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Woodhouse3D

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A member registered Feb 18, 2019 · View creator page →

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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.

Hello. I want to participate in this jam. Probably with something made in Godot. You can check my prior work on my page & socials. I've never really done coding on a team, but I'm sure we would get along!

3 bucks well spent.

Thank you for this, this is the longest piece of feedback I've gotten so far.

First, I find it interesting that you call it slow, personally I think the player is a bit too fast. Can you elaborate on what makes it feel slow?

1. Interesting, the player already uses an acceleration curve with a very sharp peak at very low speeds- maybe it should be higher.

2. I'll definitely look into that.

3. True. I think some of this needs to be fixed with code, and some of it with animations. For example the mach turn shouldn't just instantly adjust your speed but accelerate toward it. I'll work on that next.

4. I had a feeling while making this that the spin dash was a bit of a crutch for poor level design. (I feel that the drill dive allows the player to interact with the terrain in a more interesting way) Maybe it still has a place.