A downloadable game

(Update: v.0.36 fixes the UI problems and adds a few additions to some levels, also changing some soundtracks that felt a bit too repetitive for me with kirby stuff....it is still not a great soundtrack, but it does the trick). This is Sizeable Platforming, a nsfw platformer game heavily inspired by Explosive Monday, another size platformer made by Space Flody (https://sfc0100.itch.io/).

This in-between update is finally out! I decided i'd introduce shrinking early since growth is going to be the far more exciting mechanic hehehe. The secret scene in the current Bunnie's final level isn't done just yet, so it's pretty much pushed for the next version. This update isn't necessarily super exciting, but it absolutely was hard to make, since the player changing size will be a common mechanic in the game. This new update contains:

  1. Brand new shrinking mechanic, you'll see it in the 3 final levels.
  2. Lava cave area, first area to have colors.
  3. Three levels for the lava area (and shrinking mechanic).
  4. A TON of bug fixes
  5. Controls improved
  6. You can now skip cinematic cutscenes my pressing the space button, on-level cutscenes cannot be skipped (P.S: Dashing goes from space to shift when shrunk)

A lot of sprites such as the buttons, lasers, or Bollie (the main character) herself, will be updated and re-made in  the future, specifically in version 0.5 to v0.6, as my objective as for now is to finish introducing all the main mechanics of the game and only then will i pollish everything to look better!

All of the music is from Sonic CD and A Hat in Time (and Kirby too now)!

If you  want updates and news on the game and other projects of mine, check out my Patreon at https://www.patreon.com/JaeGTS?utm_campaign=creatorshare_creator, any and all feedback is greatly appreciated by the way, as i am still a beginner.

Side-note: This is the full version of v0.35, the one on patreon was an early version of the...version,  with now the improved version of the full version that wasn't the patreon version but itch io version...released!

Updated 16 days ago
StatusIn development
Rating
Rated 4.2 out of 5 stars
(16 total ratings)
AuthorJaeGTS
GenrePlatformer
Tags2D, Adult, Erotic, giantess, growth, NSFW, shrink, Singleplayer, vore
ContentNo generative AI was used

Download

Download
SizeablePlatforming v0.36.zip 89 MB

Comments

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(+1)

ITS A VERY NICE GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAMEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE<:

(+1)

and there is updated...... i dont can wait........

Mwehehehe, love that you love it, too bad v0.4 is gonna take some time. Remember to check my Patreon for free for when i release early v0.4 though, it's gonna be half less the wait!

(+1)

Uh... I am unsure if I am the only one with that issue, but in 0.36 camera dont stop moving in death animations. I mean, when pulled into slime for example, it continue slowly slipping with the same speed without stopping. Sorry, I am terrible at explaining. In short, it doesnt lock on character during death animations (except the huge slime lake one).

Yeah, someone commented on that issue, it was fixed but i guess it just came back? I'll make sure to fix it on v0.4.

(+2)

very good game, i need MORE ANIMASHION(dead) and sorry with bad text, im bad know inglish

Mwehehe, don't worry, i felt the excitement through the screen. I've been learning a bunch on animation for my other game, so i'd say i improved? In other words, v0.4 should have a lot more animations, death animations too if the coding isn't too hard on other aspects of the game! So you'll love it hehehe

(+2)

Wonderful game love the art style. Please make more of it. Also i love the idle animation hope you add more things like that.

(+1)

Thank you! If i had a nickel for every time someone complimented specifically the idle animation i'd have two nickels, which isn't a lot but it's weird that it was picked twice.

(+2)

I'm not sure how to get around this

Hehe, lovely. Just get a running start by holding shift THEN jump. You're gonna want to run a lot in this game.

(+1)

I feel like I need a turtuiol video or something because I can't get over it. :(  Also I already try that

Huh, well this sucks...i don't really know how to solve this problem as i've seen no one else have this, and game testing everything works fine, but if it helps, either one of your keys is broken, or you are just holding shift THEN jumping, instead of actually getting a running start, then jumping WHILE holding shift. Otherwise, i'll see if i can make this obstacle a little shorter if it turns out somebody else has this same problem.

(+1)

run and double jump should do the trick

(+1)

i like pizza.

(+2)

Some critiques:
-Someone oiled up or soaped up the floor, in either case, it feels slippery when trying to stop your momentum. I don't know if this is intended or not, but it caused me to slide into spikes more than I wanted to, and because of the forward momentum I skipped the section where you grow a platform because of it
-Am I fat or are the spikes fat? The Hitboxes feel as though they're much larger than what's represented on screen, and while this doesn't matter for most of the game where you're using death pits, it's much more important in the last platforming section especially with those spike balls
-It's not a Sprint, it's a Race, and it's not a Race, it's a Marathon. This is to say in the last level the kill timer doesn't feel like it's enough to really get your bearings on the level, and if you playtest the game yourself, it's rather important to note that you know more about the level and its workings than a random player would, usually needing to make 1.5 or 2 times longer
-Nitpick: The Game's Resolution isn't changeable and cuts off the artwork in certain scenes
-Another Nitpick: That final screen feels like someone's creepypasta

All in all, I did have fun, which is why I have these critiques, you did a good job, just things to adjust and or take note of for future projects

(+1)

To answer all this:

The floor being slippery was a bad intentional choice, i don't know what in my dumb woman brain told me that it would make the platforming much crazier if your character would have this slippery feeling, gotta fix that in the future.

The "spike balls" actually have the best colliders in the entire game, since i made a system that allows the collider to be the sprite itself, it's the player having a square collider that is the problem most of the time, i'll definitely try to fix that too.

And yes, i did get a ton of comments on the last level, and you guessed this super right, i beat this super easily since i made the game and thought "ah, this is so easy, i can keep it like that", and never stopped to think about first-time players, the timer has actually been made longer in a messed up early release of v0.35 on my patreon (free if you wanna check it out hehehe) so that problem is luckily fixed.

The resolution is a thing i can't really figure out, so i have been delaying it 'till i get to v0.5, i have been wondering for long what other player's resolution is like, because from what i'm getting it's smaller? Send me a screenshot if itch.io allows you to.

And about the final screen, it's meant to be silly or scary hehehe, that's just a weird personal choice, expect it in the end of every update haha.

Thank you for the feedback! I can at least tell you that one thing i can try to fix as soon as i can, is the slippery floor.

actually, I do have an idea, making use of low friction areas can make that final platforming area (So far) have a little bit of trolling, by having low friction in front of the spike balls from the... supposed fluids that would be from the two in the back. This is because I noticed from a running start I could make it to the first platform but would also slide into the second spike ball, it would be an interesting way to up the difficulty of that room specifically cause it's supposed to be a bit more challenging, so some key spots where  a player needs to slow down or fail while in a timed section is a good idea

In other news, I will see about getting you a screenshot later. Thank you for taking your time to read my critique and I appreciate your response greatly!

(+1)

yo why cant i pass that damm horizontal thing from the start bro

its annoying asf

Horizontal thing? If you mean the first level either you mean the wall jump "section", or the slide/ground walk "section", the level normally explains how to pass those things, you should be fine.

(+1)

they're problaly talking about this sectiom. I'm not sure how to get pass either. I can't jump higher enought to get past

Huh, then it that case somebody else DOES have this problem. Tell me if my solution worked, and if it didn't i'll just make the obstacle shorter.

(+1)(-2)

Hey how can I download this game on mobile?

Ayy, unfortunately the game is not YET on mobile, but i got the suggestion in the past, so in a few words, after v0.35 comes out, if the game turns out to be easy to do on mobile, i'm definitely doing it, if it's hard it'll have to wait.

(+1)

tbh, i think there should be a gallery stage of all of the "deaths" for people like me

(+1)(-1)

Hehehe, that's definitely a must, i just don't know WHEN i'll put that yet, i'll figure it out.

(1 edit) (+2)(-1)

its a bit rough but thats to be expected of a game in alpha. i LOVE the artwork, and i love that different hazards have unique defeat animations. there is definitely an attention to detail here thats not common at this stage in development.

i will say though, the platforming would be pretty easy if the FOV was wider.  at the moment its pretty hard to see two feet in front of you (or below you for that matter.) .and its pretty easy to slide off of ledges when diving.  maybe add some sort of ledge stop when sliding?

(+1)

Thank you! I fixed the controls the best i could just to introduce the mechanics, i will try to fix them FOR REAL in v0.5, as they're pretty janky, like you said with the ledge thing.

And for the FOV normally you can use your mouse to look further, but i'll make it so you can look even further, and you are already looking far by default.

Thanks for the advice and compliments!

(+1)

This is really well made so far! However... is it possible to switch the dive button to another one than space? Some games have to bound to shift for example and space set to a small buffer to have some more room for error when trying to jump right after landing. I had a lot of accidental dives in that final level.

Also that last level was a sudden boost into incredibly difficult... I spent like 20 minutes on it and was so excited to see what I'd get just for it to be a joke ending. I nearly cried. Anyways can you add an option to skip cutscenes? I died so many times it was starting to get annoying to sit through the cutscene for losing that level.

Still, great work!

(+1)

Thank you! First of all, to skip cutscenes is my number one priority, it's absolutely coming next update, you're not the only one that's bothered about it, even i got annoyed at not being able to skip my own game's cutscenes. And i'm surprised the final level was THAT hard, maybe it's because i made the game, but i thought that if anything i was giving too much time to the player! I'll try to give a little more time to the player and separate the platforms from eachother a bit more. And about the dive button, i don't really know if i can make that a priority to fix, that'll have to wait 'till v0.5 where i'll hopefully add a full game menu to change your controls however you find best. And i'm sorry about the ending, it's the iconic indicator after every update that you finished the current version of the game haha, in the next update you'd just get to the next level.

(+1)

Loved the game. Struggled with the platforming but that is a skill issue on my part. Was curious if there was plan to add cock vore?

There's plans on plenty of things! So that's definitely on the list. Might happen in v0.4. And the platforming is kind of on the coding too, but don't worry, controls are getting fixed after every update.

(+3)

There really needs a way to skip defeat scenes when you have already seen them. Especially the last level, where chances are you will see it over, and over, and over again.

(+1)

Yeah, i know, and it sucks. I avoided the idea of adding skip buttons since i was scared at how hard that would be to code, so i wanted to just avoid those 'till 0.5, but since it's getting uncomfortable even for me, i'll definitely add them in v0.35, so, next update.

(+1)

fuck yeah, we got giant muscular futa!

(+2)

Definitely some fun additions to the first version you put out for the public, but I will say that the final level was rather tight in terms of timing. Maybe add a few more seconds to the horny timer to make it a little less tight?

I actually wanted it to feel this tight, the purpose of the game was to be pretty hard, and i thought this would be a nice introduction to what you'll be seeing in the future. But yes, that was way too much, i'll try to add a few extra seconds.

(+1)

I like the idea of making it difficult because that's what you want to do, heh, and I hope you're able to make that work out. Conversely, it could also give you the option to add two or more difficulty levels, perhaps one at the level you want it to be, and a difficulty for those who want to spend more time appreciating the stunning art you've made for it? Honestly, not sure if that's even a viable way to do things, I'm not a game developer.


Wishing you the best of luck with continuing to make things!

That's a great idea actually! Though that seems like it would be hard to implement, doesn't seem like the type of thing that would only require a few codes, but i'll figure it out in the future!

(+2)

This could really use a way to move the window to another screen. 

Like, a windowed mode to move it? I'll see if i can figure out how to make that in v0.5, i want to first introduce the main important things and mechanics in v0.3 and v0.4 and THEN in v0.5 polish the game so it's more comfortable, with an options menu and all.

(+1)

Windowed mode would be preferable just to have the option and might be simpler, but you could also have an options menu that detects the screens available and lets the player choose one.

(+1)

I couldn't find out how to get the gts stuff but the gameplay was fun and the character was cool. I like the crouching animation

Hm, that's weird. Either you're an amazing gamer and didn't die once to the slimes, or got stuck at some point and never got to them in the first place. If it's because you didn't die once to the slimes, try touching the """water""" in levels 5 and 6 if you didn't. 

(+3)

Fun game, It would be cool to make the giant form a gameplay element, like the giant Bowser levels in Paper Mario.

(+2)

It was supposed to be a surprise, but since you kinda guessed it i might as well say it, v0.4 plans to add LITERALLY what you just said and better. However, with no slime as the slime supposedly implies the player isn't in control.

(+1)

LETS GO

(+1)

there's a lot of potential here! really excited to see what comes next

(+1)

looks interesting cant wait to see what you do with it