I would like to hear voices for Orchid and the Shark and Cat NPCs, I don't remember her names, and also for the enemies that talks to you like the new guard of the wolves, or the beach Bear, if is possible of course
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A furry visual novel with rpg mechanics, breast expansion, fmg, wg and futa. Level up your furries! · By
here’s a little suggestion, maybe you should instead of just having a fishing mini game that lands you a bunch of fish if you just got good aims, maybe you should let the player have a chance of catching an under water enemy like leach, crocodile, otter, clam, or whatever, and they might be in either “hunting” mode (attack player with half of their damage at the beginning of the round) or “annoyed” mode (can be apologized too, if befriend, will teach you water abilities like dive to unlock more locations or water based attack for underwater use)
growth guru, its a pleasure to meet you. Anyway your game is good cause of expansions, what if there are more types of expansions like ass expansion and pregnancy expansion or better yet muti expansion(.more than 1 expansion). any more "growing" ideas for the next update, like making gold farming faster and easier?
P.S. I don't know how to redeem codes and how codes can work for this game like maximum level or infinite gold and advance 5 levels.
You can find the codes at the discord, in the main page, or at our website: https://furrychronicles.net
guru, you told everyone who played this game 1 of the bosses like luna nightshade have growth phases once beaten gets back up stronger. Like how can I defeat black knight if I can't beat luna at all!? Hoping you add equipment to the game on the next update cause fighting monsters and foes without gear is a horrible idea.
Can you add equipment to the game plz.
P.S. gear for example: weapons for dealing damage(sometimes special weapons for curtain furries and other effects like chances of inflicting stun or bleed), armor for resistance and sometimes increase health(some of them increase resistance to curtain foes) and charms or accessories for extra edge like wealth for extra money dropped when defeating enemies and growth for extra exp to those who want to get stronger faster.
I looked what you worked on and looking promising so far so good. There are works like enemies drop materials when defeated, like the nightshade clan for example: they drop their weapons sometimes but they're broken and plates and pieces of the armor as well. We need a blacksmith or craftsman to make broken equipment into freshly made gear. Are you thinking about adding another npc can do forge and crafts? The growth I've thinking for new npc will be muscle growth, I mean you have both orchid and sasha on breast expansion and maris on weight gain. Any ideas to add more types of expansions? Keep on growing growthguru 👍
the game is looking great and the weapons are good, even I've got bunch of weapons but no place where to them. Weapons with the most damage is the spiked mace and hardest to get is the moon katana replica from papercraft homage which encounter rates are sadly too rare. Anyway keep on growing growthguru.
are you thinking about adding armor next? You know, to provide resistance against stronger foes. If you're curious about other types of expansions you should look at other nsfw websites that involve expansion and growths to get your ideas "growing". Take care and you looking forward for Easter.
P.S. what if Sasha, orchid and maris deserves 1 more growth stage(naked) and unlock sex option for "helping them" grow.
nice and you noticed what I said about Sasha, orchid and maris deserve an extra growth stage? Npcs will be naked in the process, I mean our furries will be completely naked in big enough growth with "breast expansion" (my favourite type of growth and fit well with "butt or hip expansion") and "weight gain". Since furries can get naked why can't Sasha, orchid and maris when big enough?
I think you're doing great. I don't have much to add. I like what you are doing. I don't know how feedable it is abut a giantess route would be sick. So far it seems like every route includes a little bit of the others including getting taller. One that focuses on the girls growing primarily bigger and getting strong/more curvy as well would be a nice addition.
Some feedback I have is that as it stands there really isn't much dialog with the girls aside from the meet. Adding in some lines for them for quests or challenging Luna would make it feel more like a team then generic battling. I'm sure a lot of people would also appreciate a shot description of their growth when the level up an transform. The NPCs almost seem like they got a little more love with that then your team. Just some feed back to help the player feel a little more connected to the characters.
Not sure if it's a bug but I don't seem to be getting 2X XP from the clown fish or lucky fish like the description implies. I only seem to get the banked bonus XP. I've tried feeding them a bunch at once, feeding the singles, and feeding them id battle. For reference I've only been doing this with the wolves and not the weaker enemies. If it is supposed to grant double XP, a double XP counter in the info box would be nice. If it's not actually double XP I'd reword the description to bonus XP.
ok so i deleted my old one to go in deeper on what i mean,
-the wolf boss is grindy plus after you defeat it the second phase happens and you dont get your team revived making you grind more. which comes to my solution you could add items which caused your attacks to do over time effects or debuffs which make it easier, also reviving your team to make it more fair since the boss can also revive itself.
-my second idea is where we dont get our team revived but you add a different character we can unlock and also give us more exp boost items to help with the grinding at least. my idea for the character is a lizard type girl. also great game
Alright, new update! Here are my thoughts:
1. The new equipment system is a great addition, straight up. And the fact that the weapons each provide a selection of additional skills not only allows for experimentation, but also makes the combat better, since more options is always a good idea. Although, is it just me or the trident doesn't seem to drop, like at all?
2. The new menu UI is some real gourmet shit, not gonna lie. Although one thing that could use immediate improvement: using consumable items on the inventory screen is kind of annoying because of the colors used in the "amount selection" bar - white text on a light-green background is not what I would call a high-visibility color combination. And speaking of these bars, the lack of a way to select things incrementally (via some sort of button, for example) is also kind of annoying, since you have to use the bar, whose increments depend on the amount of a given item in your inventory. What it means is that if you want to choose 1 item out of, let's say, 100 - it requires some precision handling that wouldn't be necessary if the player simply had the option of choosing incrementally, and not having to fiddle with a bar.
3. While it is probably a thing that's in the works, the fact that the quest log, or in-battle character status bars don't look as snazzy as the new menus makes them stand out like a sore thumb. Again - since the main menu had a visual overhaul, so probably will they but I had to point it out for completeness' sake. Also as an aside to the status bars - I would personally recommend making it so that the mouse-over info for the various buffs for the players' furries is displayed under their status bar (left side of the screen), and not under the status of the enemies (right side) like when you hover over the buff icons on your enemies' status bar. I just think it would look neater.
4. Going back to the inventory management discussion, an ability to sort items in your inventory (by type at the very least) would be useful. As of right now items are only ordered by when they were added to your inventory, which starts getting problematic when you have a lot of different types of items.
5. Furthermore, the lack of ability to sell most items (since you can only sell the fish you can catch at the forest, and there's now much, much more items than there were previously) is definitely something that needs to be added. At the very least, making the weapons sellable would be a start, since unlike consumables you can't just, you know, consume them. And I don't think anyone needs to keep over a dozen steel swords in their inventory, for example.
One way you could do it, is that you could add a weaponsmith NPC, which would sell you weapons (instead of Sasha, who could only sell general goods instead) AND buy weapons from you (you could say that they buy it for scrap or something). This could also be used as a pretext to add a FMG-themed friendly growing NPC, since we already have one that is WG themed (Marisa) and two BE/curviness themed (Sasha and Orchid). Sorry, but Luna doesn't count, she's a boss, fight me ;).
I think that's it for now. Looking forward to future updates, and whatever you may come up with next!
We return with another soapbox!!!
General
This most recent set of updates has put a lot of my prior whining too bed. The new weapons, and items have been a great addition in helping the roster that lack of direct damage skills/ low casting count (Cow, Wolf), or with the exp grind (Danger Fish/ Lucky Fish stacking). More on that later.
The latest inventory, and UI update is just about perfect. Much easier too apply the buffs without waste thanks too the new buttons. I can't wait for the battle/ travel/ dialogue menus too get something similar when time permits for their UI update.
Battle, Weapons, and the GRIND!!! (It's now Later.)
With the addition of the weapons, their skills, and the changes too opponents having specials makes battles more engaging, and taking that moment too buff your team prior much more rewarding as well... and annoying when the poison/ bleed debuff snatches victory away (Thems the breaks). The weapons themselves have a great variety too them so far, I can't wait too see what else is added too the equipment side of things. I'll be throwing a reply post of who goes best with what in my OPINION so far.
All together, the weapons, items, and proper item UI changes help reduce the grind from 1 to 50 considerably. If you're willing too do a 'Little' fishing. In the case you're releveling another path on an older save this is especially true. Add on that grinding for the basic weapons wasn't all that time consuming, but I've hade little luck for the rarer drops. Still a great update too the battles. **Check The Bottom**
Battle Suggestions
As an aside, I do hope Bosses like Luna get a sizable cool down on how often they can use Stuns/ Disables. Especially if keeping Stun Immunity, or debuff cleansing is a constant boss perk from here out.
For an outright suggestion I think a certain battle option has been missing. Guard should be a built in everyone battle option like Attack/ Skills without a weapon needed. 15%-30% damage reduction based off the current path, while gaining 10-15 MP back, or higher dodge chance. Would suggest changing the Steel Shield's Guard too something like Blocking Stance, reduces incoming damage (45%?) for three turns and a four turn cool down.
Story Beats
We got a pretty good start from what the quests lay out for us so far. I very much agree with Jaxonus in hoping we get a bit more interactions with the party we're recruiting. Small bits of flavor text like a gal on the FMG path breaking a doorframe accidentally, or someone on BE/ WG causing a comical chain reaction by bumping something, or someone being prompted occasionally when sleeping at home.
Speaking of paths, I am happy too see them all get a new 'level' at fifty. And I look forward to there being more if that's in the works.
I don't think this qualifies as a bug, or a suggestion entirely, but I would like to 'Rechallenge' the Prologue boss. If only so she can be properly added too the bestiary if you've already seen/ played it before bestiary was added. She's just blacked out on Older saves like my main file. (Unless that's on purpose...)
All in all keep it up. These updates have been fantastic for the QoL, and game feel, can't wait too see what 0.7 brings (If it's in the works already.)
**Weapon Drop Manipulation Read/ Use at your own discretion**
Given the Quick Save feature present in the game's system currently. You can keep rerolling for rare rewards like the Moon Katana, or Verdant Greatsword. You just make a QS during a party member's attack dialogue box that's the final hit of the fight. Then you keep reloading until the weapon drops in the rewards screen. I am positive that changes will be made too prevent this exploit in later updates, for now if you want a weapon badly but have less than ideal luck, feel free too use. If you want too be 'less' cheesy. You can just quick save at the start of the fight and grind out the fight that way as well.
Character and Weapon thoughts.
This is a rough listing of which characters, and which weapons I think combo well as of Alpha 0.654. Having played through with all chars on one path from level 1 to 54 a few times before and after this update going live I have a few thoughts. All of this is my OPINION, play the game how you want.
Fox: The Allrounder
Almost any weapon on any path except a certain three. Even after the MP nerf she can abuse any weapon skill often and has the damage stats too make any 'basic weapon' perform well, and the rare weapons particularly lethal in her hands.
Cow: Spellcaster, or Cleric
With her less than stellar physical stats, she does her best with either the Spellbook, Steel Shield, or Spiked Club with their Max MP/ HP based attacks/ skills.
Wolf & Shark: The Brawlers
Given that both characters currently have identical stat lines on most of their paths (Time of writing, FMG run isn't 'complete'), they'll be lumped together. With their lower MP pools they both thrive using basic weapons with cheaper skills. Of course Wolf's Alpha Roar does make any power strike weapon skills plenty able too maul most enemies once you have the MP too use them both.