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(+1)

2. Good question, I think beams will get stronger as the game progresses to account for the thief gaining weight through the levels. They have a random weight tolerance to introduce some randomness into each playthrough, but I am not sure  how well this works out in practice.

3. There is a guard patrolling the upper walkway in the wine cellar, directly below the second room's floor. I suspect he hears the guard being swallowed through the floor and by the time he reaches the spot to investigate, you're gone into hiding. See if you can spot the guard's "I heard a noise" exclamation through the floor as you swallow the guard in the second room? You can also use Z to check where he is, and see when he gets triggered to investigate.

4.1 The swallow attack's collision check originates from the camera, not the player character. I see how this can cause around-the-corner swallows, and will see if I can implement an extra collision check from thief to guard.

Thank you again for the feedback!

Sorry, I had to attend to some affairs and respond only now.

So, turns out the guard that patrols the wine cellar indeed is triggered by the slightest sound from the upper floor, and it is no surprise. In fact, the player can see this guard without the cat sight ability due to the fact his torch emits the smoke that goes through the second room's floor and can be seen quite well. It looks very funny, so I had my laugh.

I had also tested the weight system and, yes, I see very subtle changes in the model. Beams seem to withstand the player who has eaten and digested three guards, so it is alright for the current version of the game.

While testing it I have found out a very overfed (through debugging P button) player can make the entire map very anxious and bothered by the loud sounds of gargantuan gut that cover the entire map and trigger even those three guards at the very bottom of the map in the wine cellar.