The main goal of the project



Hi! I'm currently restarting the engine to prepare for the next update. I'll share the changes in the upcoming dev note.

Btw, It's been a month since this game was released to the public. so, I think this is the good time to talk about the main goal of the project.

There are already some great size fetish games out there, like Glitter Invitation, Tribal Hunter, games made by BurgerKurger, etc. But I've noticed that most fetish-related games tend to be Visual Novels or Simulators. so when I first decided to make a giantess game, I wanted to do something different to stand out. Also, I'm more interested in creating something that doesn't already exist.

I'm sure some of you have noticed that the art quality of this game isn't that great. That's because I only started learning to draw last year. Which means I shouldn't aim for something too big. I've seen so many indie games that never get released. To avoid that, I plan to keep the content volume small. I'm sorry to those who expected more―I hope you understand.

So how small is "small"? The final version will have fewer than 10 stages, each with a unique gameplay concept. I can't give an exact number, but I'm thinking the overall playtime will be around 1 to 2 hours at most. Rather than stretching the game out, I want to make every stage feel meaningful and fun in its own way. Anyway, I plan to finish the game within this year.

That's all for now! Happy Easter, everyone!



P.S. I recently reached out to my favorite artist, @yotsuba00000, for a collaboration, and they kindly gave me permission. I’m planning to include their cat character somewhere in the game as a little tribute.

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Comments

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I like that goal, definitely reminds me of Starcraft's campaign where they introduce a new gimmick every stage (who woulda thunk). I hope to see some inspiration drawn from that. If this were planned any bigger, I would love to see a story to go with the stages, but alas, there must be a 1.0. Looking forward to seeing how this goes and good luck with development!

You got that right. I checked the missions from SC2 and AOE2 to get some ideas. SC2 solves the boring game problem by introducing new units step by step. You may have noticed units in my game do not share the same role(tank, damage dealer, healer). This was intentional.

I wanted to add story but I think it would take way too much time to draw all the CG. Actually, I'm planning to learn Blender next year to make a 3D game. Maybe I should make a game starring hand cannoneer who teams up with giantess. I'll try to include a story in my next work.

and please add the complexity of the game so that you can choose in the game.

you mean difficulty option?

yes

Okay, it will be included in next version.

thanks

Will there be a "training sandbox" mode?

(+1)

Yes, I'm working on it.

do u plan to have other units vore, or only the giantess?

(+1)

If you meant a giantess eating small unit, yes that is planned. but, I haven't clearly decide to add other vore things like same size vore(giantess-giantess), etc.