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RoanneTheWolf

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A member registered Aug 11, 2022 · View creator page →

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Probably give the fox a lil kiss, I think.

Different screen sizes might muck things up, but being the first game where I actually used CSS in an effective way, it's entirely likely that the execution is crude. Because it was.

There are, but it's locked behind a password, that you have to beat the game to find. I believe that the first playthrough should be a normal one for the best possible experience.

There is. It won't take too long to get to it due to the exponential scaling.

Absolutely incredible game. It reminds me of (The) Gnorp Apologue, in both art direction and gameplay mechanics. It's an excellent feel. You've absolutely harnessed all the tiny little details to make the game beautiful. The wizard's conversation with the orb is charming, and the way he teleports around the tower with an audible little (pop) is excellent. The animations for the study and the spirits work incredibly well with the art style and give something interesting to look at in the otherwise dull period of grinding that every incremental game has.

As for issues, they're all quite superficial.

I have a particularly large monitor, so the rightmost mountain and background sprites hid themselves before they left the screen. I could also scroll quite a distance to the right of the tower, giving the impression that the space would be used (perhaps for a small village that interacts with the bank), but it never was. The orb ended up quite small in my view after prestiging, as well, as it didn't zoom back in to it.

When the maximum of an upgrade was bought while "hide maxed upgrades" was on, the upgrade's description would remain on the screen until another upgrade was hovered, persisting through movement of the wizard. It could be fixed by showing upgrades, hovering one, and hiding them again, but it seems like an easy fix nonetheless.

As for gameplay, I very much enjoyed it. The different resources interact in lovely ways, and the spells are a good way of giving a method of interactivity after the idle generation of resources far outpaces the manual generation. Prestiging is satisfying, and it's nice that you stack each prestige's progress on top of each other so that you never truly feel that you're wasting time, even with a hasty reset.

For the gripes with the game itself, there's a few, most of which would probably be solved in the process of expanding this prototype to a full game.

The 3rd tower upgrade, which unlocks the prestige feature, is my first complaint. It's significant at first, the herald of a new layer of depth as those upgrades should be, and then in later prestiges you gain... not much, really. It has no functional effect on your existing run. Perhaps adding some effect that only activates from the third upgrade and beyond, like a bonus to magic based on your total accumulated prestige points? Something to make the milestone worth shooting for even when you know your run's going to go to the upgrades past it.

The academy and bank are interesting, and unique in their own ways. However, the bank is a bit inflated to begin with. Large numbers are fun, but it would be nice to start off with tens and twenties rather than skip straight to 500. The lack of any initial use for the bank until you accumulate 2k coins is also a little sad, especially when you then have to shut off production of knowledge or magic to speed it up to get the academy.

Of the sliders and spells, they're neat ways to allow you to focus the resources you need. However, they become a bit of a chore to manage, a problem I bet will be exacerbated by later content. Some control center that allows you to manage those sliders from one place, perhaps connected to the spells wing, would probably ease that burden in a later tower upgrade. I did like how the final upgrade allowed for the creation of multiple buildings; it's a good way to feel like progress is ramping up rather than slowing down.

One issue I had with the spell (and slider) system is that there's no incentive to do anything but crank them to the max for whatever resource you want in the moment. It's simply more optimal to specialize in one resource than diversify due to how the multiplicative bonuses work. In effect, that meant that more spell slots were just a multiplier on spell power.

I hope that in the full version, there will be spells that have more complex and strategic functions, like perhaps increasing other spells' power or having a max number of any given spell.

The bank and academy also seem a little bit barren. I think the bank could do with the ability to see inside, revealing a few little goblins or perhaps a dragon wearing spectacles. Or perhaps both!

The academy similarly is still at the moment, but it's also very basic in its function. It's a simple toggle from knowledge to magic, albeit a flavorful one. A mechanic that rewards in some way not minmaxing, like giving a boost to gold or a different resource when the slider is at its center (after an upgrade) or allowing you to train apprentices that act as an alternative source of magic would add more depth of content to those areas.

It would be nice for upgrades to the tower to affect some of the previously created buildings, like adding new upgrades and the like. Locking the Gold spell behind the tower upgrade that unlocks the bank is a little quality of life change that can prevent unnecessary wastes of resources.

All in all, an incredibly charming game, worth playing through even in its basic state.

There may be a way to, but I really don't have the motivation for that since it'll require creating entirely new maths to render the lines.

Yeah that happens at larger sizes with certain rendering methods. It can be fixed either by increasing the stroke/line width in the settings, or switching the rendering method (which I don't think there's a button to do in that version but I can't be certain)

Not for this game, no, but I've got a new one in the works that's a lot more ambitious, with physics in 2 directions. But at the exact moment I'm working on writing more stories, which can be found on my FurAffinity gallery. I was a storywriter before a game designer, you see.

There's a good few, but the last one is at a hardcap and makes itself clear that it's the ending.

The main focus of the kink, I think, is juxtaposition. Big means nothing if there isn't small to go with it. Ludicrous only gets noticed when it's surrounded by otherwise normal. Gigantic tits are best suited for foxes of a tall, but otherwise average stature. Sometimes you need to, as a storywriter, shove some inconvenient details under the rug when nobody's looking, and other times, you need to point at the plothole directly, wave your magic wand, and make it disappear right before the reader's eyes.

There's a few representations and explanations for hyper as a concept, but the best ones tend to combine the right level of physics and rationality with complete and utter absurdity.

The research tab wouldn't have opened because only after Yuri's milked at a specific size do you get milk cells and unlock the tab. It may take another round of milking or three after buying the last cash upgrade to get there, but it won't take long.

I'm glad you understood my thought process in first making it cute, and only then making it horny. As for making games, I certainly don't have any formal education in programming. I got started hacking Twine games, then making twine games, and now I'm skipping Twine and moving straight to javascript and html.

If you did ever get the urge to start the way I did and just... make a lil minigame that makes a fox's boobs grow when you do something, Twine-Sugarcube is a good place to start. It's free, not too difficult to grasp the very basics, and it has a reasonable amount of potential (though this game did stretch the limits pretty well).

Big Yuri Best Yuri

There are two main issues with that. Number one, I'm not into it. I'm a degenerate of a very specific kind, and that kind wants a character to be hyper in only one aspect, to an extreme degree. Mixing multiple types of hyper on the same character dilutes the effect of each one, in my eyes.

Second, it's an exponential workload. Writing from 1 to 10 takes ten numbers, but writing every pair of two numbers from 1 to 10 takes a hundred. If I want to make the game have good quality, I'd need to write far more than would be necessary for the hyperspecialized games I make so far. If I don't write that much, and instead try to write two sets of ten, it loses detail and I'm forced to be more vague to account for a number of options in each line of text. My standards are higher than that.

I make things in various directions from time to time, including male hyper, but it takes a lot of dedication to turn some piddly little thought or single-page skinner box that I made on a whim into a proper game. Especially since I don't really want to be repetitive with the games I release.

Not in my skillset, unfortunately, and the end result is so basic that whoever could make it probably wouldn't need my help to do it.

There is, in fact, a limit. Because of how the exponentials work in this one, it's shorter than you think. If there were no limit the computer would promptly break and that would make the fox sad.

Now now, let's not jump to conclusions.

I'm not much of an artist. I drew a fox once, drew boobs a few times, and that's all I've needed so far. The issue is that I can't use any external art because the only reason I can make the boobs wobble is because they're vector paths rather than just bitmap pixels.

If you check out my FurAffinity gallery (RoanneTheWolf, you have to have adult mode enabled) you can see the progression from badly-drawn-foxes to badly-drawn-but-bustier-foxes.

Yes, that's due to issues with saving. If you saved via the settings screen, you'd be just fine.

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It won't work very well in portrait mode but it should do fine on landscape, depending on your phone's dimensions. I'm still working out how to make it able to fit on such a variable screen.

You have to click the booba themselves, which can have a slim profile when they're small. I've encountered some odd errors with some people on mobile, for that matter, even though onclick() should be relatively universal.

To test, if you click the +/- in the top right, the one that's highlighted should alternate. If they don't, it's not working.

None of that changes the fact that it'll take several more stages of calculation to accomplish. If you think it'll be simple, you're free to try it out on the download there, but I'm satisfied with this game.

The variables I'm using are double floating points, which have two parts: The significand, which is the number itself, and the exponent, which is the magnitude it's raised to, be it incredibly large or incredibly small. Precision is lost in incredibly large numbers, but that's not important in this kind of game.

However, a double floating point has a maximum value of around 1.78e308, or 178000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000. This is, for most purposes, large enough.

However, for incremental games and/or big titty fox games where an upper limit simply isn't a thing, it's a wall. Attempting to create a number above that limit will create "infinity" a value in javascript that can be used for some things, but there are places it breaks.

Specifically, the SVG code I plug the number into. That's not strictly javascript, and it has no handlers for infinity, so when I try to plug a string into a few 40 or 50 places where it expects a number, it throws an error, every frame. It also does not render the fox. So, I limit the volume at 1e300 or so (and in doing so, limit the length at 1e100).

There are a few solutions, but the best one by far is Break_Infinity.js, used by the Antimatter Dimensions incremental game to create some silly huge numbers by storing the exponent and significand in two separate floating points, allowing them to effectively raise the limit to 1e308e308. It's important to note that with those kinds of numbers, you can't just use javascript's inbuilt operators, they're not designed for that. You have to instead use custom operators, which can be troublesome, and even that doesn't solve the main problem:

You wouldn't be able to plug the numbers larger than 1e308 into the svg display. They'd have to be truncated or shrunk, but regardless, at that point nothing is being accomplished. The visual change is less than a millionth of a pixel.

What makes my games cute is the stories in them, because they paint to life the big titty foxes and make them more than just objects or placeholders. When you start to care, everything starts to matter just a little bit more- especially the booba.

1e308 inches is the diameter of the universe to the power of 11. That's plenty enough to tell a story, I think.

A part of you doesn't have to imagine other foxes growing as well, it's a pretty common experience amongst vulpine ladies. Plenty of the stuff on my FA gallery (read: All of the stuff on my FA gallery) depicts something similar, if you want to check it out.

https://www.furaffinity.net/gallery/roannethewolf/

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In order to edit or mod this game you'll want to download the thing and open it through the Twine app. Due to how Twine stores its saves, editing the save itself is ineffective (and saves barely work for this game anyways).

In order to properly save, you need to do so through the Settings menu, you can't just use the big "save" button on the left side.

Well dang, I'm really glad my game was worthy of that kind of analysis! There are admittedly a few different errors that can happen, and though it was resilient it was inevitable that something would break somewhere.
Incremental games are an excellent medium for breast expansion, but oddly nobody really... made any. So I decided to. It was a moment of inspiration lasting two weeks and a process of continuing to bother a discord server for playtests, and what came of it is really beautiful if I do say so myself.
Yuri best girl.

It was a carefully thought-out decision on my part to distill the intense and indescribable longing I felt for the vast softness of a big booby fox friend into a single word.

That's quite alright (probably). The world may forget, but your big titty foxwife will remember. Twine is an engine designed to make text adventures, y'know, click link to go to new page. Not really supposed to make incremental games, but it's what I knew so I made it work. I'm glad you liked it!

Scroll down from the main screen, a bunch of links appear. There are some things that are hardcoded in like the planetary protection interruptions, but you can just get infinite money as well so it hardly matters.

Yuri My Beloved's done, there may be a bugfix update in the future but I'm happy with where it is and don't think I can take it further. I'm on hiatus for this game, and college is kicking back up so I likely won't have time at all to do any of this in the near future.

I'm not done making big titty content by a long shot, but it may be a while before you see anything new.

I wrapped the entire game in a computer-shaped box so that it wouldn't completely ruin all the placements, but that didn't really help the fact that the phone's aspect ratio is just too different, so you kept having to scroll back and forth or make the game real tiny on your screen.

It's probably possible, but you would need to have some very specific knowledge of how the SVG works- not to mention the original fox file. Giving some variation to the foxes is in the plan, actually, though it's been pushed down in favor of bugfixing the visuals.

While I'm passive towards hip/ass content, I much prefer hyperspecialization in what I make. A character with massive boobs and a massive ass is kind of just... middling, to me. Boobs no larger than the ass, ass no larger than the boobs. Those two are the only things I can focus on, so I lose the ability to consider the massive difference in scale between the fox herself and the tits.

You're free to take a crack at it, but it's going to be a long, painful journey. Especially if you don't know how bezier curves are made, both through javascript and through mathematics. I use actual calculus in a few places here.

It's about the standard for a blind playthrough, nothin to worry about. She's patient, she'll wait.

I got my start in programming by hacking Twine games. This... is not really a Twine game anymore. You can give it a try, though I will warn you that if what you're trying to do is change how the visuals work, it will be a very tedious process in a tangle of an SVG. I could probably say more if I knew what you were going to suggest.

Not quite. Integer overflows are the error occurred from exceeding the maximum possible number, and if there was one it would break in more subtle and potentially much more disastrous ways. Besides, this isn't an integer, it's a floating point, which javascript clamps to a maximum value with the NaN check safely

I'm just as into it as the boob stuff, of course, but I don't have any art I can use of it and I'm in a bit of a slump design-wise right now. Plus, boob stuff tends to be softer and more wholesome which fits in with my storytelling style better.

I'm glad you liked it! I'd been disappointed by pretty much any other game out there for either setting their max size far too low or not actually describing anything at all and just spitting out a number.

And getting that image to work is tough. Both FurAffinity and Twitter image sources only work if you have an nsfw-enabled account. Here's my FA gallery where you can find the 3 fanarts (and several other, much lower quality self-made arts) and such. 
https://www.furaffinity.net/gallery/roannethewolf/

Yeah, I'm not too into belly or butt. I respect them as fetish material, but they're just not my thing. I enjoy balls as well, but male hyper's not for everyone. My first two games were male hyper, though calling them games is a pretty huge stretch and they're not worthwhile if you're not into the subject matter.

I'm really glad you enjoyed them, though! I hope that whenever you're back in a boobin' mood you'll check out Grope That Fox or my FA gallery, both have some very nice visuals that the previous games lacked.

May be a while, I stacked up a lot of mechanics like each boob jiggling independently and I gotta get myself out of a funk and also transition like all of the boob code into a function so that I can render multiple foxes at once without stacking up too much code.

That's odd, nobody else has had a problem with that specifically. However, saving is buggy in that if you didn't go into the settings menu to save then the created save is pretty much empty. The password is Perchance, if you'd like to skip to it, and by uploading the .html file into Twine you can peek into the code and begin from any page (including the ending) if that's more your speed.

Experiences is what I do. My last game, Yuri My Beloved, follows a similar theme, with less graphics but more content over all, since it's, y'know, finished.

Yeah you can get around 1.7e308- that's a lil over 300 zeroes or 100 commas- before it fails. "Infinity" is in the tiny little point where an internal variable is less than the bit limit, but the displayed inch number exceeds it.