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(+1)

I feel that this game still needs to iterate more on the vore aspect of the gameplay. Like Packedrat, this is a vore game where you have to avoid vore in order to progress. I suppose it fills a certain niche, but I'd like to see some new ideas in this space.

Here's some ideas:

  • How about persistent vore. Like if you get digested, the enemy stays full, or at least for a while. Could be useful for puzzles, like you feed a wolf to make them lay down on a button.
  • Or what if you can take control of an enemy when they swallow you, Mario Odyssey style, in order to use their unique abilities. Perhaps a digestion timer controls how long you can sustain this.
  • What about more complex behavior or interactivity? Right now, the only interactivity the vore scenes have is pred dialogue based on whether you struggle or don't. There are quite a few vore flash animations with more interactivity than this game.

Ok, on the actual game part of this game. I understand that this is only the first beta release, but I have some thoughts.

  • Right now, most of the enemies sort of just walk toward and instantly grab you. I think they need more variety in their behavior and attacks. The rat sort of goes into a run, which is a start. You could add a lunge attack to the wolf, or maybe have the squirrel try to jump on you.
  • Currently there isn't any reason to fight enemies other than defense, and given they won't chase you through any doors, platforms or other obstacles, its really easy to avoid combat. Consider improving enemy AI and adding some enemy drops.
  • I feel that certain content settings should adjust the level scenery.
  • I cannot smash the boxes, coins do not spray out like blood from a fresh wound. This is a clear error.

Overall, any game where my character can run around topless is a good game. You have a very great start here.

(+1)

I am hoping to include more vore stuff that's relevant to main gameplay, it's just a little difficult to do this in a way that respects the content filters without potentially breaking things by removing mechanics. That's also why I'm hesitant to have filters remove scenery in the case that it becomes a necessary part of the level design. Interactivity in the finishers just isn't really that big of a focus for me, but it's not off the table entirely. I will say that one of the big things I'm going to be working on is reworking the finisher script so that each stage is it's own state instead of it all being one script. This should allow finishers to get a lot more complex, allow for randomized animations, and make it so that they don't all follow the same framework. From there it's just a matter of how much time I want to spend on a single enemy's animations. 

As for enemies and combat, it's in a bit of an awkward spot right now because this is intended to be a very easy area, and player combat is top priority for things I need to work on. After this location enemies are supposed to have more unique AI, kind of along the lines of the warden in actual avoidance difficulty. The Squirrel for instance will be able to throw projectiles that stun you for a period of time, making it easier for other enemies to get you, or for them to rush you. The current plan for player attacks is either to remove the flurry combo entirely, or to make it so that only the first hit does knockback (allowing you to parry fast enemies if you time it well).

Also can confirm that breakables are in the works, and enemies will have money / energy drops.