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(1 edit) (+1)(-7)

Okay quick notes: You have a LOT of dickish jumps and enemy placements, even on the lower two difficulties. This isn't advertised as a rage game, don't do that.

The struggle method is unresponsive, and you tend to take ridiculous damage even on vore difficulty 1 because the game just refuses to let you make struggle progress even if you're doing it correctly. An option to trade it out for a mashing minigame instead would be a big improvement.

The lack of enemy variance takes away a lot from the game, as after seeing the wolf eat me a few times the game lost any interest from the vore aspect, making enemies a massive fucking chore due to how they're faster than you, jump higher and farther than you, and are often in the aforementioned dickish locations.

A few jumps in the final level are only makeable due to a bug in the physics engine that lets you jump way further and higher than you should due to being just above the max arc of your jump even with a full run up. 

Some areas are downright impossible as early as halfway into level 2 if you fall into them with vore difficulty set above 1 as you're trapped between two preds and there's not enough room to lose either of them so you WILL get eaten twice before you can escape. Due to the unresponsive escape controls, this is a death sentence.

Overall pretty good for a Jam game made under a time crunch and control scheme challenge, but it's quite rushed and has absolutely no replayability.


(3 edits) (+2)(-1)

I'm unsure what you're referring to when you mention a movement bug. If it's slope jumps, that's an intended mechanic. I sprinkled several optional paths in the earlier levels to give players the opportunity to discover the mechanic before requiring it to progress in the Mountain stage. I intended to add a sign at the base of that particular climb to signal the need to slope jump... but then I forgot.

The wolves are faster than you, but less agile. They stall for a bit just before they jump (from .25 to .6 seconds depending on difficulty). You can use this to juke the wolves by stalling their momentum, or causing them to miss a jump, or creating an opening for you to dodge around them. Most locations have either jump-through platforms, cliffs, or slope jumps you can use to your advantage here.

When it comes to struggling, the most effective method (that I'm aware of) is to wait for the cursor to turn white, then push as the cursor crosses the middle line. By doing this you can escape the wolf's belly going from 100 to around 87 health on difficulty level 1. I was a bit unsure how much of this to communicate to the player. My thinking was that I wanted the player to be able to discover the best way to struggle on their own, so in the instructions, I decided to be a bit vague, mentioning only the fact that you need to build momentum. I might see about being a bit more explicit about this in a future update.

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A: If that's an intended mechanic it doesn't behave like one. It looks a lot more like a bug in the way it plays out because jumping off a slope shouldn't logically send you higher than jumping from above the slope (which is the case with that particular climb)
B: The wolves being easy to juke MOST of the time is fine, but they're so commonly placed on tight platforming sections that anything other than aggression 1 makes certain sections (especially in the mountain) pretty much required damage.

C: NO ONE would regularly discover this about the struggling, the mechanic is so unresponsive and has no explanation; there's ZERO indication that's how you do it, and even WITH that, it's a slow and irritating struggle method. 

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I think the slope jump could use a little something to help players realize it's a thing. I'm sure I accidentally did a few before the required jump, but never noticed because it only sends you a few tiles higher than normal. Maybe a unique animation or visual/sound effect to let you know you did a different type of jump?

The struggling was easy enough to intuit, though I do think it could be made a little easier to "start". The hardest part of escaping was getting the meter swinging.

(1 edit) (+1)

Again, I originally intended to put a sign there but I was so focused on getting everything else done that it slipped my mind. Between graphics, custom code, audio, testing and debugging, and many other things, there's a lot that goes into making a game. The custom physics controller took at least a week. The wolves and struggle system took two weeks. All of this takes time. There will inevitably be omissions.

Anyway, update forthcoming.

Edit: 1.0.4 is out now. I appreciate the feedback I get, but I do ask that folks remember that I'm basically a solo dev, and try to be courteous when reporting issues. Thanks!

Deleted 15 days ago
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Most of the time it's fine, but in the tighter platforming sections having more than one wolf on you, or one wolf in the wrong spot (which it'll often SPAWN in) means that you're at the mercy of when they decide to jump or pounce, if either. 

Deleted 15 days ago