A lewd platformer game featuring rocket jump, a giantess and a giant cat.

(Press Esc to select level or change the volume of music)




Content Warning

Furry, Size Fetish (Giantess/Giant)



Control

Esc (Start)Pause Game
Arrow Key Left/Right  (Left Stick)Move
Arrow Key Up  (Left Stick Up)Jump
WASD  (Right Stick)Shoot
R (Select)Reset Stage
E (X)Interaction
I (Y)Zoom In/Out (Experimental)

* (  ) is for Gamepad


Tips

  • You need to shoot closer to a wall or ground to fly farther.



Credits

SFX / Voice


Guest Character

@yotsuba00000


Music

Kevin MacLeod : Funky Boxstep (Licensed under Creative Commons: By Attribution 3.0)

- anon


Check out the development progress on Patreon


Updated 10 days ago
StatusPrototype
PlatformsHTML5
AuthorSFC0100
GenrePlatformer
Made withUnity
Tags2D, Furry, giant, giantess, Hand-drawn, NSFW
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Xbox controller

Download

Download
Exlosive Monday v0.02c.zip 77 MB

Development log

Comments

Log in with itch.io to leave a comment.

(+1)

Honestly, really good game in its own right, the movement is fluid, the tech is cool, loved the challenge, I'd love to see this expanded upon. oh, and the porn is cool too ig, well made.

(+1)

Short game, but certainly a lot of fun. The first thing I tried was seeing if you could stack bombs for bigger jumps, which I see actually is a required mechanic partway through "Spike Hell", which is nice. Makes speedrunning the game a sure possibility. (Also, there's a mechanic where you can fire a rocket off in mid-air to gain momentum opposite to where you shot, but only once before you need to touch the ground again; made skipping parts of Spike Hell quite easy.)

Like one of the other posters, I wouldn't mind a few extra features—some that are more QOL, or just to make the game a little more interesting, or even to give the giantess characters some additional life.

  • A fullscreen mode would just be great in general, with maybe an option to play as normal, or zoom the level out away from the player character to see the full breadth of the level and/or giantess.
  • The option to change the keys you use; my laptop's left arrow key is completely buggered (I do a lot of text editing), so maybe the ability to pick and choose between WASD / IJKL / arrows for each function, or just to customize your own key layout would be nice.
  • Safer, but more complex maneuverability challenges—utilize the ability to "super-rocket-jump" more, and take advantage of the player's ability to fire in the air, perhaps blasting off walls to propel them massive distances.
  • You mentioned in another comment the possibility of exploring inside the giantesses—what about just reactionary animations for shooting weak spots with rockets, maybe turning the giantesses into "mini"-bosses?
    • Shoot the catboy(?) in the balls enough times and watch him recoil, revealing the way out of the level.
    • Blast the grinding girl's nipples to turn them into bounce pads toward a secret alternative path?
    • Maybe climb into a girl / boy and force an orgasm, making them collapse into a bridge across an otherwise impassible gap.
  • To that end, a good and proper boss would be a nice way to tie up the game, maybe incorporating one or all of the interactivity features above. (Maybe the player is stuck on a plain wooden chair, and their SO / the character that shrunk them(?) is trying to crush them by crushing them with their chest and/or ass interchangeably.)

I think you've got the base of a solid game already, but there's so many ways you could advance and improve upon it. I'll be looking forward to seeing where the final product ends up.

(+1)

Thank you for the comment. I'll write them down on my feedback note. In case of the boss idea, I don't have a plan to make bosses. This is because this game aims for Celeste, not Hollow Knight. However, I'm considering making a 'boss mode' after final stage is finished, as someone suggested the same idea before.

(+1)

Looks like it could have a niche/small speedrun community because its a fast game if you are skilled enough and it's pretty fun. I also like giantess and futa so thats a plus for me. Good for a demo, hope to see more in the future.

(+1)

(DEBUG REQUESTS)
0. a debug mode accessible with F11
1. fly (obviously lets you fly around and no clip through everything)
2. spawn (let's you spawn stuff like giants and terrain) (NON-DEBUG REQUESTS) 3. more characters
4. futa (a lil connection to Gigantic Mess)
5. SuperMassive Giants (you can enter end explore their bodies but you have to be careful of harmful liquids and chewing, basically anywhere a office would be is a entryway into the SuperMassive Giants and if you could add every organ as a explorable area)
6. a chat system (basically you can use preset speech to talk to Giants and if you're lucky they'll stop being hostile in the "they don't kill you upon contact" way with a 50% chance.  but a 25% chance for the Supermassive Giants to become friendly)
7. more special characters (like the cat you based on  yotsuba)
8. if you made the sprites more accessible in the files that'd be nice
9. character customization
10. Make Your Own Giant (where you create the sprites and frames similar to CYOP(pizza tower) a in-game editor sorta thing with full customization EX: Futa, Male, Female, Custom Sprites, Size{Multiple options like boob size, cock size, ball size, ass size etc.}, Color, hairstyle, Kill Or No Kill{you could probably just make a special kill sprite pixel instead of working hours on a system for kill as in the entire model offs you} and a customizable chat for the giant you/him/me created)
and that's it please notice this
(2 edits) (+1)

Actually, I've already mentioned several things you pointed out on Patreon and in the previous project.

I don't prefer long-term development, so features that require heavy work, such as customization and user-mods, won't be included . Likewise, the number of large characters will be limited to two or maybe three. 

I don't plan to add a futa content for this one and the stage where the player can explore inside the body is already planned.

I will add a stage for the "galley" which will act as a debug feature.

Thank you for the feedback.

your awesome most DEVS don't even listen like NINTENDO and ROBLOX but you listen to people even if you're a NSFW game creator you're awesome. also funny rocket TF2 reference go brrr

what ones did I say that you mentioned?

the ones I said in the comment

(+3)

This is absolute fire, I love the creative movement system. I would love it if you could make a button so you could see the entire stage or level at once. Also I agree with another comment, having an item or something for extra shots in the air or something to get even MORE knockback would be awesome.  9/10 keep it up bro.


Also the porn is cool too.

(+2)

very well! reminds me of super meat boy, more of thing when the game is further along but a seane view would be great

(+1)

Nice catboi~ Looking foward to more~~ maybe CV

(+2)

Nsfw or Sfw, the movement mechanic of rocket jumping is just plain fun. I hope this develops further!

(+2)

Short but very fun :) Hope you develop the game further as there is potential

Where is the big cat?

If you jump up in the level with the dick

Deleted 37 days ago
(+2)

I already made a item for player to shoot one more time in air, but haven't made a level with that concept yet. You could see it in the future. Thanks!

(+1)

Really fun meachanics!

(+3)

dont care about the porn stuff. gameplay is awesome. please add spike hell 2 and fix issue of projectile phasing through the ground at high speed thank you.

(1 edit) (+3)

This game is simply fabulous, even for its early stage.

 I had a lot of fun playing it, the same as with Gigantic Mess.

 I really hope you'll keep working on this project and I hope it will be as great as Gigantic Mess.

 I could give you some feedbacks and Ideas, but @JaneGTS already named them all and gave you even more ideas, which are really great, as on my opinion, therefore i don't think i need to recall them.

 Overall this game is just a masterpiece in it's early form.

I really really hope you won't leave this project and will keep working on it, as I said before and yeah, that's all what I wanted to say.

I just wanted to wish you a good luck in further development of this game and I really hope it's going to be even greater on it's release.

(1 edit) (+2)

That's awesome! I plan to spend more time to update this game, so you could see more contents in the future.

(+1)

this game is extremely fun and i really hope you keep working on it, also, something i learnt in the like first 10 seconds of the game is that jumping at the same time as the rocket explodes gives you even greater momentum, that was one of the main points for the game to as fun as it was for me, and i would love to see that become an actual game mechanic and be used in some levels, doing that super rocket jump can give you both extreme hight or distance if you shoot on the diagonal

(+1)

Thank you, you could expect a stage with 'super jump' concept in the future!

(+3)

This game was absolutely AMAZING, at the spike hell level i was straight up just having fun, i forgot the reward in the end despite acknowledging it was a thing.

I might just be saying this because i am obsessed with difficult games, but you should really make it so somehow there is more platforming and strategy with the giantess and giant in the first two levels, unless it was intentionally easy as some sort of introduction to them for  future levels they'll be in, in which case, smart move, definitely do that too for any new characters you add.

Gameplay-wise it would be nice to make the triggerable box collider for the arrow bigger instead of making it exactly the size of the arrow, because i'd find myself behind the arrow when going too fast , and i'd have to walk to the arrow to go to the next level, it fits for the potion though of course since you'd supposedly pick it up, but for the arrow it's more convenient to have a box area around the arrow that teleports you instead of the arrow itself teleporting you. (this is really just an inconvenience, nothing bad or crazy).

Immersion-wise, it would be nice for the player to die according to the situation, for example when crushed by the giantess, the sprite could just disappear to represent them being crushed, seeing them fall off the map kind of ruins the immersion, and if you do add specific deaths, the player should definitely take longer to reappear, but from experience i know that to change the death animation for each situation is difficult and confusing, so i'd ignore this myself.

 Finally, to add to  the immersion, to play around with the giantess' colliders, since her body is completely to the side could be nice,  maybe you could go a bit in-between her cleavage and ass since she is looking to the side (though i see you've been playing around with squishy body parts, so i'm guessing that maybe you're planning to use those instead?).

Besides these things, this game is amazing, i got so excited when i passed the second spike hell stage i was basically screaming internally, and everything looked absolutely gorgeous.

(1 edit) (+2)

Thank you for the detailed feedback. 

First, this demo was made to show the overall concept and goal, so a lot of features are missing, such as moving platforms, enemies and other stuff found in good platformers like Celeste, Super Mario Bros. Wonder, and Super Meat Boy. After those are implemented, the actual level design will be developed.

Second, yeah I will take that advice.

Third, someone mentioned the variety of death animations before, so they're now in my development plan. However, they are a low priority for now since I want to focus on level design, which includes eneimes and hazards.

Fourth, that's not a bad idea and I want to add them ASAP, but solo development is really a hellscape you know lol

(+1)

Controls definitely need a change, having the movement buttons be the same as the aiming buttons is really irritating. I'd recommend using wasd or something else for the aiming buttons.

(1 edit)

I had the same thought when I started making game. But, I choose not to do it, and there were reasons for that. WASD for aiming is worse because you'd need three hands to run, aim and jump at the same time. The best option a mouse, which works the same as in 'Rusted Moss'. I'll consider adding mouse-aiming option. Thank you for your advice.


EDIT : I removed aiming process and let the player shoot directly with WASD. It would be much easier to shoot now.