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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: 19,534 Replies: 184
Viewing posts 21 to 40 of 123 · Next page · Previous page · First page · Last page
(+1)

Can you make a futanari path? and a cat and or lion furry? also, great job so far, this is a really interesting and well-made game.

(1 edit)

Hey there, been enjoying the development of this little game so far. There's likely better spots too yap, but I'm meh around crowds so I'll soapbox SOME  of my overly thought out suggestions here. If the Discord/ Patreon have already tossed these out, feel free too pass.

Battle Qol

The start of the game, fights are slugfests. It'll help that a character's starting skill is always usable. I suggest raising base MP, or reducing the costs of those skills. 

Also, please give the Cow a 'Hoof Stomp' as her first skill, or something similar. Have it be either flat higher damage move, or damage and debuff that drains enemy attack power. Something besides JUST basic attacks too deal damage, and help her early game feel.

Side whining on skills. I don't agree with limited uses, except the 'growth path' based ones. Clearly there's more skills in the works, and I don't know the length of the planned late game combat. If there are more enemies like the Wolf boss, and have multiple stages. I'd suggest a costly item from the shop that restores all uses (Energy?) for the character skills at least.

Exp Grind/ Enemy Growth

Have  felt the 'slow down' spots in leveling everyone else has noted. Maybe a 'Rank Up' Item for Each zone/ area an NPC sells that upgrades the enemies by at least ten, and gives them a visual upgrade and scaled up rewards too match. Have 5-10 growth stages(?), and upgrades the NPC's appearance too. Have the basic enemies cap at 100, if 100 stays the player cap. Also would mean players have choice too stay in a favorite spot/ enemies too farm.

Have the same NPCs sell/ trade for an 'Elite' version of said item for Special/ Bosses, or have it drop as a rare reward from random encounters/ mob fights that I've seen suggested/ battles with said bosses. 110 as their cap, possibly 5 stages of growth.

There could be character quests tied beating X amount of boosted enemies.

Characters/ Zones

Tying into the 'Rank Up item' suggestion. The Alley could give a Rat/ Mouse, or Cat character. The Forest offer up a Doe, or maybe a Bear. 

As for new zones. Where's the Swamp? With a Gator, or Snake. A Mountain zone with maybe a Goat, or Bird of Prey (Hawk/ Falcon??). Mystic/ Magic realm, Dragon, or Unicorn. Desert home too a Jackal, or Scarab. 

Growth Type/ Stages

For new paths can only think of Ass Expansion, or Hourglass.

Right now all chars cap on images at 45. Other than wanting at least one more stage for level 50 in general. I personally would be fine with every ten levels after 50 being a new growth stage too lessen the work/ or keep the characters from reaching silly sizes. If the plan IS for more stages for every five levels from 45 up... I won't be sad about that either.

Expanded Gallery  

Yes Please.

That's my Ted Talk. Thanks for reading the ramblings... Oh can we get a Doe Shaman/ Druid enemy for a WG/AE path in the forest, please? 

teachable skills such as dodge or rage that get better the more they are taught

Developer

I like that idea

yay

(+1)

I would love to see a futa path. and a mall where you can buy different outfits for your furrys

Developer

futa path will be in the future :), clothing is kinda complicated right now

Deleted post
(+2)

Honestly I hope for a preg type, be and muscles are fun but I've never liked wg

Developer(+1)

<3

A way to swap paths would be nice. Also different skills for a specific path would also be nice, because visually I like the BE path most but the Muscle path's Stun seems way stronger.

(+1)

After playing through the game a fair amount of times, I gotta say that the BE path feels rather underwhelming in comparison to the FMG and WG paths. I mean, both the FMG and WG paths provide a skill that in addition to dealing damage and giving path-dependent boosts also stuns the enemy (very useful), AND also provide much better stat increases - raw damage for FMG and higher HP for WG. In comparison, the BE path provides more mana, which isn't really that useful in the long run (most skills either have use limits or cooldowns, so you are already limited in how much you can use practically per battle), and the path skill's only uniqueness lies in its' ability to restore mana to all members of the players' party - which isn't that useful in the long run because a.) it is a single use skill and b.) other methods of regaining mana (that is, fish) exist, and c.) stunning enemies so that you can avoid damage, even if just for 1 turn, is in my mind a much better proposition than a single use mana recovery. I think the BE path could use some reevaluation and so that it could be more worthwhile, because as I said - the other paths are simply better overall. 

Do keep in mind that all of this was written from the perspective of a "all furries on a single type of growth path" playthrough style, so the issue may be less exaggerated on a more mixed playthrough, but I feel that this is still a potential problem worth considering.

(3 edits)

maybe add a dojo where we could train to improve skills/ stats or get more skills and possibly spar against opponents we can set the level of. Though for skill ideas I think those should have two categories universal can be used by all paths and path specific.

For basic universal skill idea say a guard skill that raises defense by 15% lasts say to 4 round with room to improve either it's defensive capability or duriation definatly be helpful when your trying to heal and the enemy does slightly more damage than you can heal. A martial arts stance skill which boosts base damage for a few rounds. 

While a path restricted skill say counter it either be locked to the muscle path or wg path. Pretty much you deal back part of the damage delt to you. That's just and idea for an example.


This is a really well made and interesting game. its a little grindy, but I dont mind that at all.

I would love to see a future update with some or hopefully all of the following features(sorry if it's a lot, I just have lots of ideas and didnt want to spam, so i just made a list)

        Savannah biome

  • Lions den location
  •  lion queen boss
  •  Trainable lioness furry that you get by defeating the lion queen
  • A fmg cheetah girl npc that gives tons of quests, and the more quests you complete, the more she grows. One of the quests gives a trainable cheetah furry.
  • Hyena and crocodile enemies
  • A river to fish in + new kinds of fish
  • A riverboat shop

Jungle biome

  • A river to fish in + new kinds of fish
  • Piranha, army ant, tree frog, and anaconda enemies
  • A temple with a tiger queen boss
  • A trainable tiger furry you get by defeating the tiger queen
  • A spider npc that gives quests and sells/buys items
  • A trainable tree frog

Outback biome

  • Ocean to fish in + new types of fish
  • Dingo, taipan, and scorpion enemies
  • A store run by a kangaroo
  • Trainable saltwater crocodile 
  • Trainable scorpion
  • A tasmanian devil shaman npc that gives quests and sells totems and potions (permanent xp multiplier totem , permanent money multiplier totem, temporary 2x strength potion, fully restore hp potion, ect.. )
Developer

Thanks!

looking forward to the next update, and crossing my fingers that you use my ideas.

Developer

<3

(1 edit)

would an item that reset a furry to level 1 allowing us to swap the path they're on be doable to allow us to experiment with the other path without having to start a new save

Developer

Interesting Idea

though another idea did happen not sure if possible if we wanted to go back to and previous path the progress on that one be saved

The game is great so far, My only suggestion would be for a bunny furry

Developer

more furries will come!

I have seen a lot of requests for npc's in the gallery, and an AE path and futa path.  

I would like to see a stock market minigame in the bank, and if you could add a hunting minigame and skill like fishing as well as a feeding session mechanic with the wolf boss that follows a FMG/BE combo path. (unlocked after you beat her). 

We need a dojo where we can we can pay to train to learn new skills and improve them

(1 edit)

Almost done playing through the new version. Pretty neat update all things considered - especially the added intro and expanded character interactions.

The only thing that I think could use changing is the fact that during the Nightshade questline, after doing the "Defeat 10 enemies in Wolves' Den" stage, the game immediately forces you into dialogue with Luna, and subsequently the option to fight her. This also locks the player out of fighting normal enemies in the den, unless they decide to fight Luna. The problem is, that unless you were grinding before finishing this stage of the quest, you are basically forced into an unwinnable battle. I mean, this situation could be used for narrative purposes (you think you can take on Luna immediately, but whoops, you are too weak right now), but I dunno - forcing the player into an unwinnable battle so that they can regain access to normal encounters in the Wolves' Den feels kind of cheap (or maybe this is simply an oversight and this part of the post should go into the bug report thread).

Good to see the buff to the BE path skill - although it should be said that the skill description hasn't been updated (that is, it doesn't say that it stuns enemies).

One thing that would be a pretty good and easy addition is adding an event that activates when you can start encountering the Elderwood Guardians, because right now outside of the change in the Forest menu (which says that now you can encounter enemies in the 1 - 45 level range, instead of the standard 1 - 8) the game doesn't warn the player about it.

And speaking of the Guardians, I think that modifying the encounter logic in a way, that the player is more likely to encounter enemies much closer to their current level could be a good idea. I say that, so that if you want to farm Guardians with furries in their level 30's - 40's, for example, you don't have to fight how many level 1 - 8 enemies that die in one hit and give miniscule amount of XP at that stage in the game. Similarly, if you are low level, enemies with an outrageous level advantage won't be encountered (you can handwave it away as them looking at your party and not considering them a worthwhile challenge or something :P). This change could also pair well with the whole "leveling up the zones" idea that SimpleJunky suggested earlier - although I personally would prefer if there was a limit for how much a given zone could be upgraded, and having those upgrades be dependent on the player's progress, rather than tied to an item. I say about pairing the encounter rework with the zone upgrade mechanic, because if the zones were to level up, and you wouldn't have the means to safely level up underleveled characters - well, it could be problematic. I could elaborate further on this in a future post, because I don't want this one to be too long (and it is already getting quite long in the teeth as it is).

Also since this now became somewhat of a tradition to request new furries - I consider the lack of scalie representation most dissapointing. A dragon girl was already suggested by at least one person - and I do support that idea, although a kobold could also be a fun idea (but only acceptable if you make her personality be a hyperactive gremlin for everyone's amusement). Alternatively, if you don't want to add any fantasy-style furries, then a snake or some kind of legged reptile (lizards and what have you) would be a fine choice as well.

I think that's all for now, cheers!

EDIT: Also fun that I wrote this post (which was targeted towards A0.60) one hour after A0.61 became available I didn't even notice, because I didn't refresh the main page. Good times :D.

Update after beating the new version: Most of what I've said still goes, the only thing that I could add is that the game seems to be much more grindier than it was previously. It feels as if the player characters don't become as powerful as they used to. It is especially noticeable with the foxgirl on her FMG path: previously she was reasonably powerful, now she feels underpowered. In fact, on my newest playthrough she was weaker overall than the shark girl on the BE path: less health, damage etc. While it does make some sense to have the foxgirl (as a starting character) not be as powerful as the furries that you might unlock later, the current power imbalance doesn't feel right.

I will say, cool game, coming along fast given the update history from what I've seen. But I will also say, it gets really grindy to a point of mind-numbing at times. Obviously you wanna space things out, but it just gets tedious after a while. By the end it's go to the Wolves' Den, throw Cow, Fox and then either Shark or Wolf at them until you win, head straight back to the house to heal, and repeat. I feel disincentized to try and reset one of the girls because of how long it will take to get them back up to level 45. 

If I may make a suggestion, one, make the EXP boosts last longer and/or make EXP more plentiful, and perhaps give a permanent large EXP multiplier each time you reset a girl, so the grind will be much shorted each time. 

Those are my thoughts, I genuinely think this has a lotta potential, just don't wanna see it get bogged down by little things (And also I wanna see even way bigger sizes along with AE, hourglass, and other fun stuff). Good luck on the next update, I will await with anticipation. (Also, I do like the option to name the girls, gives more playerchoice/ variety, I went with Lisa for Fox, Megan for Cow, Phoebe for Shark and Selena for Wolf)

(+1)

This is a really fun game and has me hooked! The weight gain routes for the characters are definitely my favorite! I'll go ahead and throw out some suggestions I have for future updates. Apologies in advance if some of this has already been suggested or planned: 

1. Weight Gain Route for NPCs: It would be wonderful to see other NPCs like Maris be able to have a weight gain version of growth when you assist them, especially Orchid. I would love to see her get big and beautiful! <3

2. Belly-Centric Growth Route: I think this growth route would be a lovely addition! One that focuses on the character's belly, making it more and more bloated as they level up, with the rest of their body getting a tiny bit bigger alongside it (i.e slightly bigger thighs, booty, and boobs), but of course, the focus would be just how huge their belly becomes!

3. Inflation Growth Route: Not sure how possible this one would be, but I thought I would mention it anyways since I'm also a sucker for ladies fwoomping up. x3

4. Romance/Intimate Scenes: I am aware that sex scenes will be added. I think it would be great if more wholesome scenes (i.e. hugging, kissing, cuddling, etc.) could also be added for those who aren't as much into sex scenes. If nothing else, they would be quite complimentary to the sex scenes and help accentuate the bond between you and your squad.

5. Inflict Growth on Enemies: The ability to inflict growth on enemies would be cool! Instead of giving them positive effects like normal, you could inflict a special negative variant on them, such as attacking less often from being to fat or something like that.

6. Belly Sound Effects: I really love belly gurgle sounds.~ Would be really fitting for the weight gain and/or belly expansion growth route if it was added. uwu

That's my two cents! Hope it isn't too lengthy. Only other thing I can think of are a couple of the AI images have the dreaded "6 fingers" thing going on in them. I don't know if you want to touch those up or not, but I just thought I'd let you know in case you wanted to. All in all, wonderful game, I really love the characters and look forward to future updates. Keep up the great work!

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