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Viewneedle1

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A member registered May 31, 2025 · View creator page →

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Do you realize how normalized your points have been in the gaming industry as a whole? First of all, literally half of the game's current content is FREE as a "Lite" version, like how Geometry Dash itself costs money, but there's also Geometry Dash Lite, which is an official free but smaller version of it. Secondly, you're paying for EARLY ACCESS, a common practice by many indie developers. It's completely fine as long as the developer keeps their promise. I'll only agree with you if they betray my trust.

I suppose you could do that with Warden's Souls. Not only do they allow for choice in which Growth, but should also influence the likelihood of getting that particular Growth through normal Souls. Warden's Souls are already a good incentive for players that want a particular Growth Build through challenge, why not emphasize it?

Hey, it hasn't been THAT long since this game's creation, not to mention I've been promised by the developer themself for a significant update soon. I'm sure this game is its developer's most ambitious project to date, as their previous ones (in a positive light) can be viewed as testing waters and practice in game development. I shall remain hopeful no matter what you think.

Ok, so it turns out the Keeper is invisible in First Person view. Not helpful.

I have finally beat the Keeper on Hard mode for once. So far, Run 2, end of level 5. Her Butt should be made a little rounder.

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If Height basically makes Hanna's jumping worse, shouldn't calves make jumping better? Just a side thought.

My full game v0.1 review: The game is overall decent, with Hard mode having the prospect of no size limits. Hanna’s animations are quite awkward though.

The levels are designed fine for the most part, except in level 4, just after halfway through the main path, there’s some weird invisible collision that ought to not be there, and I wish there were some enemies, along with a Warden that the level’s missing, on the alternate path with the wide gap to emphasize its difficulty, as otherwise you’d skip the entire level taking it, and I wouldn’t want to miss out on defeating enemies. Other than that, the polygonal-style terrain of the levels is quite charming, and there’s a healthy variety of enemies. I'd think it would be cool if there were special crates that guarantee giving you a Soul, as opposed to a random chance, which would be neat for secrets in levels and such. It would also be nice if there were more kinds of levels only accessible from defeating the Keeper boss in a run.

Now here we get to the attack methods. There are only two, being what I call the “Dart”, a short-ranged projectile attack, and the “Bomb”, a lobbed explosive that detonates about one second after bouncing. The Dart is very underpowered compared to the Bomb, due to its short range requiring you to be close enough to enemies that they WILL notice you, while the Bomb’s arc trajectory is visible, thus predictable, and can go quite the distance. Sure, the behavior of each attack can make it more suitable for certain enemy types, like the Dart possibly being good for stationary enemies or ones requiring multiple hits, and the Bomb for enemies that you’d rather not notice you. But the Bomb can easily deal with ANY enemy in that context, even Wardens (the mini-boss) can be cheesed with the Bomb. Really, what will improve this by a LONG shot is how your attacks can improve from your body parts increasing in size. Some parts may increase projectile/explosion size, while others increase their range. Additionally, some body parts may add extra projectiles/explosions for them if you’d like to add that. The attacks severely need to be improved. One more thing to note, the movement and camera take time getting used to. Then there's Aim Perspective, which is much more janky and does not adhere to Hanna’s size, causing her to block half the screen at sufficiently large sizes, making it difficult to aim properly.

Now, it would be nice if most enemies did take more than one hit, and gain a larger detection radius upon them taking damage, on top of the improved attack system. Beetles (the Goomba of this game) would take two hits, Bees (airborne stationary turrets) and Ladybugs (grounded stationary lobbing turrets) three hits, Rhino-Beetles (bigger Beetle variant) four hits, and Hornets (extra dangerous Bee variant) six hits. Those fast, tiny, self-detonating bastards should obviously only have one hit and remain unchanged. Wardens shall mostly stay the same, only having a larger detection radius upon taking damage to actually engage them.

One more thing: The Keeper boss is virtually impossible to defeat on its second shield phase on Hard mode, due to the sudden enemy spawning and rapid-fire missiles making it too chaotic. You are guaranteed to be hit on that phase, considering you can easily cheese the first phase by using the Bomb on him outside his detection range, and possibly his first shield phase if you can manage to jump atop the outer ledges and defeat all the enemies with the Bomb from there. But alas, the Keeper won’t get out of his shield phase until you trigger him. The very least you could do is slow the missiles in the second shield phase, and possibly remove them in the first shield phase, as they WILL likely catch you off-guard the moment either shield phase starts. In any other case, you can clear all the other levels without taking damage by virtue of the Bomb. 

Important highlights: The attacks need improvement, controls and cameras are wack, improving enemy health and behavior is ok but optional, and most importantly, make Hard mode actually possible when it comes to the Keeper, as those runs are effectively meant to be infinite.

Hey, it's not THAT bad, it just needs some major tweaking and polishing. I'd say this game's greatest strength is its level design, although that bar is not exactly the highest. It's clearly unfinished, thank you very much, and some sound effects might even be placeholder. Take it with several grains of salt.

I wish the thighs can get as big as the chest, as I have a perfrence for bottom heavy. Even if it requires reduced chest size growth to properly see how big the thighs can get, I don't mind that whatsoever.

Although there's a cap for increasing Max Bust Size at 500 cm, in later builds I hope that this cap can be increased after every Safe Zone, preferably doubling it after each one, and/or any other method of increasing Max Bust Size that's not through Milking Machines will simply ignore this cap.

Does the highest possible Max Bust Size increase with every Safe Zone you come across? If not, then they should have it so the maximum that you can achieve doubles every Safe Zone you come across, in case it's intentionally limited so the floors aren't easily cheesed.

If anything, I at least want EVERY trap that's triggerable to be survivable, as in without getting a game over/falling unconscious, as long as you have enough Max Bust Size, even if barely.

As leveling up has no function, an obvious use for leveling up is to increase the amount of Pressure you can handle. At least add this feature soon.

I would like to see it possible to increase maximum Potential Inflation, as sort of a "punishment" or advancing some sort of storyline, as there being a point where Ebony would get so big things get more and more problematic.

I hate the vines. More often than enough, you HAVE to cross over the green tiles, and every time you move on them, there's a completely random chance you get grabbed by the vines without warning. Once you do, you have to be LUCKY in order to attempt to escape from them, otherwise, it wastes time. THEN, if you're too big to move, the only way to get smaller is MORE LUCK, wasting more time AND attempts to juice/deflate. This means the first half of Tour Mode is nigh on IMPOSSIBLE without enabling Infinite Juicings, as spamming the respective keys is the most viable way to succeed. Why can't it be SKILL based? For instance, escaping from being grabbed could require you to button mash to fill a bar that's constantly emptying, a higher Arousal level making it empty faster, with NO random chance to fail. Another way for juicing yourself is to time a key press correctly, missing or taking too long will be what fails the attempt, NOT a random chance.

Also, I just want to eat as many blueberries as possible, but that doesn't happen most of the time. I want to manually eat them.

Please add Major variants of Potions, I want to expand faster.

This game needs Coyote Time.

Here's a simple question: In the future, will the game use Breast and/or Ass Expansion to reflect your modifications? Breast Expansion could easily represent your base/general attractiveness, and Ass Expansion may represent how much "Essence" you can take in your body at a time. I just would like to see more.

I personally thought it was about Rachel saying "Fuck!" I just left it on the entire time.

When it comes to Life Potions and Power Vials, I can't select it to place it down. I like doing that, and it stinks.

Also, placing down Potions for storage doesn't seem to have an actual purpose,  can you make it so you can't rest while Potions (Water Bottles, Mana, Life, Power Vials, and Greater, Further, and Advanced variants)  are on your person? Using the counter space for storing Potions implies there to be a limited backstock you can have for Potions,  which I'm sure is a little interesting gameplay-wise.

Oh, and why not have the ability to drink Life Potions to regain Stamina, since you do lose Stamina from "over-collecting" Slimes, and potentially  other tasks in the future? Sounds solid to me.

Also, if the lore states that the nipples themselves are independently grown from the chests with the bio-silicon, meaning they can remain small while the chest grows, why not include that?

I wish all the sequences showed the thighs just as big as the breasts, especially in the biggest images. I like TE just as much, if not, more than BE. At least the only one that has that is the hypno ball one, with underwear snapping included, but I'm not very fond of even remotely large lips. Hope she can get even bigger in the final build than she is already.

Huh, beat it on my first try. Got the Dragon ending too.

I just got my hands on a new type of Potion I made, but apparently I can't select it to place it down. I like doing that, and it stinks.

Also, placing down Potions for storage doesn't seem to have an actual purpose,  can you make it so you can't rest while Potions (Water Bottles, Mana, Life, Power Vials, and Greater, Further, and Advanced variants)  are on your person? Using the counter space for storing Potions implies there to be a limited backstock you can have for Potions,  which I'm sure is a little interesting gameplay-wise.

Oh, and back to that new Potion type I mentioned, which is a Life Potion by the way. Why not have the ability to drink Life Potions to regain Stamina, since you do lose Stamina from "over-collecting" Slimes, and potentially  other tasks in the future? Sounds solid to me.

You know, you COULD make a sequel.

Also, offering 2 or 3 of the same EXACT stickers could increase the chance of getting the same TYPE of sticker of a higher tier, sort of like upgrading them.

I think it would be nice to be able to TRADE stickers. I have an idea for how the system would go: You can offer 3 stickers of the same tier for a random one of a tier one higher up, and conversely, one of a higher tier for 2 random ones of a tier lower down. This should solve the problem of having extra or unused stickers.