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Can you please make it mobile compatible, it was a struggle trying to move the camera around, same with shooting and dragging as well just to aim and shoot, scrolling around and even trying to tap just puts the camera pan at a specific spot instead of the usual free roam, it has potential but its a pain to deal with it on phone

Yeah I went in to this project with mobile in mind, but didn’t playtest during the development and noticed the same problems when I tested the release. Didn’t have time to fix anything for this release. I’ll see what I can do if I update.

Ok, thank you very much for taking notice and action to it, please take your time ok, the game is still amazing and i just cant wait for more to come by, even more bigger sized models as well, ok. Also i played it on a potato pc and it runs smoothy, and its a very great game tbh.

Thanks! Glad to hear it runs even on weaker hardware, didn’t optimize like at all but I guess it has such few moving parts it just works.

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Fun! Went through the trouble of downloading the .pck and recompiling the project myself so I could play as a standalone app. From the screenshots I was honestly expecting an RTS or something similar, but I wasn't disappointed to find that it's turn-based either.

Honestly, I don't really have anything to say about this one. It's obviously very basic and could easily be improved, but as a proof of concept it's pretty complete. I found boosting accuracy was pretty much pointless as the boost it provided was practically negligible compared to just dumping everything into movement or HP, because you usually need to get close enough to an enemy to shoot that they can shoot back in their turn; if it boosted range as well (or maybe even infect chance!) now that would be something worth considering. WASD/arrow keys camera controls would also be handy for aiming at an enemy offscreen, but if you really want players to guess instead I guess that's fair.  (On that note, an attack range circle could also come in handy for playing it safe).

My very first mission was the Final Mission. I just threw all my starting guys in without levelling anyone up and went for it. I wasn't seriously planning to win but I managed to do so with all my guys alive, which was pretty funny. After that I settled into the (I believe, intended) gameplay loop of running easy missions over and over, getting my guys killed and levelling up a squad to get Ending 2.

Before I started levelling up I thought the level up points were per-character instead of shared. In favor of easing up the grind there's a bunch of ideas I think could work. You could do a mix of the current system, each mission giving you a few general-use points as well as per-character points for the guys who participated, or just have them level up a stat on their own so you can have more opportunity to experiment with more organic stat spreads. I'd also give more level up points for infecting someone as it's a lot easier and safer to just gang up on the enemies and shoot them to death if you're not looking for extra units, and being refunded a portion of points on a character's death could also make it easier to bounce back after losing someone you invested into a lot (though that would be more interesting if characters had more notable differences between each other and you couldn't just level up another guy into a carbon copy of the one you lost).

That's it I think. Good work! (btw, doubly awesome considering weight gain is one of my primary fetishes)

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Ooh what a girthy comment!

Oh damn, didn’t know you could do that, I’ll probably add downloads if I update though so people don’t have to go trough all that ahah.

Aaw yeah the shooting vs infect probably isn’t very balanced, added the infect later and didn’t really have time to playtest that much. Thinking accuracy should reduce the gun sway more as someone told the sway is a bit too much, but it increasing range sounds pretty good too. Might make it so that the shooting doesn’t focus on the current character to be able to shoot further, but not sure, I kinda like that you have to guess if the enemy isn’t on the screen. Leveling accuracy does already up the infect chance though! At least it should do so.

Ahah nice job! With my playtesting I pretty much always lost at least one guy even with fully leveled up characters.

Yeah I figured the level ups would be a bit confusing, might need some more UI work to make it clear they are shared points. Someone mentioned that the infect is much better than shooting so dunno about giving it more levels. But I was thinking of giving just flat one more level per kill since people have been saying it’s a bit too grindy and losing a character a bit too brutal. Giving back some of the levels on death sounds pretty good though, and easy to implement, I’d like to keep the permadeath. Different missions having different kind of enemy could help with the variance on your guys.

Thanks so much! And glad it hit home hehe. I enjoy weight gain too, especially when paired with feminization.

I decided to give it another test and it doesn't seem like accuracy affects infect chance at all.  Unless you meant the increment that happens when you level up a stat, in which case it does, but I meant giving it its own infect chance boost separate from the one you get when levelling up in general.

Giving it another little playthrough I'd say infecting might be a little better than I previously thought, but only once you have a character fully or near fully levelled. Paired with high movement it opens up a handful of cool fun strats like walking up to an enemy, attempting infection, then using the remaining move to hide behind cover if it doesn't work, or putting yourself in a better position to shoot another enemy if it does. This could be really fun to experiment with if there were more challenges, but alas.

Also finally figured out that the stats of the new recruits are directly copied from the enemy they came from, which also explains why all new recruits have the exact same stats lol. Cool attention to detail having the guy in the ending 2 frame change color to match the generated unit too!  I think that's about the most fun I can get out of this unless it turns out I missed something huge... or I could try to see if you can beat the final mission with just one guy. Maybe? Maybe not? Perhaps. Would probably need one of the orange dudes to do so.

Aaw yeah I meant the increment from the level up. Hmm that could work, make it like a general offensive boost.

Aaw yeah, personally with my testing I thought that HP/Speed build would be the go to. Enough speed to catch the enemy and if the infect fails you point blank them with the gun. But speed only sounds pretty fun honestly.

Hehee thanks, wasn’t sure if anyone would catch that the 2nd ending changes color. I think you’ve gotten all of the content down, thanks for giving it such a thorough play. Ahah, lemme know if you try and manage to beat the final mission with just one guy.

What a neat little game. Honestly tho thought it was gonna be like one of your alien games where you would hypnotize first then drone but I aint complaining with what you got. Honestly this needs alot more attention with genuinely how fun and creative it is. You genuinely have a proper full game here if you try for it. Id buy it

Aah thanks so much! Yeah went with the goo from the Closest Inhabited Planet which works a bit different to the aliens themselves. Not sure how much I’ll update this, but glad to hear it has potential!

Cool game!Will you raise cap of tf's? also it would be cool if each stat would affect different body parts

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Thanks! Yeah I think I can raise the level cap a bit. Would need new blendshapes to make the transforms separate, but I’ll think about it.

Fun little game, although I do feel like it's a bit grindy. The risk of losing a unit you invested a lot of levelup points into makes it feel very much not worth it to go into any mission any less than 100% prepared. Perhaps making defeated units lose some amount of levelups, or get knocked out for some number of days, would make losing a unit less penalizing. Also, I liked the idea that some units have different base stats so you can specialize units more, and I'm a tiny bit disappointed it didn't get utilized beyond "all the capturable units have slightly different basestat totals than your units". I really liked the 3d models for the bodies that you can see change as you upgrade them, and the slight changes to pose/idle animation was a nice touch too.

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Thanks! Yeah, I didn’t have much time to playtest, was a bit afraid it might be too grindy but it worked well enough so didn’t go and change anything. Good suggestions, also thinking maybe upping the levels you get from kills to 2, since I kinda like the permadeath. Yeah again, didn’t have too much time to tweak the enemy stats so just went with the same stats for everyone except the boss. Glad you liked the model, I really like these 3D morphs too.

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is it all boob gain or weight gain too?

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Yeah

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Great little game. I like the models. Its pity everybody have the same model... Anyway, one thing i would actually recommend is not about the game but to add better description and explanation of what to do. You spent i dont know how long  making this game and then you spent 30s writing description. I think i was not the only one confused by game mechanics.

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Thanks! Good point, I’ll add a better how to play to the description.

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Great game, tough but fun when you get the hang of it. Just needs a scrollbar so you can reach units near the bottom once you have too many. (Since infecting is such a good way to just remove an enemy, the list starts getting long)

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Thanks! Ahah, didn’t think people would be interested enough to fill the list. I’ll see if I can figure out scrollbars.

I did notice one of my characters wouldn’t stop moving towards my cursor at the start of their turn

Oh crap, the movement script is a bit jank tbh. I’ll investigate.

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Another good game, keep it up Inopa 👍

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Thank so much!

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I played this through and got both endings, and I found it to be a decently fun strategy game after figuring out how it works. Naturally I got Ending 2 first just because I wanted to see if I could, and it was nice to find out that, yes, I could. At first I had maxed out my two original squad members and used the new drones as grunts, but when one of my starters permanently died to the boss, I leveled out one of the grunts and put some into the recruited boss as well before going for Ending 1. Didn't like how strong the aim sway could get sometimes, but other than that I enjoyed the game over all.

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Awesome to hear! Glad to hear you pushed trough even when some of your guys died, was a bit worried it might be too demoralizing especially when you don’t really know what the final mission is. Yeah the sway goes a bit whack if you level up movement, definitely needs some tuning, maybe make accuracy negate the sway more.

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Neat game! Love the strategy here.
Felt a bit lost at the start with the camera change, but was easy to learn hehe.
Was hoping there was not a cap on the level ups so we could have huuuge clipping boobas xD, but was good there was. Ended up having one captain with full HP and 60% INFECT
Love your games where you have a 3D model slowly changing, neat concept of growing tits and belly when leveling up! A good idea might be specific growing, like tits with HP and belly with accuracy

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Thank you! Yeah I love these transforming 3D models too :3 Hehee, maybe I’ll up the level cap a bit, but don’t think I’ll leave it completely uncapped. Yeah in the beginning I was thinking maybe growing muscle too, but it’s a game for weight gain jam so left it out. Making the inflation separate now would be a bit of work so probably not changing it, but a great idea!