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Heyaa,

I'm curious what you all expect out of the RPG game?
Just tell me what's in your mind :)

Comments

Vindath

ToD, but with open world and quests

Flan98

Although i think it was a bug in tod, having some minions/other characters accompanying the mc would be pretty nice xD

aurexo

Exploration of a map full of mystery, little secret, lore, with little quest to understand better what happened in each area, understanding characters background story. Interactions with map and characters who can be various at different stage of growth. Having light tools, like a diary, to keep track of everything we learn as we move forward. Having abilities (overpower or useless) fun to use in both battles (if there is) and exploration of the maps.

Tiomatt Necros

Growth!!!... and yes story telling very important. Having characters interact with you, create a team or have one companion that can travel with you. Dialog changes as characters get bigger or smaller than MC, but interactions decide whether they are sub or dom towards the MC. Being able to keep record of what is finished and what is still to do (objectives menu) is a must for me. Hints as to what you can try different to unlock art would be useful.

Whiteninja

Various incremental growth based on our actions or stats. Npcs responding to how our size seems to be changing.

Bigger Space

Three things come to mind for this question: first is that whatever combat system is used and its balancing is going to be very important. If the core gameplay loop isn't fun, the game will turn people away quickly, even if the story line is great. Second is that there should be side quest stories that affect the world and are interesting. Side quests make a world feel alive and people want to explore more because of them, so they are a must in my opinion. Third and final of my thoughts is that because this is a growth-focused game, that means it needs to be abundant, simple as. I know this is a no-brainer, but I mean it more like the MC shouldn't be the only one growing and there is only interactions between the MC and NPCs. Some sort of growth quest or mechanic for companions or friendly NPCs. Enemy's that can grow or cause you to shrink. There just needs to be a mix to keep things interesting in my opinion. There is my deluge of thoughts, hope this helps Orachi. :)

Bluegreydragon

There's three things I'd love to see in the new RPG game: 1). Gameplay affecting attributes that can level up over time, and ones that have a high enough level cap that your character can feel "overpowered" with enough time spent. >>> a). I liked in "Tower of Damnation" that you could level up your HP and Attack over time, but that game had a relatively low cap on how powerful your character could become, which eventually ruined the replay-ability for me. >>> b). I also didn't like in "Tower of Damnation" how even max level characters couldn't reliably one shot repeating regular encounter enemies. Most of the fun of an RPG's is making a character that feels powerful in one way or another. 2). Growth as a focus in the game, including having certain abilities that can increase the MC's size in battle, and enemies that try and shrink you or can grow using abilities themselves. >>> a). If the MC is the only one that grows, and that growth is just visual only (as in their size has very little effect on gameplay other than visuals) then it will get boring fast. >>> b). I really liked the random encounter enemy in "Tower of Damnation" that could drain your character's size and made them more powerful. So definitely enemies (or bosses) like that could be cool. >>> c). Another interesting idea could be an enemy that grows slowly over time, becoming more and more powerful; forcing the player to become more aggressive and take them down (or shrink them) before they become too large/powerful to beat. (If you want them to grow from draining something else, have like respawning support enemies that the main enemies could keep draining or something). >>> d). Other comments have mentioned this, but the size of your character and enemies should have an effect on dialogue and interactions as well. It should also effect how they respond to your character in battle. If they are smaller than you, they should be trying abilities that catch them up to your size, or drain it from you. If they are larger than you, then they should be a bit less aggressive since they wouldn't see you as much of a threat, etc. 3). Storyline stuff that isn't hidden by obscure puzzles or twitchy quick time events. >>> a). I wanted to like the story in Growth Gambit, but the quick time events on certain events were almost impossible for me to do. >>> b). The puzzles to unlock storyline events were also extremely obscure, and without a guide I have a feeling the vast majority of the player base wouldn't have found them. >>> c). So make those easier to find and interact with, if you still want the crazy puzzles and twitch quick time events, have them be for a secret ending or something. Those would be my suggestions. Hope that's helpful.

House of arima

Having the potential for a relationship system or affinity system where you can give height or size, and vice versa. and more interactions as the player gets bigger and with the girls as they grow as well.

Pikatchoum

A recruitment system where our opponents can become companions after a fight, whether it's common enemies or bosses and recruitable NPCS after some events. With conditions to be met of course for everyone. EVERYONE must be recruitable. Even if the main antagonist of the game is an OP goddess that can get ride of you and of the universe with a snap of the finger or whatever. You can create an endless dungeon or something else after the end game if you want to be able to enjoy your last recruitable companions with a goal in the end. Or a NG+. Idk. Have a perma-growth system for enemies if they steal your height or that of your companions. To prevent them from becoming too strong, you will have to steal it from them and/or have an NPC who can reset enemies in exchange for something. A sort of HQ where we can interact with our future companions with an affinity system and a role for each in terms of stats. Tank, DPS, Heal, etc... To increase affinity, you will have to fight with them. Or offer some gifts you can found or craft if there is a craft system. Only one companion can accompany you. Of course, they will all be able to grow up, just like the main character. Different dialogues between the main character and the companions in relation to their height. And maybe between the NPCs and the main character. Your companion in your team can attack you sometimes during a fight or steal your height. Because it is the law of the strongest! You can only trust yourself! BUT, the higher the affinity, the less likely your companion will want to play tricks on you. A skill system where to unlock some skills, passive or not, you will have to use height or another currency. Having skills while leveling up is too basic for me. Each character should have their own set of skills, so that they don't all look the same. Speaking of currency, practically everything should be purchasable or tradable with height alone. End of capitalism! :D

Sin

Baseline I expect something similar to the RPG in GG. Hub City + Quests and monsters that grow larger due to dominating PC or NPCs. I think that, with your solid style of art, would be what I expect. What I would hope for is to tie that growth mechanic deeper into the RPG elements and story. Similar how the monster girl levels impacted the size of the boss, but with a little more depth and how their size impacted the game world itself. Extra bonus would be additional focus on the PC's or friendly NPCs size at have that impact the world as well, if only via art or dialogue. If it also allowed for certain mechanics/short cuts that would also be a bonus. Finally, I would love for a way to manipulate the size of the monster girls in both a worship mechanic and an absorb mechanic so you could really control what direction you wanted the narrative or world to play out without having to fully commit to a dominant or submissive play-through. I honestly would be happy with just the baseline as I described above. Anything above that is just gravy.

ongon

Obviously gameplay and balancing, not like that is surprising coming from me. But I also like how GG does the secret quests, maybe make them a but easier to catch onto or figure out solo sense NGL, I would have never figured out any of the secret quests without the walkthrough channel in the discord. It does not need to be on the level of telling the player how to complete the quest, but having it be so hard to figure out that you need a guide is a bit annoying. Other than that I would prefer something unique from what is also out. Games like Mass Hunters and Tower of Triumph already exist, and while not 100% similar to your style. The idea of main hub, go outside to fight is the same. Not saying you cant so that but I know you can put a unique twist on it somehow.

Orachigames

Mhm, I thought of a system and let's say... I'm probably going to hate myself doing it, but it would be most likely extremely unique.