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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: 19,646 Replies: 184
Viewing posts 61 to 80 of 123 · Next page · Previous page · First page · Last page

I'd like to report a glitch if you go and fight the boss in the Wolf's Den and you lose if you go into the bestiary you can't exit out

I don't know if anyone else is experiencing this glitch but if this is where to report it then here it is

Hello from Russia. I'd like to share some things that seemed questionable to me during the game.

I played before the update that added weapons and skills for enemies and wanted to speak about the balance of the current party members’ stats, which bothers me a bit.

At the same levels for all, there’s a noticeable gap in stats in favor of the furries we get later. What’s especially unpleasant is that they outperform the earlier party members not in just one, but several stats. For example, the fox is the weakest in health, second in mana after the cow, and only third in attack. Meanwhile, the shark and the wolf have completely identical stats, which makes the comparison even more obvious.

The fox could stand out thanks to her ability, but in reality it’s just a boosted attack without any additional effects — no buffs, no debuffs. Meanwhile, the shark has a bleeding ability that not only deals damage, but also applies a debuff that reduces the enemy’s health by 5% over three turns. And this ability doesn’t have a cooldown, aside from being limited to three uses per battle — which is more than enough for regular fights.

Other party members, unlike the shark, have a one-turn cooldown on abilities — this creates an imbalance. Maybe the fox should have a blindness effect from a tail strike, so that the target is “blinded” for a couple of turns and deals less damage in percentage? This would give her uniqueness and a tactical use.

Considering that more furries will appear in the future, I’d like each of them to have a clear direction and uniqueness without some kind of “inferiority” compared to others.

Also, I think this was already mentioned, but right now there's not much strong emotional attachment to the party members — I even have more sympathy for the NPCs that just chat with us. At times it even felt comical.

When I talked with Maris and went through her quests, I thought she’d be the one we get as a fighter in the end — but at the end of the quest chain, we got a furry literally from nowhere. Same with Luna: after the boss battle and the whole story with the wolf clan, I thought she’d join us, since we become the leader of the wolf clan and all that... As a result, we got a hikikomori from their clan with a couple lines dialogue. Though in this case it was a bit more justified. I think it’ll be smoothed out a bit in the story later, but the moments were funny. Also, the feature of obtaining bosses as allies would be pretty cool...

In general, these are just my thoughts and suggestions. Of course, the author knows best in which direction to move the project, and I respect that. I just wanted to share my opinion as a player who cares.

Overall, I really liked the game, especially considering how few games there are with well-integrated BE content. :3

I had an idea for lore of the wolf furry she's actually luna's daughter that's why luna sent her with us to help her improve

I think having the option to talk with your furries would be nice. you don't really get much in terms of conversation and no reaction to their developments 

(1 edit)

Tengo una duda. ¿En este momento solo ahí 11 fases de crecimiento o ahí más? Si actualmente solo ahí 11 fases, eso significaría que aún quedan 11 puntos de nivel sin fase de crecimiento, ya que llegas a esa onceava fase al nivel 50.

Por cierto si no te molesta podrías agregar a futuro un mejor objeto de XP Boost. En niveles altos se vuelve demasiado difícil subir de nivel

tengo una duda. ¿Cuantas fases de crecimiento ahí actualmente? En el inicio avían 10, pero en una actualización creo que agregaste una, por lo que serían 11. Esas 11 fases de crecimiento se terminarían al llegar al nivel 50, loqye significa que ahí 11 puntos de nivel sin fase de crecimiento.

Por cierto. Me gustaría que agregaras un mejor objeto de XP Boost ya que a partir de el nivel 40 se vuelve muy difícil subir dr nivel y los enemigos del clan de los lobos te gastan mucho XP Boost

Would a female mc option be possible? I keep being called “he” and as someone who isn’t a “he,” it’s really taking me out of it, but if the replacement would be too much of a hassle I get it for real

Developer

will work on that!

(1 edit)

I tend to grind enemies alot and get quite a surplus of steel weapons would it be possible in a future update for use to melt those down into steel ingots to make steel armor hatchets pickaxes. Since the blacksmith said steel was hard to obtain

The ability to choose any unlocked illustration from routes that same character has taken. e.g. set character to Muscle Growth for STR focus but they maxed out BE on same file so they can set graphic to a BE graphic

New update, new feedback, let's go:

1. Futa content - while I'm personally somewhat apprehensive when it comes to adding more paths than the previous three (simply because I fear that it could result in content bloat, and could also be a problem for balancing), I like the fact that it also includes some visual modifications for some enemies, and that  the futa path seems to be a jack of all trades when it comes to stats

2. UI changes - the quest screen is exactly what I asked for in a previous post, so that's great. The NPC gallery is also a good change, and so is the player skills screen. Although, I do wonder why it tracks the sum of all the skills' levels

3. Crafting skills/mechanics - a good start, although considering that woodcutting has little to no content tied to it (save from chopping wood and crafting a total of one item), I think it could've been saved for a future update, where it could be somewhat more useful. Also, the smithing screen could see some improvement, especially when it comes to the material selection, as you have to directly press on the material icon to select it, instead of the general area around it and its' description being an easy to press button.

4. New NPC - haha yes, swole bear grill iz gud (also her being a woman of few words is funni)

5. New equipment - when it comes to weapons, good to see some extra options. When it comes to armor - good to see something like that implemented, now all you need to add is trinkets/rings for the full RPG-esque experience (huehue).

6. Gathering minigames - the mining one is fine, very much like the fishing one minus the timer. As for the woodcutting one, I would very much prefer if you were able to press anywhere on the screen, and not have to press on the timing bar. I say it after doing some small testing on an Android phone, and well, having to press such a small area on an already small screen is kind of annoying

7. Character interactions - again, kinda basic right now, but hopefully will be expanded upon.

I think that's all for now, a good update overall, even if it is more an expansion on the game base, rather than extra content that continues from where the game currently ends.

Developer

Thanks for the feedback! and recommendations

I've been playing around a little bit with this update (0.716), and i have a few suggestions;

-Considering the crafting menu doesn't save recipes, perhaps we can buy crafting recipes from  Eleanor or Hilda later. Either that, or we can get them automatically by leveling up our smithing/woodcutting skills.

-Please allow us to sell the bronze stuff that we can smith, otherwise it's just cluttering  about in our inventory.

-Being able to use or sell the stone/ore and logs we acquire through our skills, so that it doesn't clutter our inventory. I presume the construction skill that we might get later will do something about that, but right now it's just clutter. 

-Speaking of construction, what can we potentially expect from that skill? Is it just going to be a money sink or will it actually bring benefits to the party? In any case, i would love to see potential benefits such as bonus exp/money/loot items after a fight, bonus exp for our other skills, furries that aren't in our team to get a portion of our exp after a fight, that sort of thing.

-Speaking of our furries, i would love to see a description of them as they grow, not just for the npcs.

-Obviously i would love to see more story content and furries and perhaps new routes(considering Bunny already hinted at butt expansion and pregnancy routes and all that), but i'm pretty sure you're already working on it  ;)

That's all i can think of at the moment, i'll be following this game and it's associated trello board with great interest :D

Pregnancy 

ngl after one of the update the wolf boss got harder and it took me four hours to get her to the second phase just to die instantly. ngl its a good game but sense i cant download it it just resets my progress which sucks. 

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Any thoughts on a futa options for the npc's? Could just be an addition toggle separate from the players furries

(+1)

My suggestions

1: shopkeepers body progress being linked to their inventory an example is the bunny shopkeepers inventory expands every time her artwork changes allowing more items to be bought and sold (though you have to buy the new stuff to expand again just to prevent people from buying a shit ton of fishing bait) 

2: new skills being alchemy and cooking (and others I've yet to think of)

alchemy give the player the ability to make buff and debuff potions using the fish or nightshade they will acquire

cooking makes stronger healing items as well as granting permanent exp and money stat increases (by use of hard to acquire ingredients)

each having their own npc 

3: either a revamped fishing minigame (due to the sheer amount of hand pains I experience doing the old minigame) like a clicker of a timing minigame or an item bought by maris that (with a % chance of working based on the fishing level meaning you still need to do the) auto fishes for you base on how much bait you used (30 bait = 30 times with a chance of nothing be fished)

4: more sellable goods like the charms like stone into sculptures and bronze (and other metals) into goods 

I have a suggestion and a question.

The suggestion would be a tracked level for the player character. Not as a playable character but for passive party wide effects or increased exp for other characters that are below the player level. If new allies are added in the future leveling them up to the point they become usable could be tedious.

Also how do you craft the spell book and it's upgraded version? I can't find a working layout on the crafting table.

Two spell pages in each slot around the book. 

And the base version?

You have to farm that from enemies in the wizard tower

Add Pregnancy 

(-1)

Pregnancy 

(+1)

3 ideas.
Butt expansion. (which is a weird one for me since I more for breast and belly) and Path affect stats. Maybe as a option but I would think the paths the players can use affect the stat growth. belly/weight is defense. breast is mage, buff is attack, and butt is agility, not sure how a agility would work but maybe it would work like a dodge system.
group fights. while fighting one on one is ok it limits any aspects of team work. maybe you can have battles with multiple characters "in the field" and skills can do different things. like guarding with a shield lets that user tanks the attacks for the other teammates.   

Developer

Just a heads-up — a lot of the things you're recommending are already being implemented on the Trello board! :3

oh Thats awesome 

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