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 | 11 hours ago |
Published | 1 day ago |
Status | In development |
Platforms | HTML5, Windows |
Rating | Rated 4.4 out of 5 stars (16 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
- Yet another hotfix11 hours ago
- Recapped fix now actually capped18 hours ago
- Voting for next update is up on Patreon20 hours ago
- Incrementit Growth capped but still unbalanced hotfix1 day ago
Comments
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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.
Very fun game, only particular want is an option to skip drops for equipment that is objectively worse in every stat compared to what you have already, or some way to access previous equipment. I always feel like I'm at risk of misclicking...
The skipping bad drops is a very good QoL thing that i should probably have thought of myself when doing it. As for accessing previous equipment, an inventory system is something I have considered doing, but would likely be a more significant update due to how much I'd likely need to do for it.
Sorry but i dont understand what are relations between weapon attack and hits. DOes longer combo means more damage? Is it multiplied somehow? Or is it "to make X damage, hit Y long combo"?
More hits means more potential damage that you deal. It doesn't matter how many you hit in a row, just how many you hit. You also deal more damage for how much time you have remaining, but the amount you hit contributes more.
That then gets boosted by your attack (Which your weapons attack adds to) and compared to the enemies defense to see how much you deal.
Clear now, thanks. Also, what is current max size when flavor text stop changing?
Bigger than earth
Oh dear, that won't do~! The universe is a big place, you know...
Oh don't worry, there's plans for her to go bigger. But that will be for a bigger update.
Potential Bug when using Opera, Discard button disappears, its still clickable its just not there to see.
OH! Oops, I increased the monster's item drop rate in the most recent patch and both forgot to mention it in the devlog and also forgot to adjust the discard appearing to match the new drop rate. Should be fixed now.
Level 1 Adventurer error (Or in other words, if you talk to Selvata first before exploring):
___________________________________________
############################################################################################
ERROR in action number 1
of Mouse Event for Left Pressed for object action1:
Illegal time source repetition value: 0
at gml_Object_action1_Mouse_4
############################################################################################
gml_Object_action1_Mouse_4 (line -1)
I...genuinely have no idea what's going on with this error. I've tested this myself and it's worked fine for me. Sadly there's nothing I can really glean from the error that's been thrown here either. The best I could gather is that it's tried to run script used for the attacking timer, since it has the illegal time source thing here. But it shouldn't be doing that with Selvata at any point, and it's somehow throwing the line -1 as the one causing the issue which is just...what? There isn't a line -1.
Really sorry that I can't help with this. If anyone else knows Gamemaker language that can figure out what's the problem here I'm glad to do what I can to fix it though.
Yeah, this is quite odd.
I'm not even getting the error anymore from the exact method I used above.
Even visiting the shops and Selvata before exploring doesn't generate the error.
I even moved the save ini I initially created into a different folder to generate new saves didn't generate that error.
Probably some 1 in 1000 bug or something that's going to be a nightmare to figure out what causes it, but thanks for reporting the error. if I ever figure out what tripped it I'll make sure to do what I can to fix it.
Phenomenal. So BIG!
Improvements:
Yeah, I need to figure out how to do the first two since they're just, currently stuff I'm not sure how to implement into it. The last one though is something that I am going to be working on. Will try to get it and a bunch of fixes and balancing done as soon as I can since I'm going to be rather occupied for a while.
For adding commas, if you're using javascript, you can simply use:
and it will return the number formatted for whatever the user's language prefers, eg. comma separation for US locale, period separation for many European locales, etc. You can pass a string to the function to specify the locale if you want to be opinionated, such as 'en-US' for US locales.
If you want to do scientific notation you could do:
If you want to use your own abbreviations, you could do something like:
The above code will only return 1-3 whole number digits followed by an abbreviation letter.
I'm using Gamemaker which does GML, and am not super good with using strings yet, but am doing my best to learn and improve, so will hpoefully be able to put this to use soon. (Since I'm sure it wouldn't be too hard to find an equivilent function for GML)
some reason my laptop recognize this as a virus when I tried to download it
Yeah, this frustratingly happens sometimes with it and I have no idea why it does so. Apparently its just an issue that pops up ocassionally with games made in Gamemaker. I've tried a bunch of stuff to see if I can figure out what's causing it to flag the warning, but the only thing I can find is that it doesn't have a security credential (Or whatever the term was)
i got a bit too into it
Oh my goodness! I'm glad that you've been enjoying it enough to get that far into it. Am thinking I might need to put some caps on stuff or something now since apparently some people have been having numbers get so big they error out. But am really glad that people have like, enjoyed it enough to get to those values.
Would it be possible to add a function where swiping up down left right could be used as input in attacks? Or maybe a option to add a dpad or something along those lines? Other than that it’s an amazing game though a bit confusing.
Sadly I'm not entirely sure how I'd be able to add that functionality right now for swiping as input. I probably could do an on-screen d-pad for it though. Will see what I can do about that when I'm able. (Have had a busy day since posting the game that's ended up leaving me feeling under the weather on top of being exhausted, so going to be resting up a bit before working more on this)