Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

You must be 18+ to view this content

Furry Chronicles: The Beginning may contain content you must be 18+ to view.

The creator of this page has specified that it contains mature themes and content. Please enter your birthdate to verify you are 18 or older:

or Return to itch.io

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: 19,970 Replies: 185
Viewing posts 81 to 100 of 123 · Next page · Previous page · First page · Last page

Suggestions:
-Add silhouettes to each of the growth options for the girls, just so we get a hint at what their growth will be like. So, like, she's skinny on the left and there's her mid-level form as a silhouette in the middle, and her max-level form's silhouette is on the right. For me, I picked WG but restarted when I saw how quick they get all... blobby and flabby.
-Add some way to lock NPCs at specific sizes like we can with our party, just in case the player finds the bigger sizes a turnoff. (coughbearcough)
-Change the minigames so that the higher your level is compared to the thing you're collecting, the smaller the area the clickable spots spawn in at. So at level 1 the click spots for stone will be all over the rock, but at mining level 10 all the points are spawning in the center and you don't have to move the mouse much. (Same with fishing too, I mean.)
-Maybe higher gathering levels also make the clickable spots bigger?
-Let us pick which resource we want to mine. I've got like 100 copper and 0 tin, pls RNGesus, pls. (For balance, it could be a "look for [resource]" button, you click the resource, wait as a meter fills for about a second, then the chosen rock appears, and when you mine that, another of that rock appears too, maybe after a slight delay.)
-Make tools into key items that work all the time, rather than an item you have to equip. Maybe to balance out how easy it'd be to get each upgrade, they'd roll a "quality" stat (affected by your smithing skill), so players might have to make a few pickaxes until they get a really good one. Either that or just make them more expensive/difficult to smith. (Craft the head and the handle separately?)
-More ways to multiply resource gain that aren't just "1% chance to get 2 rocks". Really just increase resource gain in general, pls. "1% chance to gain an extra [resource] per click"?
-Maybe a "fetish toggle" in the options? Like, if we don't like muscle growth, we can either cap the max size to something low, or disable all muscle-related changes to the NPCs.

Feedback:
-The mandatory loss fights at the beginning are too slow, just make her two-shot us or something or beat us in a cutscene, get it over with already. Feels like she's doing less damage than the level 1 fights in the forest. At least on repeats we know just to mash the attack button and skip the dialogue.
-The dialog options in the game don't actually seem to do anything at all, even NPCs reactions are the same. I wish the beginning ones would at least give us permanent stats based on which ones we pick or something, instead of padding time.
-Holy fuck, so much grinding, pls make it stop, why is the game like this? Resources, fights, it just doesn't end. Just because the game's early in development doesn't mean the game needs to be padded to last 10 hours, it can be short, that's fine.
-Is there a way to sell ores? I don't think so. I wish we could sell ores.
-The buff skill that says it makes you grow doesn't change the image.
-I muted voices almost immediately, TBH.
-The rabbit shopkeeper has 6 fingers on one hand in one of her pictures. (Her starting size, starting pose, IIRC.)
-The fox party member's face is kinda off, IMO. Weird muzzle.
-It's a pain to try to cheat in this game, it's like there's some kind of anti-cheat thing built in and it's annoying.
-You can't gather materials in advance before a quest needs them because the quest states "gather 0/10" rather than saying you just need 10. I THINK it still lets you turn them in if you go gather 1 of the items manually and come back though.
-It's super easy to start a quest, go do the thing, then come back to realize the quest's first item is "talk to [character]", meaning you gained no progress. The game really should just start the conversation right away after starting the quest.

(+1)(-1)

Add Pregnancy 

can you add more content to the charaxter like more image please and yeah im like if its was mainly with the shark

Developer

We’re currently focused on developing the next zone of the game and commissioning artists for new character images.

okay

(+3)

Enjoying the game for the most part- But I gotta admit, the grind to raise your level around the Beach and everywhere past that is a slog and a half.

The Divided EXP function makes this grind worse- Meaning the more party members you have the less EXP they get, so ideally you leave behind two party members for maximum EXP growth.

The problem is that on the Beach, in the Wizard Tower, or in the Nightshade Clan den the enemies are extremely difficult to fight making going in with only a single Furry kind of a waste of time with enemies like the Tidal Sentinal not only having almost twice the health of anything before her, but also can heal half her missing health, added with her bleeding bite and even shoving fish down my Furry's throat I'm spending more time healing that fighting. She may be only able to heal once, but that one heal puts you on the backfoot in the fight significantly more often than not.

And while fighting the Papercraft enemies in the Wizards tower is a nice EXP buffer before the Nightshade clan, it is still painful because their regen outpaces and outlasts the Bleeding effect you can inflict. 

And this is exasperated when you have the poor luck of running into an enemy 10+ levels higher than your Furry.

I like this, and I genuinely cannot wait for the Pregnancy Content to be added, but we need a something to ease the grind between the beach and everywhere after. I'm okay with having to be tactical when fighting new enemies- But when I need to sit down and grind for potentially hours, I prefer to have a good old slugfest to grind faster, especially when the enemy starts to get noticeably lower level than mine, 

As i was playing, i noticed that i couldn't use items on allies, just the active furry. it feels wrong to only be able to heal one's self.

(+1)

Loving what's in here so far. Given the Forest Striders' prevalence early on, perhaps we might get a deer Furry to add to our team at some point in the future? Maybe even a Reindeer to help her stand out even more?

(+3)(-1)

Others have said what I'd like to say, but I'll reiterate for visibility:
1. The exp curve and gain is abysmal. There is no reason for it to spike up so much past level 30~35 and it makes unlocking new gain stages unnecessarily painful. This isn't an mmo and it's currently an early build/demo, it'd be a better option to make it easier to level and then bring the leveling in line with your vision closer to a full release. Doing this would allow people to experience and experiment more easily with the game itself and enjoy what you have there.

2. The gap in power between some of the zones is real and painful. Going from forest to alley is fine, but alley to beach is rough because it's not just a level spike but an ability spike as well. The Sharks there have buffs and support abilities not really seen prior as well as high stats and it all compounds very fast. Then from beach to Den is even rougher (I know there's a place to level in the wizards tower, but nothing points you there and the only NPC there straight up says she's not canon yet.) The overall curve should be reduced by adding areas, lowering the levels of the enemies or reducing the leveling grind for your own characters.

3. Nothing is sellable outside of a small grouping of items, it's annoying to have a smithing skill (which we are incentivized to level) yet we can't do anything with the products we make after we outfit our characters. I get that eventually this will likely be solved as smithing is relatively new but in the moment it feels bad to have an inventory of garbage I can do nothing with.

4. Expand the shops/services based on the growth level of the employee. Let the general store sell better healing items, more weapons (like the beginner spell book or something, not very 'beginner' if you have to get it from a level 40ish enemy) and buy more stuff.

5. Ease up on the fishing/mining, It feels like I'm opening up aim-labs whenever I want to catch fish and the RNG on the rocks is a bit much especially with nothing we can do with the materials right now. Wood cutting is fine, but we don't have much use for it yet.

6. Give trinkets a purpose, they require so many shards to make yet sell for almost nothing in comparison. Something like the emerald trinket giving a passive regen or hp%+ effect if equipped.

7. More fetishes, a commonly requested one is pregnancy, but how about light smothering, light crushing, lactation, etc. 

7.1 I'd personally like to see some kind of vore(soft) and absorption but I understand that's extremely off-putting for many.

8. More interesting combat, I get that it's a simple fetish game but if we have to grind even 1/4 as much in the final product as we do now most likely won't get out of the first region and see the rest of the game without something (other than fetishes) to pull them onward. A fetish game is nice but at the end of the day without engaging gameplay it might as well just be a gallery of images and stories.


Thank you for making this, I look forward to seeing where it goes and I wish you the best of luck.

Sex scenes with your party members, and NPCs too. Choose to have sex with defeated enemies instead of kill them.

More species (as party members, NPCs, or at least as enemies):  felines, hyenas, dragons, horses, avians, otters, skunks, raccoons, more canines than just wolves

Male party characters, with male breast growth, hyper replaced by futa

Combining routes, or allow an additional route after one is maxed

(1 edit) (+1)

If male party members are added, make it so that you can choose the furrys gender when you get them for people who prefer a certain gender

(1 edit) (+1)

a thought. a more involved PC. for the most part your character doesn't really exist. outside dialogue you don't do anything with impact. Maybe the player could have their own form of mp they can use to help or buff your team. 

¿cuanto falta para la próxima actualización? ¿Rellenaras loa niveles que se quedaron sin fase de crecimiento? Recuerda que actualmente el último nivel de crecimiento está en el nivel 50 y de ahí ya no ahi más fases de crecimiento.

(+3)

idk about everyone else but I’m getting annoyed by how long you have to grind levels it takes forever 

It has been said, I think the real problem with the grind, is that we currently don't have all the content, as more things are added and more quests are unlocked, i think the grind will become less annoying as we will have more content to work on while getting to those higher levels.

is game still alive?

it is the trello board just updated

(+1)

I havent quite finished the game yet, but I must say, this game has a lot of potential. I like the core system and the concept to have party members that grow through leveling up. I also think the setting is quite nice and intriguing, definetly looking forward to how this project evolves.

I do have my two cents about things that I would like too see/ coud be improved though:

First off obviously I am very curious to see what the game will look like, once the AI placeholders have been replaced, since if this was a 100% AI project from start to finish,I wouldn't want to support it. 

Maybe this is a redundant point, but a lot of my wishes regarding the game can just be summarized by adding some more meat to its bones. I would love to see more story, maybe even have it that you start the game with a main quest of sorts and that the npc's gve you sidequests along the way. I'd also loved if there were more ways to interact with your party members, for example different dialogue through their stages, or mini events with one or more party members, just to maake you feel more like a group, since that isn't really present outside of the sparse story segments. When it comes tou your group members one thing I really think is missing, is the girls acnowledging their transformations. I would love for it to have some dialogue with the girls about the way they change and their feelings about it. 

Actual criticisms I only have two: Currently the game is very grind heavy, especially in later stages. For example the fact that you have to grind so hard to beat the wolf boss (whaich I haven't yet managed to do), which leads you to make the same 5 clicks over and over again, with progress becoming slwoer and slower is very daunting. I know the statement "Make the game feel less grindy" isn't really helpful, but maybe this can be circumvented somehow? The other thing that bugs me, is that some of the stages, especially for the wg route of your shark furry, basically change nothing. It's just kind of dissapointing when you are excitted for a new stage and it looks almost identical to the previous one.


And that's basically it. I wish you the best of luck with this project, and am excited to see where it goes

(1 edit)

i am probably gonna say a hot take but i perfer the ai art i wish you had the option to switch between the human art and ai art (the main resaon i perfer the ai art is that is feels more in place compared to the human artstyle and its surroundings. its the artstyles i perfer)

Developer

You have the options in the preference

i do? thx for the inf

(+1)

Idea. the jail, and Police chief/ head guard (which ever fits the theme better) not super sure on species the obvious is a dog of some kind but who knows maybe you want to avoid the obvious. character wise I see them as a stressed but honest person trying to keep some semblance of order in town. but with the Clan active guard/police number are nonexistent besides themselves thus where the player comes in. first you have a set of main quests that are about improving the situation. like helping rebuild the jail and station, and taking down groups of trouble makers. and you have the bounty board a respawning group of quests where the player is tasking with taking down a number of foes in the different areas.

maybe add like a cheat code you could use if you 100% the bestiery or something that can give you a headstart when you do a new save maybe?

(+3)(-4)

Keep the AI images; they are just... better in every way."

(1 edit) (+2)(-1)

Reduce the grinding needed for everything, the game turns into a slog with how much you have to grind. Also keep the ai art, the hand-drawn stuff looks like crap and doesn't fit the game's aesthetic at all. The ai art is better in literally every way. I definitely won't be supporting the game if the ai art gets replaced entirely with this terrible hand-drawn art.

(-1)

Agree with OP.

(1 edit) (+1)

Being able to smelt equipment back into bronze bars (at e.g. 1/3 or 1/4 of their craft cost) would be nice.

An item or something to make the high level forest guardian appear more, as is almost nobody is going to bother farming its sword.

Viewing posts 81 to 100 of 123 · Next page · Previous page · First page · Last page