Incrementit Growth
Controls:
WASD/Arrows keys for inputs when attacking
Everything else is just mouse clicking
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A quick clarification on how weapon stats work. Your weapons attack is just boosting your attack stat, which means you just do more damage in general. Your weapons hits are how many inputs you'll be given. Hitting more of those means you do more damage. And your weapon time is how much time you have to hit those inputs. You will get more damage the more time you have left over as well, but hitting more inputs is more important for your damage than having time remaining is.
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A text based incremental RPG game where you feed your levels to a vampire cow that grows increasingly bustier as you feed her (And also gives you boosts to help you get more levels faster and such)
There's only a few sprites for enemies in the game right now, I didn't actually expect to have any until my friend Ash just, started doing some on a whim recently. So you have her to thank for the wonderful spritework.
Oh, and for those people wondering where the (umm...would it be called thumbnail art? The image that shows up on Itch.io) comes from, it's drawn by the incredibe Jimbohusky and I could have sworn that they had it posted publicly but I can't find their post anywhere, so if you want to see the full image for it. It's here.
You can support me through patreon or ko-fi as well. Any help would be greatly appreciated, and helps me be able to dedicate more time to working on this game. You'll also be able to vote on what major updates I'll be focusing on, and can get access to the latest major updates a month in advance.
Updated | 12 days ago |
Status | In development |
Platforms | HTML5, Windows |
Rating | Rated 4.0 out of 5 stars (53 total ratings) |
Author | Caberea |
Genre | Role Playing |
Made with | GameMaker |
Tags | Adult, breast-expansion, Furry, Incremental, No AI, Vampire |
Download
Click download now to get access to the following files:
Development log
- A little hotfix25 days ago
- Quality of Life update now public28 days ago
- Major update now avaliable on Patreon (And here for $5)58 days ago
- I'm back82 days ago
- Punished Smithy Hotfix97 days ago
- Yet another hotfixDec 18, 2024
- Recapped fix now actually cappedDec 17, 2024
- Voting for next update is up on PatreonDec 17, 2024
Comments
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I think i found something on accident, i was doing a QTE when i accidentally clicked my mouse in the QTE area and saw the "free potion" effect text pop up, checked the apothecary and sure enough i popped a fury potion mid QTE, Figured that might not be intentional.
Also you did not quite 100% fix the blacksmith in web version. She still frequently sells leggings that are objectively worse.
had a nice long session on the game that reached the bigger than mountains place holder. Is it intentional that the area with the "final boss" has its gear drops progress in stats overwhelmingly faster than every where else? Where every where else you'd be lucky to see a doubling of a stat in that particular area I actually saw stats being boosted several times over compared to current gear repeatedly.
Thanks for finding that stuff, not sure what the digit issue you were mentioning is, but I think I've found what was causing the weapon attack and blacksmith stuff to be wrong and have fixed it. Also, looks like gear scaling with enemy level was impacting things a bit too much, there should now be less of a jump between the area's as a result, to keep gear pacing more consistent.
my second playthrough on the web version ended up revealing a balance crushing bug though. When subtracting points from evasion while in that sort of "10" mode it allows the evasion to go negative earning hundreds of thousands of bonus idol points in the process each time you bash evasion into the negatives. The larger increment modes don't go below zero fortunately, but doesn't change the fact because one mode is bugged it allows a player to practically speed run the game.
Sadly the bulk buying in general is just really fucky, sometimes it eats extra points that it shouldn't be eating, other times it creates points out of nowhere or takes less points than it should be. Have been trying to figure out why it does this for ages but despite it running through the process of each purchase the amount of times it should for the check, it still manages to somehow return incorrect values constantly. Will probably leave it in like that until I can get all the bugginess with that fixed just so that people can recover points that the bugs might steal from a player. Turns out bulk purchasing for some reason is really rough to code.
Is it just simply not possible to code loops into into html? Just simply have the loop run things one point at a time to ensure accuracy. I've also observed during the negative evasion exploiting that the code operates quite inconsistently. Sometimes a +10 points mode click will bring a -80 evasion to +10 but other times it could end up a different number entirely.
See that's the thing, it is running loops, just for some reason those loops keep getting the numbers wrong so I've been trying to just get it to be as close to correct as possible. Going to keep trying to improve on it obviously, I want it to actually be properly functional for all of them, it's just frustratingly difficult to make it cooperate with that. I might have to just redo the entire code for bulk buying since it seems tweaking some stuff to function is somehow breaking it in the other direction.
I wish this game was compatible with mobile, it's so good!
Gosh thank you. Mobile may be...difficult, there's a build package for it that I could try and do, if that translates the mouse inputs into tapping then it MIGHT work, but it's far more likely to just be broken, but, could give it a shot and see if it works.
Hope it works!
The Green Bar still overlaps some part of the text, so trying to space things out would be good.
Would you be able to post a screenshot or such of it so I know where it's overlapping? (For some reason or another it's not been doing so on my end)
FINALLY SENT!
Ah, I see, it seems that it's an issue with specifically the html version of it. (For some reason the html version offsets the health bar, no idea why, there's no code telling it to do that.) So I've adjusted the html version's health bar placement so now it shouldn't overlap anymore (hopefully). Have also made note in the code to make sure I adjust it between versions so hopefully I won't forget that little adjustment with future udpates, but at least if I do I now know the fix for it.
It's fixed, thanks so much.
Another one.
Should have the visibility for this fixed now. Feels like a very ugly bandage solution for it and I wish I could just have the text behave and be where it's supposed to be. Going to keep trying to find a better solution to what I've got now, but have shoved the max HP value down by two lines so, though it will be far away and looking misplaced, it will at least not be randomly overlapping.
Good news, turns out I've figured out a more proper fix to it all. I have simply made all of the text be the one with the different spacing that is required for the coloured ones...I do not know why it took me so long to figure that out, but having all the spacing more pronounced like that should make sure there's no overlap AND make it look less messed up.
uhm...
I think I've finally fixed the weird thing going on with it displacing colored text (Hopefully). If it keeps occuring in the most recent download, colorblind mode will at the very least fix the readability issues, but hopefully it is functioning properly now. (ironic...or...fitting, not sure, that me typing about text being misaligned has somehow caused this text box to misalign here)
sad to report it still breaks on spesifically wepons, not armour, tough, thats fixed
For some reason it seems the greater/less than text seems to operate on an entirely different spacing method than the others (While it does use different draw functions, (it has to in order to do colors), it's weird that it's doing that...) Sadly I can't fix the spacing being all wonky with them, but I've adjust it so that, though it will still look wonky, it should at least not overlap with other text now (For the most part, regrettably this seems to be the best I can get it)
codeing is hard, i feel ya
ok I think the item stat text after a fight is in the wrong spot? And I saw text in the bottom right saying the sprite was made by someone but I didn't see a sprite?
Have been trying to work on fixing the item stat text being misaligned, it's been...annoying since sometimes I'll make a minor adjustment to it to try and fix it and suddenly it will be wildly off from where it should be, with me having no idea why it's operating like that. Just realised the problem with the sprite text being there though, I forgot to make sure that the sprite credit text only appears when a sprite is present, will have at the very least that one fixed with the next upload.
Okay, G-G-G-Golem is done.
https://www.pixilart.com/art/incremental-art-4-g-g-g-golem-sr221156f17fcaws3
I couldn't decide between red or purple eyes for the guy, so I just chose purple.
It's getting hard to find time to make sprites, so that's why, unfortunately, whenever the dragon gets done will be the last sprite for a while. Board exams are important too... :(
By the way, I hope there isn't an issue with the clash of artstyles between mines and your friend's work. I'll try to get more done as soon as I can.
It's all good, I intend to make sure each sprite art is credited on the screen for it. And since there's not really multiple monsters on screen at once, that shouldn't cause any issues.
And it's all fine with the art taking a long while. You make sure that you're taking care of yourself first and foremost. I'm just honored that you've done so much for this, really. Thank you.
Okay, I have an issue. I have a design made by my friend, but the dimensions are unfortunately quite a bit larger than 150x150. I need to know right now if this is a huge problem before I complete and upload the drawing.
UPDATE: Height seems to stay the same, but the width might go up to maybe 450.
That should be fine, I can always adjust stuff on my end to fit, and the height is honestly the major factor in the 150x150, I can see what I can do to make the width work.
It's finally done...
www.pixilart.com/art/incremental-art-5-dragon-sr2dd78980774aws3
First time drawing a dragon, but I'm really proud of it. 2 weeks should not have been the time it took, but Science was a REAL pain to go through.
Regardless, I have a few more pieces I want to do before I think I'm done. I'll send them whenever they can be finished.
Discord username is changed. Try clunk5_3 (I just don't want to blow up the comment section with just my comments is all)
Let me know if there's something I missed.
EDIT: The final size is 340x173
I love the humor in this game. Like the skeleton enemies, for example. The whole "bones worth of health" and "health worth of bones" thing is so silly.
Not gonna lie, the skeleton thing in particular was the very first bit of jokey dialogue for them that came to me and I was so pleased with it. Glad you've been enjoying my senes of humor throughout it, and hoping to have more in time.
Alright, the chest has been looted from the mountain and brought here!
www.pixilart.com/art/incremental-art-3-cimim-sr26452a1b04daws3
Okay real talk, I don't really like my attempt all too much, might want to change some things later, shade or colour.
I know these two enemies aren't the most interesting designs, but I have a pretty good idea in store for the next one: G-G-G-Golem!
I have a question for another one I'm planning to do: Should I match the description of the 'butt' of the dragon in the image?
Up to you really, I'm just glad to really have anything to go with, and if you ever want me to update one of the sprites you've done if you gone and do a new version of it, just tell me and I'll swap it.
Got it! Can't promise the next sprite by tomorrow, but maybe by the weekend, I should be able to find time to do it.
Oh yeah, I forgot to ask. How could you like to be credited, and would you like the credit to link anywhere, like to your pixilart account?
Oh! Well...
In the game, maybe just a name credit is fine, but if you really want to, you could link my Gamejolt page @Clunk5_3. I am more active there.
Pixilart is just an archive of my artwork that was intended to be private. But your game is the first to have any art done of, publicly.
Show post...
I like your chest
Hey, sorry I'm late, I got real busy, but I'm doing Harpi now.
Can you please clarify what is meant by 'Chest that pretends to be a mimic'?
I was about to just draw a classic mimic chest, but not sure if that's what you were going for.
EDIT: www.pixilart.com/art/incremental-art-2-harpi-sr2d4dfc2fd4caws3
Gonna be honest, I hadn't exactly written most of this stuff with the idea of it having an image attached to it. A classic mimic chest would be completely fine for it. The idea of it was simply to invert the whole "Oh yes, this chest is definitely a mimic" but have it still be an enemy. (No need to worry about time or anything. Was busy before, am now sick, so...had a rough time making progress myself.)
Got it, you should see it tomorrow.
Uhm Just curious, I Want to pay for the Early Access.
But im unable to use Paypal or Patreon(Waiting on a new card replacement, then I can use Patreon), but right now, i cant buy the early access to the new version.
If I pay via Ko-Fi, Do I Get access to it via that?
I don't have anything set up for it to be a purchase option there (Am not sure how to), but I believe I should be able to at least send you a link or such through there for it.
ok, ill semd the 5$ on KoFi if thats ok, I Will be able to use Patreon, once i get my Replacement Debit card, i lost my old one, and the new one is in the mail xD. But i cannot use paypal sadly. Anyways great game, look forward to playing it for a while!
Well, Nevermind I guess lol, The Payment processor for Ko-Fi is powered by Paypal, and the prepaid card i am using is Not supported by paypal. Ill have to wait till i get my new card. Sorry.
It's all good, honestly I'm just really appreciative that you enjoy the game so much, it means a lot to me.
Got my card and was able to get the new version, Thanks for your work!
...Okay, I didn't feel like waiting.
www.pixilart.com/art/incremental-art-1-dark-acolyte-sr246a13cc8c1aws3
Did not know what you meant by Acolyte actually. I first thought it was a werewolf kind of creature, but searching about it barely helped. So i don't know if you expected it from Star Wars, or you meant a literal follower of some cult.
...So I drew this guy instead.
If a redesign is needed, let me know. I will make changes or scrap it if asked.
I'd been thinking of the cult follower kind, and honestly, this works great for it. It's somewhat akin to what I'd been thinking in my head when writing it but like, stands out way better honestly.
Great to hear! I'll be doing Harpi and Cimim later this week, so if there's any key pointers you want me to look for, do let me know!
Where're the saves stored for the download version?
They should be stored as a vampgame ini folder which I believe it automatically defaults that route to being in appdata.
They're not there
Darn...I'm not entirely sure then, this was the only thing I've been able to find on where it's stored so if that's not correct I don't know. Sorry.
Hey.
So, I thought you would contact me so I could ask for how each enemy should look like, but I've started just doing them. You will see some designs this week end.
Just one question: Do the dimensions matter? Is there an image size limit that I should be aware of?
Oh my gods I completely forgot with everything going on lately. (I keep having suddenly really busy weeks thrown at me out of nowhere).
So terribly sorry about that (Also, wasn't about to find the username on discord). But I am looking forward to seeing what you've made. I can squish down the dimensions for the sprites in game but I'm currently working with them being 150x150 so that they fit into the whole dialogue box and all.
Not an issue! Don't worry. I thought I made a mistake.
I can do 150x150. That's alot of room.
No images of the woman?
You know? I find it funny that there were supposedly other adventurers around, but we never see them.
It's funny to imagine what they're thinking looking at two moons encompassing the Earth, while they were on their break, I assume.
hey there! How are ya doin'? Hope whatever ya doin' isn't to hard on ya
Things have been a bit rough lately with the heat over here (Makes me all lethargic so it's been hard to focus on the game). But have been steadily making progress on a major quality of life update. Hoping to have it done before two weeks from now, but there's still a lot to do for it so will just have to see.
You've probably been asked this a lot but is there a way to add android versionn?
I'm going to be trying to see if I can add that with the next major update (Since in the game's current state I don't think combat would work on android and the one handed mode the Quality of Life major update adds should provide the last bit needed to fix that.)
True true just make sure to take breaks okay
An idea I had was maybe a random button pop-up clicker for mobile but that would probably be too much to ask...
Suggestion: maybe some new arrow visuals? Different styles of arrows to pick from for the button inputs?
hey, question, is this the max size description there is in the game at the moment? (the town text says she casts a looming shadow)

been at it at a while and since ive broken 1000 feet with no new text i wonder if there is anything past this
i know this is in active development and still being worked on, so, if this is the max size, heres a suggestion: make a note at the current max size that "you have reached the current highest size decsription, look out for the next update!" or something like that, just so it prevents people from unknowingly working towards a non-exsisting goal
thank you for takeing the time to read, and have a nice day
Have added in a little dialogue to notify that this is, in fact, the max size description here. (There are a couple large ones for her presence in town but those are few and far between and more just stuff I intended for later but realized I could put in now)
nice, thanks
exited for more developments!
Amazing game! I'm always hyped for little projects like these.
1. Yes, I'm pretty sure it is a thumbnail art.
2. Minor Nitpick, but Selvata seems to think your contributions from a certain point "seems little in comparison to 'all this' ". She says this, even if the amount I've given is magnitudes more than she was given before.
3. If you ever wanted more help with Sprite design, I would gladly contribute if you're okay with it. Otherwise, all good.
Hope you had a great New Year!
The thumbnail art is by Jimbohusky (I can't find their post for it, but you can find the art here: https://www.furaffinity.net/view/59039505/). I'll see about adding in different dialogue for those sizes if you give her a comparitively huge amount, and as for Sprite work, I'm always glad to accept help on that. I'm just a game designer/programmer (Though I am working to try and do better with art now, bit by bit).
Do you have plans to expand upon more descriptions?
As to increase your feeling of impact on the world around you.
That I do. This was just the initial release and I've got plans for plenty of updates to come. (Just haven't been able to work on them yet due to holiday and new years busyness but things are finally starting to settle down a little.)
transfer save from the browers to the game download?
I definitely want to do this. Just am not really sure how to yet. The game saves to an ini file and I was hoping it would read the same file between versions but it seems it doesn't.
Android version?
I'm getting trashed by the ennemy scaling at the councave mountain (goes from three to four digits stats) is that intended? Else the game system is nice, hope you'll get some more arts
Yeah, it's intended. However, each time you give up your levels to Selvata, the inn gives you rapidly better items. So try sacrificing more often.
Huh...Do you recall what you bought from them to have the gold go negative? I'm looking at the code and the code SHOULD be checking "Hey is your gold equal or greater than the cost?" before it lets you purchase that thing, and it minuses that same cost variable that it checks from your gold, so it shouldn't be able to go negative but clearly something's going wrong and I can't figure out what it would be.
it happened to me at least three times, and once it went over 1k. It definitely happened after bying leggings, but, i believe, it also happened after buying chestplate or gauntlets
I think it should be fixed now. Couldn't find anything wrong with most of the equipment, but the gauntlets weren't correctly checking the cost against your current gold, so that was hopefully where things were going wrong and that's fixed now.
suggestion: a small pixelated picture of Selvata’s progress. Hooded figure at first, than two stages of “in house” growth, than over look of the town. I know it’s a big thing to ask, but i think it would really help visualize the “not so frail cow”
+1
When going through the smithy the leggings and only the leggings have been legitimately just a downgrade from what I have. Also I love this game so far! Can't wait to see where it goes in the future
Ah, I see where I have gone wrong. I...accidentally had the gloves stat checking themself twice (Once against your gloves, then against your leggings) instead of having the leggings checking against your leggings. Should now be fixed, and I'm so glad you've been enjoying the game so much.
Hey I noticed that when buying a weapon, fewer "Hits" is sometimes considered a positive. Does this mean that fewer hits is actually a good thing, (As in, the low hit weapon requires less effort to reach its maximum damage than a weapon with lots of hits.) or does a higher Hits number mean more damage due to attacking more times (Like the average player would expect), and that's just a bug?
from previous comments the dev has stated "more hit's = better" so yeah, could just be that it works out that if you do a perfect input quick enough the amount of damage is potentially higher even if no one will be able to do it (time left over also factors into damage after all)
Yeah, more hits is better. I did do a quick little fix roughly around when this post was made that should have fixed this display issue. Refresh the page or download the file again and if it's still messing up with this tell me (No idea what would be causing it now though)
are you gonna add a way to transfer save data?
The game saves through an ini file which it reads from so that should already be able to happen. (Not sure why it's failing to read it in some cases)
OH! Oops, I messed up and was having hits compare itself against time and vice versa. Should be fixed now. Thank you for pointing this out so quick.
so, the miracle potions. feels pretty uselss even after 200% luck up.
The only ever postive effect i ever got was to savagly attack, with damage in the two digits while i was nearing four digits if i complete all arrows flawles
OH! The savagely attack is supposed to do the absolute maximum damage you could inflict with an attack, and looking at the code. It is actually doing that, just I forgot to update the formula the description uses.
Been really busy and haven't gotten much time to work on this lately but will try to put out an update before the holiday's to fix this (Along with some QoL things).
having an idea of after Hell and becoming powerful enough you are able to visit Valhalla to fight the greatest heroes or such but they scale as you scale in power to make it so you don't overpower them
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QOL changes I'd recommend:
Add a damage per round calculation to the top of weapons (atk x hits).
Make item stats green if an upgrade/same and red if a downgrade
I definitely want to eventually get the stats colour coded for that, but it turns out it's a lot harder than I thought it would be to manage that with gamemaker. I have figured something out but it's going to take way longer to implement than I have before the holidays with how busy things are being so the next update is most likely just going to have a simple (+)/(=)/(-) to show if a stat is worse as a kind of bandaid fix.
The damage per round calculation is a good idea that I'll try and see if I can implement but not entirely sure if I'll be able to manage it before holiday stuff has me too busy to work on it.
a 7/10 game. the descriptions are pure gold, the winks club joke hit me like a bus.
the only (major) thing holding it back (besides the lack of art) is that the item progression is tedious, to the point people will try to find anything to use other than their weapons.
have the game check the gold value of the items you have equipped before generating an item.
or whatever makes it so when you have a 100,000-gold chest equipped a
3,000-gold chest isn't even a possibility.
my only other minor gripe is who is the 19hit 3 time weapons for?
you might want to add a minimum time to high hit weapons.
Been really busy lately but going to be trying to get out an updated before the holidays proper that should make it you never get gear that is objectively worse than your current gear, buffs the attack of weapons (Since they are the only slot that gives attack) and should raise the minimum time for higher hit rate weapons.
Thank you so much for the feedback here. Wish I could help fix the lack of art too but sadly I'm not really good enough with my own spritework yet to be able to fix that.
Is a mobile version plannef or the game will remain pc only
I'm not sure how the code would work for mobile. I could give it a shot at some point, but it's likely going to stay PC only for a while.
the dialogue is fantastic, and the humor is gold. though the lack of art for the main reason for all of it holds it back tremendously. past that, fucking PEAK
All of the sprites are done by my friend Ash (Sadly I can't really do any good art myself yet). But if they end up making some for Selvata, I'll make sure to add them.
The text descriptions remind me of Kingdom of Loathing, in a good way.
You may want to consider adding a way to play with one hand. A way to select the menu options with the arrows/wasd would work.
Already got plans for a one-handed mode when I'm able to find time to do so.