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Pokemon Resurge

Meet and partner with various Pokémon, grow their bodies when level up [AI-generated, Breast Expansion, Muscle Growth] · By repoke_dev

(Delayed!) Upcoming v0.0.3 Update Preview Notes Sticky

A topic by repoke_dev created 22 days ago Views: 1,035 Replies: 11
Viewing posts 1 to 7
Developer (1 edit) (+3)

(Edited 25 Dec 2024): This update will be delayed by a month or two. Please read another post that I made on the community discussion for more details. I'm really sorry about that.

Hi everyone!

I'm glad that the previous v0.0.2 update went smoothly, with no bugs I believe! But most importantly, I'm happy to receive a lot of positive feedback about the things I've made and improved, as well as insightful suggestions on areas that can be further polished. I am very thankful, and it keeps me motivated to improve myself and work on this project.

One of the pieces of feedback I received was: "The battling is quite easy to grind for levels." Yes, I purposely designed it so that it doesn’t take too much of your time to grind for levels. The current project is still in its early development phase, and I don’t want you to waste your time grinding, especially since I believe the levels you’ve previously grinded won't carry over once the next update drops. I'm planning to increase the grinding speed again for this next update so that you can unlock all the scenes faster.

Anyways, this post is about the v0.0.3 preview update notes!

The v0.0.3 update is planned to be released... THIS MONTH! The release date will be around the last two weeks of this year. However, since I have about 4 weeks of development time (about half of the time I had for the v0.0.2 update), I couldn’t fulfill some of the previous plans for v0.0.3, especially the code improvements for random battle encounters. But the good news is that I’ve figured out a way to implement Charizard's muscle growth images. There are many more things planned for v0.0.3, so please refer to the table below for the update details.

Meanwhile, for the next v0.0.4 update, the release will take a bit longer, as I have a major project at work during January and February 2025. I expect this will slow down the development progress for this game. Because of that, for v0.0.4, I plan to focus solely on improving the battling system, especially the random encounters (with proper sprites as well). In other words, Butterfree and Beedrill will most likely have to wait until v0.0.5.

Finally, I hope you all had a great post-Thanksgiving week, and for those challenging NNN! Please look forward to my update during the Christmas period or the last few days of this year!

Here are the update details:

Items Description
Software - Changed from Automatic 1111 to Forge, improving production speed by about 4x and eliminating out-of-memory crashes. (Rebooting A1111 used to take 5 to 10 minutes each time, which was very painful and wasted a lot of time.)
Battle System Not much new content added, but some Quality of Life changes:
 - Added a simple tutorial about the battle system, as not everyone follows the devlog posts here on itch.     
 - Improved the battle move button to provide more information, including descriptions, cooldowns, etc.,
 - Added Critical Hits.  
- Added descriptions of the level thresholds required to obtain stronger moves.
Game Content - Added new Pokémon: Charizard, a proud and strong Pokémon. (Her story is much longer than other girls because I am biased :3) [Muscle Growth]
 - Added new Pokémon: Rattata, naughty and playful. You may call her a little brat, but I don't think so, lol. [Ass Expansion] - Added moves for both Charizard and Rattata. You can also battle both of them.     
 - Added scenes every 20 levels for Charizard and Rattata, following the same logic as Eevee and Nidorina.     
 - Added simple numerical stats to the body descriptions (Suggested by NeonFryingpan).
Adjustments - The maximum sizes for Charizard and Rattata will be slightly "smaller" due to using a new LoRA for better body proportions with larger sizes.
 - Another reason for this adjustment is that it will be harder to generate sizes for future LEGENDARY or MYTHIC Pokémon, which must have goddess-tier sizes or other ridiculous properties. To prepare for this, I am reducing the maximum size for regular Pokémon. I may edit Eevee and Nidorina in future updates, but they will remain as they are for now.     
 - Some feedback mentioned that the images are not high-quality enough, so I will double the resolution from around 1024x1024 (typical SDXL dimensions).
Did not finish - Checkpoint Bosses
 - Pokémon Type Advantages
 - Random Battle Pokémon Images
Next Update v0.0.4 will be Battle System Focused
 - Upgrade Battling System for better gameplay loop 
 - Checkpoint Bosses
 - Pokémon Type Advantages
 - Random Battle Pokémon Images
 - Other related improvements.
Future Working list - Add Butterfree and Beedrill, where they are constant rivals. 
 - Gen 1 Pokémon potential list at the moment: [Arcanine, Lapras, Jolteon, Vaporeon, Flareon], just to name a few.

I love numbers.
Numbers are great.
What's really nice with numbers is that they never change, they are not vague, and might not be biaised by the preconceived notions of the viewer.
They describe in an universal way something, for everyone.
Adding numerical values to describe the characters we know and love is a GREAT idea. (Yes, i might be biaised)

Now that aside, i think nerfing "normal" character's  sizes so legendaries and mythic can be bigger is actually a smart idea, might make people more eager to see them

Developer

I'm glad that you like the idea and thanks for your suggestions! 

"Nerfing" the sizes has also the added benefit of saving me extra time generating numerous sizes and try to balancing between different prompt generated images. With less prompt varieties, it's easier to find a balance between prompts. :D

I hate Ai and twine games, and you know what? you did Great honestly. Will there be any mons specifically for weight gain or is that not your thing?

Developer(+1)

Thank you for your honesty and feedback! I appreciate your thoughts on AI-generated content. 

As for weight gain-related content, certainly! It's just that I prioritize the other growths, nothing special. :P I'm planning to let one of the Butterfree or Beedrill to be belly swelling at v0.0.5, or perhaps both, I'm not sure at the moment. But weight gain will be included, as I'm open to all kinds of growths. 

Developer(+2)

Teasers for Charizard, shared at Discord (Excuse for my poor paint cropping skills) There's another teaser of her biceps size growing at Discord!

Developer(+2)

Teasers for Rattata, shared at Discord (Excuse for my poor paint cropping skills) (Uploaded via jpg, file size too big) There's another teaser of her entire image at Discord! 

Developer (2 edits)

Update:
The previous Discord invitation link has expired. Please use this link instead. https://discord.gg/cSBZxkyS5D

I'mm'a be real, I think it was less that the combat is easy, it just felt... insubstantial. Just pick the easiest fights, spam whatever your best move is until the end of time, pick a different move if the opponent is resistant to it, repeat until all scenes are unlocked

I mean I suppose that's how it works in the real Pokemon games too, but IDK. Not really sure what could be done about this, either, since having to put in actual effort into fights would make the game take longer and probably be a bit of a drag, since the fights themselves aren't the "sexy part" of the game, but then a mindless grind isn't fun either.

All I can really think of is the possibility of some kind of actual dungeon crawl to break up the combat, exploring random-generated dungeons (even if it's just [EXPLORE] [LOOK FOR FIGHT] [EXIT] text stuff and not a real "map", maybe culminating in a "boss" fight if you explore enough?) that can have random sexy events pop up, rather than just repeating fights forever until everything's unlocked.

Either that or go a bit deeper into the "porn" side and add post-victory sex mechanics for bonus XP, I guess.

Developer (1 edit) (+1)

Thanks for your feedback! 

I agree that the current battle system is pretty simple, I mean I also get quite bored while playing the main series, I could just one shot everything with my overpowered partner and repeat that.

I'll be rework the battling part, such that it's a bit "random" but not too extremely hard. Hopefully that tickles a bit of your brain and try out different combinations. 

I have no prior experience of making a dungeon crawler, so probably I won't do that. And for random encounters/sexy scenes, well I guess I can just share those in my Discord, I guess that's also random, you'll never know when a spicy 'mon pops in to the chat :D 

As a Twine game, if it was using my example text-only scenario I put there, [EXPLORE] would simply just mean it'd roll a die where 4/5 of the possible rolls would be you finding nothing or getting a random good/bad event and the fifth would be a battle (maybe one at a disadvantage, like they get a free turn against you?), [LOOK FOR FIGHT] would either be a guaranteed fight, or maybe 4/5ths would be a fight and the other 1/5 being a random event pulled from the random event pool. [EXIT] could either be a guaranteed exit, or something like 2/5ths chance be exiting and 3/5ths being a fight. Just basic dice rolls. If I ever got off my ass and made a second game, I'd totally do something like this because there's NO way I'd actually code a real dungeon.

Since there'd be no actual dungeon, it'd just be a basic simulated "experience" of one, where entering means you don't heal after fights, but rewards are higher, and you lose everything if you lose a fight without exiting first.

Developer (1 edit) (+1)

Thanks for your suggestions!

If I were to do a dungeon crawler, I’d want to fully commit to it and thoroughly study how to design it properly. For now, though, I probably won’t include it in the game, as it would significantly delay the plans for v0.0.4, the development of future 'mons, and require a lot of additional coding and polishing (as you mentioned, it would be quite complicated to implement  it nicely).

I already have some exciting ideas and plans for the combat rework in v0.0.4, and I want to try and focus on making that as polished and engaging as possible. Thanks again for your suggestion!