Done and done, enjoy your rest!
Sylvaris
Recent community posts
There also appears to be a skip between The Tank and We Copied It on the Dominant Path. Down out of the ceiling on the Normal path cuts to the normal path's version of We Copied it. Unsure if intended or left-over from a previous version's path triggers. Figured I'd say something about it anyway. You also work very fast on updates.
Norm:
Dom:
It's a great scene! And yeah I was a bit on the fence about making gameplay suggestions seeing some get added alongside what I was saying was a bit of a bombardment of new info... But It feels very good now that I'm using more resources at hand, like Nelli and Greenhouse doses. I used to play the early game by just running straight to Joyce and largely ignored both the Greenhouse and Nelli.
So for the CG, it's all good! Okay some of the hyper inflation is generated weird and the cocks go through bellies like Nelli's scene in the Dominant path for Everybody is Four People, but that's an AI thing, I can not fault you for that.
During the Normal path for Everybody is four people, the CG is pretty sparse compared to the Dominant path, especially since Chad seems pretty lust-crazed when they enter. The path fork is to have a Diminishing cannister or not, and if you don't have one, the difference is that Chad grabs Nelli for an image.
Regardless of route, the rest of the ladder is skipped, I can't let the schedule lapse twice, the game skips to the "We copied them" part of the Normal route. I hope that better explains what I mean.
Suggestion: I think it'd be swell if some scenes were longer, but I understand that it's Part one and larger sizes will be more prominent in later parts according to the Patreon. For example during Everybody is Four People, not having a tank in the Normal route has no consequence of everyone getting fucked like the Main Character does in the Dominant Route.
I really like the scene where Chad and Rex do it all over the lab and how they slowly grow. That's the good stuff for me, multiple images, gradual. But again I understand that later parts will probably feature more of that so it might not be as prominent in part 1 and it might be a pain to generate all of that if there isn't much of a support network for this game/series.
Positive: The gameplay loop early game actually feels pretty solid with Nelli being able to help you make serums, and using the greenhouse to make serums to sell for cash early game actually does very well to push back against the item costs of making batches with the alchemist's items. You found a really good sweet spot with minigame frequency and alternative options for the early game before Pearl enters the picture.
Shortcoming: I did the Breaking the Limits Part Two (I think that's with Pearl?) on one of my older saves, but events become pretty back to back that on neither my dominant or normal playthrough, I haven't managed to get that. I get so deep into an attempted route without remembering the specific trigger for something that it becomes basically too late. The demo ending when you hit the end of a route makes this unfortunate.
I'd consider letting the player continue to play after the demo ends, but let them know in the usual pop-up that there is no further story content to attempt to play through, that way they can go back for other scenes they may have missed?... But I'm also not a coder so I would understand if the game might attempt to explode if you made that change.
Pearl's events are just too slow to trigger compared to Chad's and I'm not sure what I'm doing wrong with that either. Maybe an optional delay event button for story events? For example I had to open a save editor and nerf my height into the ground for The Rematch on Normal Route because Chad kept making me too large to hit the small height requirement for Look How Light She Is between their events despite trying to starve myself daily.
Following up after sinking some time in to newer and older saves a like. I managed to get all the way through all current paths just fine. The UI layout is good, the dialogue options are centered, the minigame visibility is nice.
One mechanical quirk I ran into is that I could never maintain my 4.11m tall height cap. Every time I'd try to dose it would send me down to like 3.20m - 3.40m. depending on if it was a super serum or not. This didn't do anything to my dominant playthrough, though, so it didn't prevent me from enjoying the scenes I never got to see.
Is there a more consistent way to grow Nelli? I've tried talking to her every day and getting her to make serums as much as I can, but I never got her past stage 3 (The wide hipped one where her previous stage's boobs disappear) regardless of routing.
The button placement for navigation is overlapping potential functions, and also my dialogue options are appearing off to the side...
When I am at the road outside the lab I no longer see a walk around button, either. Was it removed in favor of random events playing while moving between the parade and the road areas?
Also I'd suggest putting some red text in the ladder to tell players what is not implemented maybe? As I wrote in Tasty Gummy's text thread about upgrades sitting on the bench for a while until Chad overtakes them and forces them on the normal route... In all the save scumming I did, I never could find what the venue was to book it.

Just to make a thread out of similar issue so it's in one place, this is largely how my own dominant playthrough attempt has gone, I haven't been getting rollback errors though, but my upgrades have been hogging the bench for several days past what they are supposed to until any characters have an event.
I also for the life of me could not figure out how to book a venue no matter when I Walk, no matter who I attempt to Talk to, on the attempts that get to 'Ask Her Over' on the dominant side.
The minigames are okay, but the visibility on the gauge that goes up when you hold click isn't good. Taking stardew valley's fishing for example, you can always see the fish when it's trying to move around. Having batches drop because you couldn't see is a sucky feeling. If I were the game dev I'd change it to you can't lose product, but if you do good, you can get a bonus.
So I'm playing the new version, and I notice there's a minigame for making the potion... And when the game asks you to go really high on the click and hold you can't see where the green square is when it then shifts to a really low point, and you can lose potions for it?
I was... Okay with needing to buy more things from the alchemist to make potions, but having additionally required things to brew and a minigame where you can lose brew is making me wish i didn't refresh my web browser when I saw a new version on my second tab.
I think I figured it out a few minutes ago as you updated the game version, I needed to be making clearances, but the game never explained to me (I don't think) what that meant, so the game kept forcing me back into the normal route simply because I didn't want to try making the clearances.
I also found out spamming making super growths in the older version could force the triggers to happen for the rival. No need to send my save file, I'm just a prickly idiot not wanting to try making the clearances. Which now means its time to start over now that I actually know how the game wants me to interact with it, haha!
Still in the process of fiddling around with this and trying to get other routes, but I like this a lot and hope it gets the engagement you'd like to finish it off!
Some critiques I have are that it's not readily apparent which path you're currently on. I had a dominant run turn into a normal run somehow, so I decided to overwrite my save and try a dominant run, but with how spaced out the rival's appearances are for me for some reason, I have no idea if I'm following the path I want or not.
Are there specific ways to trigger the rival encounter, or is there really just a several dozen day gap between Before They Get Here and the next potential step?
I also can't seem to do Taking The Ceiling Off Part II, is my height supposed to be capped at 2.11 m in the current build? No matter how many times I upgrade my potions, I can't seem to raise the line, even the raising the line bench research does not actually raise the line for me. Is this not yet implemented, or a bug?
Text ahoy incoming.
With 0.1.6.1 dropping I decided to do a new playthrough, and all I ever did was mash 1 and 2 for attack glyphs. I tried to interact with the crafting more, but couldn't make any half-decent glyphs compared to my starting glyphs, so I stopped trying to make new ones until I could do dens. I sold all the items I had tried to use to make better glyphs for Ass or Breast scaling since no combo of items I had was even halfway useable. I should also make it known that I have ONLY been using the base glyphs, no stomp, kamikaze, or hill (I think you start with ONE split glyph).
This gave me an absurd amount of height that I was certain to spread between my characters, and I started going into dens/small villages. My Prihxa doesn't even have any glyphs, because even when it got to the point I could stop using my block glyphs, even against goblin queens, the queens could only get me down to 40% hp at best.
I gathered a lot of loot from any den/village size on the map, opened all the loot boxes, sorted between breast/ass/muscle, tried to make new glyphs... The best I could make was on par with the worse glyphs my starting kit gave me, and I was already playing on 4x speed without defending against the tougher encounters.
The game has rewarded me for only using two of the combat system's attacking lanes, the game has rewarded me backhandedly for the crafting system being too stingy with upgrading my damage ranges, I have only made worse gear until it didn't matter, and then I started making equal gear to my starting kit that is already nearly one-shotting anything that isn't a queen.
I think the items need to be reworked so you can make upgrades from overworld encounters and loot, tune down the stat gain system a little so the crafting has that kind of impact, and then dens/villages make marginal upgrades from overworld drops. The crafting has been actually the hardest aspect of the game, and I don't feel like it should be.
I've also noticed that the two characters that aren't the main character only gain attributes for what ever transformation they are set to, while my main character has gotten attributes for bust, ass, muscle, and fat.
The torch inflicts fear on use, which does damage proportionate to the target's max hp while ignoring the armor they wear.
You can reclaim your torch from the shop for one bottle of whiskey alongside the knife, but only do so after going to all three paths. When your items get taken when you go on a new path they'd steal the torch and/or knife and you'd have to go re-purchase them at the shop again.