Retrospring is shutting down on 1st March, 2025 Read more
512
I'm saddened your game exists to be honest. I had a macro furry game in mind but could never find the time to work on it because of doing a masters degree during a global pandemic. So seeing your game release after graduating only made me upset that I'll never be able to make my own take on a macro furry game without being compared/accused of copying.
Interesting! Now, I have many thoughts on this—my first being "congratulations on your masters degree," of course, haha! And I definitely empathize with you; it's a feeling I and many other creatives will know... But also, it's silly, of course.
[tldr: "Wow, two cakes!"]
Well, here is my "grindset" pep talk: As they say, ideas come cheap. It's easy to come up with a great idea, but seeing them through and actually make them a reality is the hard part. If you are convinced of your game idea, and you think you have the conviction to develop it: Go for it. Own it. You don't need anyone's permission. People might accuse you of copying some other game? Who cares—you know what you're doing. People might compare your game to other projects? Pawperty Damage, of all things, especially? So what. Are you looking for excuses? Because if any of that is going to stop you, chances are you were never going to make it in the first place, anyway, now are they.
There's only one way to make any game that doesn't get compared or criticized—you don't make that game, at all. You thought this wasn't the case for any game I have (or haven't) made?
Let's be real, Pawperty Damage is not—in any way whatsoever—an original idea. It would be ridiculous to accuse anyone of copying it. The game's distinctive feature is the fact that it exists, is released, playable and sufficiently polished.
When I started the project I, too, had a "macro furry game in mind." What do you think, how close is the final result to the fantastical concept I had drafted, in my head? Here's the answer: It doesn't matter—you cannot hook a game controller to someone's imagination and take a turn.
You're never going to know what you'll have to show for it, unless you actually give it a shot.
To be perfectly clear, I am absolutely rooting for you! Don't let shit-ass Pawperty Damage drag you down.
But maybe I was reading this all wrong. Maybe you don't like the idea of being compared to my game, because you hate it? In which case, obviously it should just motivate you to do better—from personal experience, I can say, spite is one hell of a motivator!
Otherwise, there is plenty of space in the world, even for something as specific as "macro furry games." I know this because my game is—of course—not the only game of its kind; it's neither the first, nor is it going to be the last.
Your take on it does not have to be anything like mine, and the fact you, yourself, can compare ideas to a released game puts you in an advantageous position to make something unique that is truly yours. If anything, this is your opportunity: There is so much room to adapt, expand, improve, experiment, and innovate.
Players will be there for it.
And I strongly believe that furry game devs should uplift each other; this isn't some sort of competition. Should you ever have any questions regarding any step of development, I am always happy to help to the best of my ability, and my DMs are open.
No idea if any of this was something you needed to hear. But I must say, "I'm saddened your game exists" goes hard and it made me feel compelled to write an extensive answer, haha.
Hello, something that I find quite frustrating is that we cannot see our character reflection in the building windows and the water. Do you plan to ever add ray tracing to the game ??
Hey hey, thank you for making amazing games, I love the new one you made and the other one you did a sometime ago named Inch by Inch, I have played both games a lot!!
Im maybe the only one to ask this but will the game be compiled in mono one day instead of ll2cpp, you see i want to mod the game so hard (adding new moves, graphical mods, custom maps ect...) and i think you're not the type of persons to give source code of a commercial game to everyone like that.
I don't think that's going to happen, I'm afraid! I like the idea of having the game easier to mod, but there are a bunch of technical considerations... Should give it a try sometime, anyway, just to see if it would even work, at all.
And it's true! I'm the kind of person who's still stuck paying rent, haha
Hello, It's a me again. I just noticed that in photo mode, you no longer can set the slow motion mode to 0. Can you fix it so we can grab frozen moments again?
First of all, I absolutely love your game, it's amazing! Thank you for your hard work.
Just one thing that bothers me: The automatic removal of debris. I'd really like to take some aftermath screenshots, but the streets feel too empty after rampage. Especially fully crushed cars should stay. Please allow to customize cleanup time plus disabling it completely.
Best would be three separate settings:
- Car chassis
- Pieces that fall apart (car wheels, street lights, etc)
- Building debris
Thank you! And yeah, this is entirely for performance reason; spawning a ridiculous amount of physics objects and having them linger around adds quite a lot of load to the CPU... I could experiment a little with it, but I'd rather not overload the setting/options tbh!
(Also apologies for the late answer; originally saw this while I was at Confuzzled and then forgot to reply, heh.)
You know, you should really apply the RobTop Games move. Aka, give the players all the necessary tools in an editor so they make the game for you.
Yes, it would take you a lot of time, but if GD managed to stay with a healthy fandom for 9 years without updates, maybe yours can become a long-lasting game as well.
It would be nice to have a park (not very big, some trees, a fountain in the middle, maybe some games) and some suburbs in future; specially for the smallest size and medium macros. It could be possible?
Do you have a roadmap or a "to-do" list in mind? Some possible ideas or things you will/want to add to the game. Not necesary with dates. Thank you.
Yes, and no! I have a loose plan, but full disclosure... There is also a chance that the roadmap will be cut short: Lately I have felt very burnt out with the project, and after 3~4 years I might simply not have it in me to pour many more months of work into the game! I know that's not what anyone wants to hear, but I'm just being realistic, heh: We'll have to see how things go.
In more concrete terms: Immediately after the anniversary update I want to look into Steam Cards/Items and see if those would make sense. In the greater scheme of things, I want to get started working on a DLC, adding even more maps.
If the DLC does happen, it will keep me busy for quite a while; so anything else would have to wait until after.
If you had more time, you could've made a little event where the main city gets decorated with balloons, banners, and stuff to celebrate the anniversary.
Ever thing about addong any hip attacks or butt slams?
There are no new attacks planned at the moment, I'm afraid!
Hip attacks and butt slams wouldn't be on my personal list either, to be honest—I'd see them more as adding flavor than providing anything new, in terms of gameplay.
I think VRMs support custom animations; so if that's something I worked out I could add mod tools for people to add their own attack moves... but that might be a lot more work than it'd be worth, probably!
Hello. May i ask you some questions? At some point you are too big to pick cars/trucks/buses, we will see in the future the capacity of pinch them to eat them? Other idea is eating buildings, but i think cars/truck/buses are different things that be buildings/trees. And what you think about random special events? like a moving car/plane enters the city and you have 30 seconds to eat/destroy it to win extra points?
Thanks, and congrats for the great game.
Thank you!
Cars/trucks/busses get too small to pick up, because they don't comfortably fit into your hand anymore and aren't filling enough, to restore stamina--the latter being the actual gameplay reason, as stamina-management is where most of the challenge comes from... so, at least during normal gameplay, you'd ideally never outgrow all 'food options' completely (unless you destroyed all of them, or just are really, really good at the game, hah).
To remedy this, eating buildings is one of the things that's been on my list of things to prototype, for a while now, and I do foresee a number of problems with its implementation, yeah, because the buildings already got a bunch of things going on, heh.
And I always wanted to have some special vehicles like that, yeah! Like a blimp circling the city, or a news/police helicopter showing up (ideally something that doesn't require me to map out the streets to work with AI, haha.)
But unfortunately I can't make any promises I'll actually get around to implementing something like that... But it's definitely on my personal wishlist!
For Pawperty Damage, I'm curious if you could add a game mode of continuous growth instead of damage or eating. Might be fun to have a game mode of taking out VIPs but trying not to cause other damage.
Amazing game regardless, thanks for all the awesome work.
I've been having a blast playing around in Photo Mode, do you think it would be possible to one day add a selection of pre-set poses? Just simple things like standing with hands on hips or lying down and relaxing, etc. I'd love have a few more options for what the characters could do.
Happy to hear! One problem with pre-set poses is that (custom) characters will have wildly different proportions, so there'd need to be a way to fix clipping issues and such... at which point I'd probably start feeling like I'm trying to re-create SFM, haha. Implementing this in a way that's really janky might not be all that difficult, tbh, but polishing this sort of feature would be quite daunting!
I was talking with a friend and we were wondering if you'll ever add a feature to crush the cars with the hands.
As in, you grab the car and instead of just being able to eat or throw, you can crush it with the hand by closing it.
Like, maybe the character rises the car to his eyes and crushes it.
Retrospring uses Markdown for formatting
*italic text*
for italic text
**bold text**
for bold text
[link](https://example.com)
for link