"Level Bound" is a passion project, a level drain & size theft furry RPG with a strategic ability-based combat system. Dive into a world where combat is not just about reducing HP, but about siphoning your foes' very essence – their experience and power!

The Goal: Your party is on a quest to Ascend a goddess. Your duty is to defeat enemies, drain their XP, and transfer that power to her at the Shrine. Can you feed her enough power to reach Level 100 and Ascend to true godhood? Will you stay loyal or become corrupted with power?

Game Features:

  • Level/Stats Drain: A core mechanic where the very essence and size of your foes diminish with each successful drain.
  • Dynamic Portraits: Characters appearance change according to their level. All characters have 5 stages of growth. Totaling in 100+ images.
  • Choose Your Party: Defeating a boss, unlocks all enemies of that location as skins. You can choose between 17 playable characters, each with 5 stages of growth.
  • Customize Your Strategy: Visit the tiny fox merchant, Spark! Spend your gold on "Fox Boxes™" to obtain Rare and Legendary Gear that drastically affect the tide of battle, providing unique abilities and buffs. 
  • Boss Encounters: Face off against 3 unique bosses with complex mechanics - from the gluttonous Slime Queen (who might want to snack on your party members!) to the maniacal Mad Scientist and the formidable Inferno Dragon.
  • Karma System: Drain enemies responsibly, or "Break" them completely. But be warned... the universe is watching. Breaking powerful souls invites corruption.
  • Choose Your Path: Multiple endings based on your devotion... and your cruelty. 
  • Furry & Fetish Content: This game explicitly features furry characters and focuses on themes of level drain, stat theft, size difference (Macro/Micro), and absorption.

Development & Support:

  • Your comments and feedback are greatly appreciated! Please share your thoughts and help shape the future of the game. If you recorded yourself playing - I'd love to see it as well!
  • “Level Bound” is developed entirely by one tired potato in a hoodie who argues with their own spaghetti code at 3am. Please be patient <3
  • The game will always remain free-to-play, but any support is welcome! If you like my work, you can buy me a snack: https://ko-fi.com/karmadreamer

Notes:
- Created and optimized for Desktop/Laptop experience. Works on Mobile.
- Art is AI-generated, aside from a few pieces contributed by artist friends who also helped with testing.

Updated 23 hours ago
StatusIn development
PlatformsHTML5
Rating
Rated 4.3 out of 5 stars
(26 total ratings)
AuthorKarmaDreamer
GenreAdventure
Tagsattribute-theft, attributetheft, Furry, growth, level-drain, leveldrain, shrink, size-theft, sizetheft

Development log

Comments

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(+2)

Overall this update is great. Now time to list my thoughts out.

SPOILER WARNING 


Positives

1. Love that the images change as the characters level up. Great way to visualize them growing bigger.

2. Most of the mechanics are explained, including ones that had no explanation in the original release.

3. Thank you thank you thank you for changing Red's voice LOL. 

4. The addition of items is a nice little touch, albeit a bit bare. I'll get more into that later.

5. I do like how there is now the base of an actual story, whereas in the original story there was essentially none.

6. I do like that draining does have consequences now.

Now for parts that I think could be worked on/tweaked a bit.

1. Although I do love the dynamic portraits, the existence of the shrink and grow mechanic (the effects, not just by leveling up) kind of throws it off a little. It shoots them up to what I would call their max size/final stage, but without the stats to show for it. Now I'm not saying that the growth ray should massively increase your stats, it's just a little weird visually.

2. Although more id explained than the original release there's still some gaps. Although it is mentioned to check the log, I still do wish it would be possible to see what effects do by maybe just hovering over them and maybe also being able to see how long an effect will last. Seeing the chances of ana stun working would be nice as well. Even with the logs some things aren't clear. For example I still have no clue how much damage I should expect bleed to do, or how much seduction will reduce the enemies attack. Also it's a little confusing see the growth and shrink work differently with the scientist where she just isnta kills anyone who's shrunk and she gets like five attacks when she's grown.

3. Though the items are nice, I think the main flaw is that you can get literally any item by random chance. Like you could just happen to get a legendary thing right off the bat, or only get common for ages. Another thing with them is that they're pretty vague. Yes, once I have the growth effect in battle I can see what it does in the logs but I have no clue what it does just by looking at the growth ray. Even after using it for a while I still do not understand the Dragon's Throat at all, and it just seems incredibly weak. I also do wish that there was maybe some sort of storage as it sucks having to throw a legendary item out to try a different one out, and then having to reroll it if I want to go back.

4. Despite draining have consequences it still feels like it's essentially the only way to beat enemies. Even with the goddess buffs if you're up against two or three healers you can't do anything. Also I recall in the original version that anyone attacking would steal some xp but now only Red's do. I'm not sure if that's intentional but if it is as far I could see there was zero mention of it.

5. Out of all of the bosses I would say the easiest is ironically the dragon, with the scientist being in the middle and the slime being the hardest. Killing the minions isn't really an option because they just get resummoned, and killing the boss isn't enough either because she just gets revived. Once again, we're forced to stall with draining and break the minions. Even overleveling doesn't really work against the slime because of the unholy amount of xp she steals from you when she's eating you. Unlike every other drain, her drain seems to be based off of not her xp, but the opponents. 

6. As I mentioned before, the goddess powers are a bit underwhelming... except for when it's completely broken. So for the underwhelming part, that's simply because it can just do less and less the higher level you get. Even if she's level 100 that does literally nothing if you're level 100, and you've wasted all that xp. In normal gameplay it has a very little effect. When playing normally I did not get the Divine Judgement a single time, and was left wondering what it was. Now, how can something be underwhelming and completely broken? Because divine judgement is literally an insta kill which you can almost guarantee if she's high enough level and Red is low enough level. By having Red be broken, and with the goddess at let's say, level 50, I now have a party member that will 1 hit KO 50% of the time and literally cannot be defeated. And while I have this massive cannon my other two party members can literally be doing nothing but heal each other while Red does everything. The only reason this doesn't work for everything is because it seemingly doesn't work on bosses, which isn't mentioned anywhere. 

7. Short and simple one, having multiple save slots would be nice.


TLDR:

New content is great, I like that there's a story, but the new stuff needs some tweaking to be balanced. I know that there was a lot more things that I think could be changed than I sang praise, but I'm being pretty picky. I don't want this to discourage you as I did genuinely enjoy playing this and the new additions certainly add to the game over the original version. I give this feedback out of a desire to see this game grow and develop as it's already fun, but I believe it has so much potential. As I said in my other feedback for the original version, please reach out to me if you want to discuss this any more or you want any clarifications from me. I really just want to help and see this game be great.


Now, I've buried this section at the bottom just in case someone decided to disregard the spoiler warning. For the love of me I can not defeat Miss Darkness. I'm not sure if she's meant to be beatable but if she is, I just can't. Her kitsunes are constantly spawned in by her so you can't get rid of them. She regens a crazy amount of health. She stacks an insane amount of bleed. And the kitsunes do so much damage. I tried so many times with different strategies and nothing worked.


Also on the subject of breaking enemies, love the reset that happens if you break enemies after you fully power the goddess.


Anyways again, great game, keep up the great work, and please reach out to me if you want to. It's hard for me to convey all my thoughts so if anything isn't clear or you don't agree with something, I'm happy to talk.

(+1)

Growth Ray for Sam

Temporal Watch for Red

Shrink Ray for Vix

Have at least 16m xp on all characters and minimum 10 to 20k hp on all.

 On the first stage of the fight with the Fallen Queen Slime, kill the Queen and the healer, and leave the mage alone with low hp. Once the mage only steals xp but doesn't interact with the Queen nor the healer, start farming hp by mending yourself over and over again.

 The two other Fallen bosses shouldn't be hard and when you reach the fifth and final stage, grow Red, shrink Miss Darkness and focus all the damage to her until she's dead. Use Sam only for mending and healing, never for attacking, and Vix for shrinking the kitsunes and Miss Darkness, never for anything else. Red will outdamae the healing and kill miss darkness with a full team attack (if it fails, you gotta set up again). 

 Alternatively, Dragon's Throat bypasses the Immune effect, so if you have an enemy that constantly heals, you can use that item to deal 200dps max and slowly deal 99999 points of damage.

(1 edit) (+2)

Very nice! It's actually surprisingly cute. I am liking the implications of the shaping story so far, definitely sounds like a unique adventure I'm looking forward to reading! And credit where it's due the pretty pictures aren't bad at all, I can only imagine the patience required!

Hizi's blessings are also kinda underwhelming if she's not at least like 15 or 20 levels over you considering you have to keep Red underleveled to pull it off, it's more efficient to over level and go straight to farming the dragon.

And while I didn't engage much with the item system,... good heavens some of them are nice! Still not quite how I'd prefer party customization to be handled, but one well placed shrink ray absolutely does the goddess's work lemme tell ya! In fact,...

Let me tell you how much I've come to level drain since I began to play....

(2 edits)

So what exactly is the penalty for breaking enemies? Because the game mentions there are "permanent consequences" for it but it's literally the ONLY way to win some of these fights with healers in them because breaking enemies makes their allies lose the ability to heal/buff them allowing them to be killed for good.

Otherwise the healers enter an infinite if/then loop where they heal/resurrect any low health enemy. They pretty much turn into one of those enemy fights where you NEED to kill them all at the same time or they resurrect. And it is incredibly annoying, especially since the stuns you have access to are only a 50% chance to proc and it takes forever to raise that percentage. And even the stuns become useless if there's 3 healers since whoever ISN'T stunned will just heal or resurrect one of the stunned guys. Not to mention the fact that they sometimes decide 75% health is low enough to heal and end up giving their friend overhealth so they're now at like 135 out of 75 health.

I'd recommend either adding cooldowns to the enemy heals, lowering how much they heal, or something else entirely.

Edit: after reading the description again it mentions breaking "POWERFUL" souls, does that mean whatever the penalty is, it's only for bosses?

(1 edit) (+1)

Yes, POWERFUL souls are bosses. Explore goddess buffs and items if you are struggling with healers.

(1 edit) (+1)

I really like most things added in the new update - the new objective of gaining levels to empower the goddess, the changing character portraits, the equipment - but I have to say that combat becomes a massive slog as soon as there are two or more healers in the enemy team. If you're at the same level as the enemies or slightly lower, it takes forever to drain them low enough to make defeating them all in one turn feasible. 

The slime queen has this even worse - you can take down the healer, but if you don't defeat the queen in the same turn then it means absolutely nothing. And taking down the queen just means that the healer is going to bring her back. Fighting the queen and failing to win just makes it worse forever since now she's an even higher level. There needs to be some kind of limit to enemy healing - either a maximum number of uses they can do or a delay between uses. Something to prevent endless fights. 

If you really want to encourage taking down enemies quickly, giving them a powerful attack that only triggers after a certain number of turns is far better than making them heal forever. Conversely, if you want longer fights that force the player to drain levels, having enemy defense be a lot higher is much better than infinite healing, since progress remains between turns.

Additionally, making items replace Red's ability to escape makes the issue even worse. If you get caught in a fight you can't win, you now have to wait until the enemy defeats you, which could take hours. I had to refresh the page to exit a fight with the slime queen and it reset my save to the beginning again. It would be far better to lose the ability to drain so that this sort of thing can't happen.

I really do like the concept of the game, and what's here is interesting. I'm excited to see what future updates bring. I just think that something needs to be done to make fights faster without requiring the player to grind forever.

EDIT: I would also add that the double actions item completely breaks the game. It could use a little bit of a nerf - perhaps only every other turn so you can't just have 4-6 actions on turn one and bully every fight.

The slime queen is aggressively breaking the system. 1-Every other turn she swallows someone, and 2-effectively gets two to three extra turns or so while that character is 3-rendered totally useless. 4-It can't be stopped by barrier apparently, and 5-she can freely spam royal guard which 6-gives the other slimes free experience on top of making it impossible to target anyone else. 7-All in addition to infinitely being able to instantly spawn a 8-buffed and full health replacement for defeated healers. 9-Also constantly spams an annoying dialogue box in the middle of the battle every single turn.

She can have only two. Maaaaybe three if she's not supposed to be the first boss. She's more of a pain in the ass with more total complicating factors than the scientist and dragon combined.
The rest oughta be distributed among the other enemies to spice them up I'd say.

(+1)

Slime queen is absolutely overtuned, but fairly simple to deal when you get some good items or get Vix overleveled to perma stunlock her.

Always gotta get 'er in the first turn and never let go. 

(+2)

Ascension Update is live - Please reset your save files or it won't work. There are too many changes for me to support the old saves. Thank You. The endings and cheats were updated, so the old code won't work, just a heads-up.

How do I reset my save for mobile?

(1 edit)

Go into Manage Party and click Reset Game under Red

Thank you

How is the update going?

(+3)

i think i have a problem xD

I was wondering if future iterations of this game would have some larger font, to see the art better, and maybe AI art would show the 'evolution' or 'devolution' of certain characters getting drainned, or buffed in level, like what Furry Chronicles did? 

Also, the entire idea of leveling down a character to the point of mind break is a very kinky thing, I'm kind of happy to see that kind of game spring up. 

(+2)

Simple but still cool! I am eager to see the development and more theft content :)

About gameplay, Escape felt a bit useless. It never managed to success despite a lot of tries while I was getting siphoned. I realized then that it's better to let your party die as soon as possible to end the fight and reduce your XP loss

I wonder if I could try to help, maybe like giving some pictures. I know one day I will also try to make an attribute-theft game, also free and also while I am alone

agreed, they need to make escape less likely to fail, especially since Red is the only one that can call for it

I tried no less than 20 escapes all failed never succeeded at which point I died and had no way to load my save (on mobile)

This game has some cool ideas. I think it has potential. 

I'd be cool if you could capture/recruit enemies after weakening them. 

What fetishes are planned?

has there been any change?

no local download?

(1 edit) (+1)

You can use the feature from the itch.io client to download the web version for offline play.

This works with about any web-based game that is hosted on itch.io.

Can't wait for an update to the game ^w^

Any updates? No rush...

(+2)

Hi! Thanks  for continued interest. I've been dealing with some important things IRL + felt demotivated due to the payment processor drama, as Level Bound got delisted on itch as a NSFW game :( I'm planning to push an update when the situation with itch resolves.

ok thank you, just make sure your taking breaks.

how do you discover the password to the cheat menu?

(-1)

By beating the dragon

(2 edits) (+1)

i like how it called me a cheater when i just over leveled my level drain character so i took more exp then the boss did

(+1)

Good, but do the images change if they level up enough? Is there transformation or growth, pratically

I think they said there would be.

(+2)(-1)

Hi! The dynamic images for all enemies + party members are planned for the next update.

nice

(1 edit) (+2)

So after completing what the game is currently here's my thoughts

Positives

  1. Fetish content aside, the game is built nicely. The music for the hub is a nice peaceful little tune and the music for battle is pretty neat. It's just nice as a lot of these types of games don't have any sound or music. The sound for attacks and other actions is mostly a nice touch.
  2. I know AI art isn't the hottest thing everywhere but personally I do enjoy the pieces that you've made. All the characters look great and do a good job of somewhat giving you a feel of what these characters would be like.
  3. The mechanics are simple and need little explaining for the most part Sometimes games will try to get fancy and have lots of different things that just complicate it. This isn't one of those games.
  4. The portrait expanding on level-up is such a small detail but a welcome one.

Feedback for Improvement

  1. As I mentioned before I did enjoy most of the sounds. The three sounds that got a bit old were the mending sound, the draining sound, and the sound of Red's voice. I feel like the mending and draining are pretty loud. I couldn't tell you why Red's voice bugs me but it just kind of does.
  2. While the mechanics are simple not all of them are explained fully. Mock and seduce seem to have the secondary effects of reducing defense and attack respectively, but those aren't mentioned. Additionally the odds of either working aren't mentioned openly. The only place it's displayed is the logs but most people probably won't check that. The duration of taunt isn't mentioned anywhere I could find.
  3. Balance. Now I know this is only the first release and balancing is hard, and I am not trying to directly insult you or your skills. I have two mains problems: Mending, and draining. Firstly, mending. My issue with mending is how spammable it is and how much it does. It seems to do half of the users health and also any excess is turned into overheal. Due to the fact that it heals so much and is spammed by the AI, it's extremely hard to break through, even while using seduce and mock. Also there's the fact that it doesn't matter if you defeat an enemy by lowering their HP, they can just be revived. Now, this segways into my problem with drain. Drain from what I've found drains somewhere between 1/4 and 1/3 of the user's xp needed to level up. This scales very quickly. One encounter I was up against three enemies that would spam drain. It just wasn't possible for me to keep up against it, especially due to the fact that drain heals. On the player side, when it might take several turns to lower hp to 0, due to this scaling it can be a one or two shot against an enemy, completing negating an encounter. Due to this and the liberal usage of mending, I've found that the only viable strat is to just drain both party members and spam drain on enemies, since as mentioned before the scaling is so extreme, and the fact that draining is the only way to make sure an enemy stays down.
  4. Again, I know that this is only the first version so I'm was not and am not expecting anything grand but I do suggest for there to be some driving force. I know you mentioned plans for dialogue in the hub and such but I mean just a general story. Why are we on this quest? Why this party? How did they meet? Things like that.
  5. Making the different party members more unique. Currently the only difference is their one skill. All other stats are the same. I feel it would help to develop the world and characters more if their stats varied.


Now I just want to emphasize that I am not trying to put your work down or discourage you, quite the opposite in fact. I'm giving you this feedback as I genuinely enjoyed playing this and want to see this be the best product it can be. I want to apologize if this came off as harsh or rude in any way. I truly do not mean it in that way. Making a game is hard work, and you have a good start. If you want to talk directly with me about this or hear more please feel free to reach out. I'm happy to help in any way I can.

(+1)

Thanks a bunch for the detailed feedback, appreciate it <3

(+1)

Absolutely good for attribute theft

(1 edit) (+2)

Absolutely Goated, can not wait for more updates!

good game but enemies constantly healing can get annoying

thats what mock is for ;)

(+2)(-1)

Nice little game and a good promise so far =)

(+2)

Thank you ^-^ Glad you liked it.