipment like weights or a gym at home to have some scenes with the furries... and the second would be a type of urban market where you could sell and buy different types of materials or gadgets/equipment that would help you in the adventures and the last would be to have like earrings or necklaces or rings that give elemental abilities to the furries like the elements of fire, earth, water and nature/Plant so that the attacks give an altered state to the enemies but whoever you give any of those elements to can no longer be changed until a certain point in the game where you can change the gems to change the elemental type of your furries also there are very rare enemies that have elemental types that only appear with a % chance in different environments and if they drop the accessory or gem it is very difficult for them to drop it.


Well, I hope you like my ideas and suggestions to see if they end up in the game, and if they don't seem very feasible, just tell me and I'll understand... I hope you have much success in the game you are creating.

(2 edits) (+2)

Of all the advice I could give that would make an immediate difference, I would say to either make the XP gain quicker, or the harder but generally better choice for gameplay flow, add another zone between the Beach and the Wolves' Den. There's a really janky difficulty gap between levels 30-45 where every enemy in the Alley and the Beach is a pushover who is easily beaten and gives mediocre rewards for doing so, and the enemies in the next zone (The Wolves' Den) are able to easily 2/3 shot you . This pretty much means that the player has to spend a good 20-40 minutes grinding trivial content before moving on to the next section. Such a grind isn't so bad in the endgame (Which, to be fair, the Wolves' Den basically is the endgame as of now.), but feels really awkward in the early game when the player is still learning mechanics and taking quests to level up.

The "Escape" option doesn't seem to work, and is basically a wasted turn. Either get rid of it outright or change whatever function determines its success rate.

This isn't really a suggestion so much as question, but what's the difference between a "Money boost" and "Money" in quest rewards? The latter results in the money being given directly to the player, but I don't think the ones marked as "boosts" actually do anything, unless they're some sort of passive multiplier that increases the rate at which you gain those things? I also don't know if the "Experience boost" does anything, at least I didn't notice my party members' XP bars/levels going up.

(2 edits)

I'm not the developer, but on the alpha 0.3 development post it says that the escape has a "4% * (current level)" chance to succeed. So it becomes more likely for you to escape the higher level your furries are,  but yeah, at lower levels it is not very useful

The difference between just money/XP rewards and boosts, is that boosts provide you an additional amount of XP/money from winning battles, up to twice the normal reward. As an example, if you have a 30 XP boost ready, if you defeat an enemy which would normally give you 25 XP, you will now receive an additional 25 XP from a boost, for a total of 50 XP. This will then leave you with a remainder of a 5 XP boost to be granted in the next encounter, so if you were to defeat the same enemy again, you would now get a 25 base XP reward with an extra 5 XP bonus for a total of 30 XP. Same rules apply for gold boosts. Hope that explanation makes sense to you.

(1 edit)

The chance of escaping the campaign doesn't work that way at all because I have a level 52 character (yes, I play with only one character) and according to calculations, the chance of escape is above 100%, but it's still not possible to run in. .

(2 edits)

I know, which is why I was quoting the update page. The actual formula is definitely not as straightforward as the devlog says, but I don't feel like looking  into the code to say how exactly the escape chance is calculated.

And only one character at lvl 52? Wow wat a casul (jk, I can respect not wanting to grind multiple characters at the same time, as it takes forever)

I even managed to automate the game, so I have a level 52 character. And how, I won't say that the developer didn't fix it.

Developer

Hello! In version 0.3, the formula was 4% * the current furry level, but back then, the max level was 10. 😊 Now, the formula has changed to 0.4 * the level, so at level 100, you have a 40% chance of escaping.

Well, I stand corrected, and the current formula does make sense. Still, I do agree with the opinion that as it is right now the escape chance may be a little bit too low.

I've noticed the update finally came in, so a futa expansion!? Not exactly the type of growth what I hoped for, good for some people but some people like me do not no offence growth guru. I looked on your work and 1 of them is about fighting more than 1 foe alone. If you're thinking about multiple enemy fights then I suggesting have multiple furries in battles, trust me 1 furry alone against 3 enemies at once will spell massacre. Choice is multiple furry team or nerf hp and damage on all enemies so your choice not mine. Can we have skills about hitting multiple targets at once added plz.

(+1)

There are ideas - 1st at the expense of food - to replace the net health recovery with a percentage, for example, a sandwich gives 150 hp (well, if I'm not mistaken), you can replace it with, for example, 30% of the maximum HP of the character, but if 30% is less than 150, then 150 hp will be restored and not 30% of it will help solve the problem with food in endgame (well, if you don't take the case if 30% hp is more than 10 hits of the strongest enemies). The second idea is to replace the bonus to experience and gold with pure experience and gold - if the food gave us an experience bonus, then the food will simply give us that experience, but we need to remove the bonus from the sandwich and increase the bonus from the fish so we can solve the problem of the futility of fishing and gaining additional experience.

wizard that sells health and xp potions but you need to do a quest first and the ability to do a little more with nps when they get to max size😏

I have some ideas, for example, not only ad the main character at gallery, also ad the enemies and NPC's, and the NPC's could have the same three routes depending on one of the main furrys.

Also give voice to Orchid and put some music on the rest parts of the areas.

(+1)

how about add AE route?

(2 edits) (+2)

rn the game feels more or less like a massive grind from one expansion stage to the other. Maybe add a bunch of side things to work towards like also giving the bunny expansions if you buy enough stuff from her. Or maybe dungeons, a string of battles where if you beat them all you get alot of exp. And also some expensive permanent upgrades in the shop, like a stackable exp multiplier.

Also some new abilities on level up would be great my strategy hasn't really evolved since level 5

Edit: I've learn that the bunny does Infact expand. Just only took like... a bunch grinding and me spending a Lotta money. 

(+1)

I've seen a couple of people already say it so I'm going to be brief here but the game is rather grindy everything is fine until get to be about LV30 then things slow way down since your too strong for all the previous areas but not strong enough for the wolfs den  and honestly I've always felt that the enemies at the beach gave too little EXP for the trouble of taking them down. So to sum it up boost the amount of EXP they offer or add a new area between the beach and the wolfs den. 

On a different note I haven't seen anyone suggest new usable characters so I would like to suggest a dragon girl for our roster.

(+2)

I know its not everyone's cup of tea, but a futa route would be interesting to see. also, second the gallery for NPC's, and maybe adjust the gallery so its easier to view the final stage, as it sorta blacks out the stage as though you havent unlocked it if you accidentally pull the slider too far.

(2 edits) (+3)

The new shark girl is pretty neat, and the fact that you can unlock her midway through the game makes her useful. However, her addition, and the fact that she is going to be used between the (current) mid to end game has unfortunately made the game even more grindy. I think it all ultimately boils down to the way XP is granted after winning a battle. The current system where you are awarded with a pool of XP which is then divided among your party, while novel, basically makes it that it is in fact it more efficient to level up your furries independently of each other, instead of bringing them all as a single team. I think that a more traditional XP system, where the rewards are granted independently to each party member and not as fractions of a larger pool would be ultimately a better implementation than what he have right now.

Also, I don't know how it is on her other growth paths, but on the FMG path the shark girl starts with a mana pool so low, that she cannot use any of her skills until she levels up a couple of times.

EDIT: After playing for some more, I gotta say that receiving some extra rewards for feeding Maris could be a good idea, as there's no point to doing so besides making the local sharkgirl BEEG.

(+1)

maybe add a way to view your inventory outside of combat cause I have trouble trying to sell off my catch cause I can never remember how many of each fish I caught

(+1)

I feel like there needs to be more items in the Bunny shop, Maybe Potions or permanent upgrade items that you have to pick and choose which furry gets? Or a way to convert Gold into EXP and give it to one specific furry to help new ones to catch up to your starter party

I think to help with the gap between the beach and the wolves, you could add little chats with the furrys. Basically every stage of growth we have a chat with them. This can be generic for now, but maybe make it different for each route. And each of these chats is like a mini quest that gives an increasing XP boost that is different from the normal 2x XP boost that gets added on top. Like every victory rewards 5 bonus xp at lvl 5, 10 at lvl 10 etc. (these would be specific to the furry you chatted with. so if you have fox at 30 she gets the 30 bonus but the cow at lvl 10 only gets 10 bonus.) This will help with that gap between beach and Wolf Den, helps build up the new furrys we unlock, and eventually will be useful when we go to the lvl 100 cap you are hinting at doing.

(1 edit)

ima say what give me alot more motivation to push through would be scenes with the furry, and npcs like maybe at first it's some light stuff but as the game goes on it gets alot more horny?


And also the battle system itself, maybe shake things up with group fights where all your furry fight at once. Then you could add things like a taunt ability to wg furries to be true tanks.

On the other side I'd love to see a perk system that alters a furry playstyle depending on what you pick, like maybe for the cow, variants on her milk, like one that restores like 2-3× the health but only on one furry.

And also a separate progression for the expansion path, like breasts  having more uses for mana via using it to soak damage, or expending a portion of their max mana to deal Extra damage on their normal attacks


Oh and also I'd love to see a "nemesis" enemy, one where they're like a random boss in each area that gets harder and bigger each time you best them in return for more rewards, like for example. Chilly cheeks getting more muscular each time you face her.

Developer

These features are all part of our upcoming plans! Keep in mind that the game is still just 13 days old, and we're currently focused on developing the prologue. However, rest assured, you'll soon be able to interact with both your furries and NPCs, particularly as they reach the later stages of their growth. We also have group battles planned for the future! As for the nemesis idea, it's fantastic—we've already added it to our list of future concepts. Thanks for sharing your awesome ideas with us! 😊

(+3)

I would like to see a snow leopard in a future update.

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