Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Suggestions / Feedback Sticky

A topic by Pthalo created 62 days ago Views: 4,952 Replies: 110
Viewing posts 1 to 56
Developer (2 edits) (+2)

Leave suggestions and feedback here!

Suggestion rules:

  • Do not try and submit OCs or existing characters as suggestions. This would break world consistency, and start turning the game into something it's not aiming to be.
  • Please try to keep suggestions within the range of existing animation toggles. 
  • Loose ideas are just as good if not better than more specific ones. 
  • All major zones in the game are already planned out, but suggestions for smaller side locations are welcome.
  • Enemy ideas are encouraged; areas have been fully planned out, but only a handful of non-boss foes.

less a sugestion about mechanics but could we get a roadmap for what you planned to add? also inspired by packedrat eh? thats a name ive not heard in a long time, shame how that ended up. wishing you luck in the project.

Developer(+1)

I've got the entirety of locations already planned out, but not really an exact order for which ones will be implemented first. I'm trying to do them roughly in the same order as how you'd encounter them since it makes it a lot easier to update the game area by area. Other than that, things are still a bit loose, especially in the enemy department, but I'll probably get around to uploading some sort of broad update plan at some point, as well as more detailed plans for each update as they roll around. Updates from here should probably be in 2-3 area chunks since a lot of the framework is already done at this point, it's more just art assets and enemy ai.

(+1)

Why not a zone based around packs where many of the enemies are tied together like all different kobolds with a kobold brood mother miniboss and a dragon final boss with many bad ends for them themed around the idea that you become part of the pack maybe a few where you end up as one of the normal enemies roaming about or being laid as an egg by a breeder to hatch latter. if you want to be extra could have them monster you interacting with the other enemies in different activities to really sell your part of the pack.

Developer(+1)

This is almost exactly 1:1 with what I have planned for the Harpies, down to the point that one of the bosses is literally named 'Avian Brood Mother'. It's sort of a mid/lategame area though, so it probably won't be implemented for a while.

Since this is taking inspiration from Packedrat I have a few ideas based on what I think worked well for it that could also work here. Of course I have no idea where you intend on going with the story so many of these might not fit but here they are anyway.

- Being able to bait certain enemies into each other causing them to grapple and use each other like you could with the kobolds in Packedrat.

- Wide variety of enemy types, not just bipedal. I see you've already got a flower type thing which is a nice start. Some ideas for other enemy types could be Insects, Ghosts, Plants, Dragons, Corrupt Machines, living latex (Changed comes to mind) etc,

- Themed zones to house different enemy types. Cursed forest, Slime cave, Abandoned Factory, etc.

Developer(+1)

The way that I have the entity system coded does allow enemies to go after other specific enemies, I just haven't implemented any yet because it would be extra animation work (+ the first area is already meant to be kind of easy, and that would make things probably even easier). 

As for everything else though, a good portion of what you suggested is planned to some degree. A Cursed Forest (ghost enemies / sort of living latex equivalent bog creature) and Slime Cave are both planned as early midgame areas, and while it might not be a factory, there is a location planned with mechanical enemies. There's likely going to be an area that's heavily plant themed either in the next update or the one following as well. Additionally, one of the main 4 bosses' areas is going to be bug themed, so that's a checkmark for insects too.

(+1)

are genders fixed or will there be male, female and others as options

Developer

Player gender is fixed, just because I would have to make alternate sprites for every player animation and grab animation otherwise. I would do it if it didn't create such a large amount of extra work.

could use layering to add either breasts and vagina or a cock and balls, otherwise the body shape can stay the same between the two

Developer

Yes, but I'd still have to animate them to match each player animation and grab, which isn't any better.

(+1)

Some general feedback time!

-The content filters are appreciated, but feel a little half baked when you can't disable things like the dick sprites on the rat or bear and/or simply disable enemies focused on unwanted vore types entirely.

-Sandbox mode is really great to see in a fetish game, so people who want a quick fix can see all the things they're interested in and cherry pick. I wasn't able to figure out how to damage the bear or it had super high health, so it seemed like you're forced to return to the main menu to get him out of your sandbox? A clear enemies keybinding or button in the room might be handy for such things. 

-The charged attack doesn't seem very worth it vs just spamming. Maybe increase the range and knockback, or the damage, to make it feel more worth it?

-Wolf is my favorite.

Maybe you aren't looking to go this route due to work or your vision and the game won't ultimately be my cup of tea, but best of luck either way!

Developer

Character sprites aren't going to be filtered, because that would require a significant amount of extra work to create alternate sprites for baseline content, and removing them entirely would affect the difficulty and progression.

Warden has significantly higher health than other enemies because it is a boss character, and can only be damaged while it is in it's flashing stun state. It can also be parried while it's lunging (going to give more indication for this in the next update), which is part of why you can ready attacks. The charge attack will also become a heavy attack after getting an upgrade, making it a lot more worth it. At the moment's it's mostly intended to be a way to counter high speed enemies by waiting for the right moment to hit, but knockback definitely needs a slight rework. The current planned change is to make it so that it just sends them in the other direction with a set velocity instead of modifying their current velocity.

Please add an option to disable music. It overpowers everything else.

Developer(+2)

Music volume can be lowered in settings.

God I feel dumb. Sorry.

Developer(+1)

You're good lol

Are there plans to implement a map feature down the line? I would assume so, given the Metroidvania genre is applicable here.
Also the little fire collectables I've seen around, are those... well, collectables? Or like hidden powerups?

As for suggestions, well folks have already mentioned a lot. I guess maybe adding on to the object transformation I saw in the content settings, maybe there could be places where you can be turned into stuff that litters haunted house areas. Maybe either turned into a painting, or perhaps the painting can come alive and "eat" you to have a new portrait be displayed?
And perhaps some enemies with tails that can be used to eat could be like demons/succubus? I'm not really sure the range of enemies you plan to have for the game, but those are the first creatures to come into mind for tail vore.

Developer(+1)

A map is planned, but it's intended to be an unlockable that you get from doing a search and find quest around mid-late game. The fire collectibles are actually health pickups, so I guess you just didn't get hit lol. They're going to be a random chance drop from breakables at some point, I just wanted to throw some in in case the save run was a little lengthy in a couple places.

The painting idea is really neat, I'll definitely keep that one in mind.

(+1)

Wanted to ask a question for the game oustide of it, which will make sense in a sec, hopefully.
Would you be okay if I shared this game on something like Eka's Portal? Of course not a direct re-upload of the game, but linking to your itch.io and furaffinity.

Developer(+1)

Sure! As long as it's on a site that it would naturally be found on, that's fine by me.

(1 edit)

Will we be seeing post vore animations for all enemies? If so whats curretnly in the game? and in terms of suggestion, maybe a submit button.

Developer

Probably not all of them, but like most of them. I'll try to include one if it makes sense for the regular animation, as opposed to enemies like the Curseflower that don't really have anything they could do after.

I had someone on my FA DM me about adding a one-shot mode so that you don't have to wait for your health to reach 0, but I like the submit button a bit better. I could also add a little extra dialogue for that.

(1 edit) (+1)

The movement system in your game feels really fluid! That's fairly uncommon for a lot of itch platformer games and is pretty exciting to see.

I noticed a blind-spot: would strongly suggest implementing coyote time and input queueing  mechanics to your jump, as it felt very hit-or-miss when running towards an edge  (especially noticeable in the sandbox). If you plan to have much platforming in your project it's going to be a source of frustration as-is.

Developer(+1)

Thank you!

Will do, good movement is a high priority thing for me personally.

(+1)

If you'd like any input on how to implement those mechanics in C# Godot, it's something we did for our vore game four weeks ago that I'd be willing to share info on! 

I'm very curious to see how VScroller develops, it seems like you're making a game complete with a proper plot/world/storyline which is very refreshing to see.

Male/Female Predator/Intercourse Toggle. Like if someone wants AV on, just not for males. Or if they don't want female/female secks scenes in their gameplay. Instead of their grapple, maybe they just hit you? 

When you take the defeating blow, a nearby enemy of your preference has their fun with you instead. Or maybe if one of your preferences isn't nearby, they drag you off to them, or instead offscreen. Or maybe they throw you down to one of your preferences? Maybe they tie you up as an implied present for someone? If it's too much work, maybe just break the atmosphere with a toggle for individual enemies.

Some of these ideas look like a lot of extra unnecessary effort, but it would be a big QoL for players. 馃槶 

It's your game, of course. I just hope you enjoy the development process. I understand if it doesn't fit into your vision for the game. I am a big fan of your work.

Developer(+2)

Being able to filter enemy gender for grabs and finishers is probably a good idea, though the 'pass along' mechanic is a little out of my scope right now. 

Suggestions like this are appreciated while I'm early into development, because there's only a small handful of enemies that I'd have to set new variables for.

(+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.

Developer(+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.

i like it . intresting gameplay and mechanik. i hope you make more casual (lesbian and hetero sex) scene 

(+1)

Hi, the game is already at this stage awesome. It would be really cool if enemies could interact with more than just the player, maybe there could be random characters that can be caught by predators. For example a wolf girl could catch someone else and lie down to digest it, and the player could jump on her stomach, it would also be cool if at some point she could open her mouth and the player could accidentally fall there and be swallowed. Anywat, the game is amazing and has a lot of potential.

Developer(+1)

Enemies are coded in a way that lets them target other specific enemies, so it's definitely possible.

(+1)

I'd loooove to see some sizeplay mechanics. Either with shrinking bolt enemies like packed rat or a giantess boss :)

(2 edits)

Do you plan to add "size changing" mechanics? For example shrinking yourself to get a puzzle done or getting vored in the proccess. And yeah, I got inspired by packedrat, but I personally would like to see how it fits with this awesome game, as it was incredibly fun back at that time.

Developer(+2)

To reply to this and also the one above:

Yes, but only in a couple of boss scenarios.  One is a macro fight that requires damaging them from the inside (extremely similar to the one in packedrat actually), and another is a magic user that may potentially shrink the player, but I'm still working out their fight details.

(+1)

Been following this for a bit on FA and thought the first build was pretty great. It looks like everyone else has already touched on most of these topics, but I'll reiterate over them anyways.

  • Player movement was predictable and wonderfully smooth. Seriously, no complaints here. 
  • The combat definitely has a good base, but enemy movements and attack patterns make the game a little too easy, especially with the knock back. Beyond the boss, every enemy could be defeated by mashing the attack button. Giving enemies a way to respond to player attacks would help create more engaging combat.
  • There's currently no incentive to fight the non-boss enemies, and also easy to get around them. After the first encounter or two of a given species, I found myself skipping battles frequently since walking past enemies took less time than fighting. Given how early on things are, I'm sure this will get addressed later on though.

Onto more suggestion like feedback...

  • One tap escape from grapples makes them seem a little pointless. I think it would be better if you took normal damage until an attack incapacitates the player.  Or perhaps require several button presses to escape, and maybe let the player get devoured if they don't escape in time, making escaping even harder or completely preventing it.

I wasn't going to mention bugs since I played on a non-target OS (MacOS via Crossover) which can cause bugs not actually present in the game, but I'll drop them just in case.

  • In sandbox, if you respawn after the harpy files off, the harpy sprite remains hidden until defeated. The harpy can still attack and grapple the player when its sprite is hidden.
  • Sometimes after breaking free from a grapple, you can stand where the enemy is and become unreachable by the enemy. The enemy will rapidly switch which direction it's looking, but will not move away.

Great job so far, can't wait to see where this goes!

Developer

Thank you!

player combat and enemy behavior are the two biggest things for me to address right now, but I am working on changing them so that they make a little more sense. This area in particular is also intended to have really easy enemies, since it's kind of a tutorial area meant to teach about other mechanics like switches, locks and backtracking over combat. Enemies going forward should be more difficult, ideally similar to the Warden in engagement with less damage and health.

Others have mentioned the struggle damage thing, which will probably be getting a rework. The intent was to make it so that it keeps the player on their toes about breaking out of grabs, but it doesn't work very well when it's in intervals. The current plan is to change it do a steady damage rate so that it can chip away at your health if you're not careful about quick breaks. Aside from that, it's the one-tap break just because I like the 3-strikes-you're-out method that Packedrat did, but wanted to give enemies varied damage.

Enemies will start dropping energy and money on defeat once those are implemented, which should hopefully create more of a reason to fight or flee, especially if a harder enemy drops more.

Both of those bugs are something that I'm aware of, so you're emulation otherwise seems like it should be working fine.

Make it so we can use wasd insted of arrow keys 

Hi, really good game on godot, even in 0.1 version:3

Can you add farts?(Especially on pred, which lays on the table ><)

Is adding struggling system a good suggestion? (I know some people didn't like mashing button so, maybe adding in as an option?)

Developer

I'm not planning on adding a struggle system, partially because this is really intended to be a spiritual successor to Packedrat, and because it would break up the flow a bit too much in my eyes. I'm picturing getting grabbed by an enemy, struggling for like 10 seconds, and then immediately getting grabbed by another enemy that was already nearby, which wouldn't be super great. Plus it would make bonfire runs a LOT more obnoxious down the line.

(1 edit)

I see... Struggling system become annoying when:

1) Enemy's grab on contact without attack.

2) MC without invincibility.

3) Possible stuck in the same area.

Thank you! I've learn a lot from your explanation.

i have two suggestions, though idk if they where suggested
1, alt scenes for some enemys,  mainly the super common ones and ones with niche scenarios. for example with the four enemys in game, the wolf should probably some variantion since shes in every room, while the rat is alot less common and probably doesnt need a second animation, though a cv scene with them would be fun, and im alittle bias since harpys are some of my favorite speices, but a stanard vore game over for them would be nice.
2, permavore mode, or just a hard mode with 1 life, could be as simple as that, but having cgs or art work for loosing in this mode could be fun, 

Developer

Alt scenes are sort of planned, but they're mainly intended for bosses going forward, with maybe like a few exceptions for regular field enemies. 

1 life mode is a good idea, though I only have a single save slot right now so I might need to add in others just so that you don't lose any and all progress across the board, or maybe just a second button for a no death run.

Hopefully you have an area for foxes and the rats because it would be a shame if niether had areas for themselves maybe some lore as to why you are in a prison in the first place?

Developer

There is lore reasons as to why Graphite starts in the prison, and a small opening cutscene is planned to be made at somepoint (probably just like an Undertale style slideshow with text). Short answer is that after the curse got apocalyptically severe, the king gave orders to just imprison anyone they suspected might be cursed, which included Graphite. They ended up surviving the longest partially because they were so deep into the facility.

Well whatever your reasoning for making this please don't feel pressured and or pushed to make anything I'd hate to see you quit because the 10% can't keep it together

(+2)(-2)
  1. Small, low-effort sprite variations for each individual enemy, so each time you fight another one, they look a tiny bit different.
  2.  Instead of adding moderately-difficult enemies who have a few different attack patterns later in the game, like how some platformers do, I think you should make easy enemies with lots of attack pattern variants closer to the start of the game and so on. It's always fun progressing further into the expanse of the map with the promise of finding a new enemy, but adding some unpredictability to the same enemies we face every time spices the game up. 
  3. Put a lock on the gallery you haven't already defeated or been defeated by :P
(+2)(-2)

Don't gatekeep porn. For the love of god, why would you recommend gate keeping content? That is absurd beyond measure. 

: )

Developer (1 edit) (+2)

Despite the other comment, unlocking enemies for the gallery as you encounter them actually is planned; it's just all unlocked right now because it has enemies that aren't in the main game yet. I'm mostly doing this to encourage exploration and mitigate spoilers that you might get from enemy descriptions, but I'll probably include a button in the settings to just auto-unlock everything if that's what you're here for. For me personally this is a game first and a gallery second though.

I would do the sprite variation thing, but it would be a kind of a pain to keep track of what animation variations link to which other ones, so I'm probably just going to stick with one look per enemy. Stronger variations of enemies are planned though.

(+1)

Is there intent to possibly make the overloaded wolfs belly shrink with enough bouncing and make her hungry again and feed her ourselves for being so rude?

(1 edit) (+1)

Add vore animations into the grapples based on % of HP. Full HP, just a grapple. 75% HP, maw teasing. 50%, head in maw. 25% Swallowed. 0%, full finisher. It would make the game more engaging and, overall, add more enjoyable gameplay for an undeniably vorny audience, as the only current way to get the content we want is to die. 

Give more control over digestion speed, as it happens woefully fast and is hard to enjoy. One moment, you're fully swallowed, then 3 seconds later, everything's already ended. Just letting players press Space to move on the stages of digestion allows for far more enjoyability from the players, and actually lets people see the work that's already been done. Win win. 

More dialogue would be great. Love the direction of each character having their own flare for things, so having more teasing/demeaning dialogue would be yet another boon for this game. Especially if given the addition of the character not instantaneously digesting. 

Don't put a lock on the gallery. Having immediate access to that is not only unfathomably based, but also lets people see the sheer volume of work put into a rather misleading v0.1 file name. I certainly didn't expect there to be as much content present as there already is, and being proven otherwise made for a delightful realization. 

Absolutely fantastic first iteration, and one I sincerely hope gets even more love put into it! The quality from even the very first version is astounding!

Developer(+2)

I'm open to making alternate grab animations based on health, it's mostly just a matter of putting work into animations. Extra animations means more work time and higher risk of burnout, with most of the enemies here already having close to 100 frames in total. Making finisher animations longer is definitely immediately doable though, and a rework is planned for the finisher script to allow them be be a lot more varied, and have individual stages. Being able to manually accelerate them is something that I'm looking at, I just need to make sure that it doesn't outright replace the respawn button (I don't want people to have to button mash if they just want to go back to the save point).

I just mentioned this while replying to another post, but the gallery is going to be unlocked through discovery, with an option in settings to unlock everything if you just want to use the gallery without playing through the main game. This is mostly to incentivize exploration and prevent any spoilers that descriptions might give away (which are currently being treated as teasers for future areas lol). I'm probably going to have a thing that shows the number of enemies discovered vs the full count, so there's still going to be a good idea of how much there is.

(+3)

I didn't even really mean unique animations, but tiering the ones already present. For example, we really only see the facial view in the stomach acid for a fleeting moment. A shame to not see it more! With the animations already in the game, you could just have each play out at differing stages of health, which makes it so that 0% HP just plays the full thing with no escape. With the wolf for an example, the start would be her holding you. Next phase could be her starting to swallow you, leaving you dangling out of her maw and staying there. Third would be her swallowing you all the way. This would give people more time to see the whole animation pre-death and do away with the need for brand new animations. More animations are great, but why not just further highlight what already exists? I think adding more unique animations would be a task better suited for much later, as more enemy variety and actual level progress would better serve the game. I also find that new areas and enemies help prevent burnout since it keeps you moving forward. Not wanting people to button mash is a fantastic direction that I'm glad to see! Sometimes, you just want to keep playing. 

That is a fantastic balance between the two, and one that appeals to both of my sensibilities. I love exploration and completing things like that, but I won't lie and pretend to be the biggest metroidvania fan either. Hitting a wall that would be more or less impassible for me (or more importantly, my patience) would lead to me looking for a full save just so I could get the gallery, at which point I'd likely never play again. Having the gallery as an optional unlock does make me more likely to actually go back later and get through whatever was blocking me before. In short, I think having that helps it appeal to a broader audience. 

Thanks for taking the time to actually read, let alone respond to feedback. It's one thing to see a game have such an outstanding first launch, but it's another entirely to see such responsivity from its developer. I sincerely wish you the best of luck with your game and hope it can flourish. There are very few games like this one, and fewer still that have even a modicum of this game's quality. Best of luck! 

Developer(+2)

That I can probably work with! I'm all for using sections of existing animations for different things if it adds a bit, much less time consuming than making new ones. 

Thanks for the kind words, I was not expecting this hobby project to get REMOTELY this level of reception, let alone this positive, and I'm definitely a little overwhelmed by it lol

(+2)

I eagerly await the progress of this masterpiece in the making! 

Such are the troubles of those who dare to put out good projects. Just make sure to take breaks when needed and not try too hard to appease everyone! End of the day, it's your passion project, so just make it turn out the way you want! Don't feel the need to reply further; I've taken up enough of your time as it is. Best of luck, and may fortune favor your endeavors! 

it would be nice to have some kind of map in the pause menu

Developer(+1)

A map is planned, but it's going to be an unlockable by doing an item hunt quest. I'm kind of going for that vibe that DS1 has with figuring out the layout as you go, and having those 'Oh, this area connects to this area' moments. 

(+2)

Personally, I think that would make the game less enjoyable to play, just because I often have a hard time getting lost without a map in metroidvania type games, and dying in a place I don't remember how to get back to is very frustrating. I get the point of hiding the whole layout from the player, but locking the whole feature behind an objective sounds frustrating.

(+1)

Are You planning linux compatibility anytime soon? Just asking because the game runs at average of 4fps using wine :D

Developer(+1)

It's not a super high priority right now, but I'll look into it. I don't have a linux system, so I can't guarantee it'll work correctly on export and won't have any way to really test it.

Sorry I didn't see the first post, it got flagged as spam for some reason.

(+3)

I love the endosoma, and the unique quotes for it, really appreciate the detail.  a couple things I think would go great with immersion is graphite saying quotes when she loses, which can be digestion/endosoma specific for every mob or boss he loses to. also with endosoma the portrait model isn't changed in surroundings like it is for digestion. honestly this game has great potential, I'm excited to see where you take it, my favorite part is the cock vore scene.

(+1)

There's endo quotes?? Well now I gotta go back and see. 

(+1)

The little side environmental interactions, like being able to talk with and jump on the Wolf girl for some sound feedback is great. I don't have any specific ideas, but more stuff like that would be awesome. 

Otherwise, great animations and sound effects (especially the chaser enemy) .  Good environmental and background design  at start of the game that clues players into what they're in for.  Simple battle mechanics, which I enjoy because I'm bad at platformers. Thanks for posting this. 

Really enjoyed this so far.  didnt expect too far when i first saw the game a couple of weeks ago, looking if anyone picked up on packed. but im very impressed. the pixel artstyle looks nice, the sprite up top is a fun idea and the constant teasing from your enemies while grapples is also fun. overall very curious where this will go and what kind of story will come out of it.
now to some suggestions:

- Im hoping to see Combat more fleshed out, like having a 3 hit combo or generally other attack patterns. 
- maybe enemies can get multiple vore attacks in the future? i was kinda suprised that the big balled Rat shoved one up his ass. 
- The Harpy might need a different fly animation. maybe its just me but the hip jiggle looked derpy to me on her. x3 
- maybe as a gameplay setting: a struggle bar, just a silly idea to give it a bit of a fight if one is grappled

Well that was my mustard to the game.

Note: 99% of thes is maybe just me rambling abovte abselutly nothing you do you dont get burnt out have fun whef what you are making and have a nice day

1 my opinion (defrenly heresy)

2 probely a nofing qualityl fing

3 snakes???

4 mybe level mecanic

1: i have playet your game and its updates is defrently going to be on my radar. I like the plant on the wall whef the littel mecanic to cut a shotcut whef it carontly have my favoriet deaf animation.

2: i fount it a littel hard to drop down stairs well walking down of them my conecting the stairs to the beam they are attached to make them on collidebol on comand myte be to much work for to littel when your system likely just decibels collison for a fhew frames

3: is ther any plans for any snakes/nagas to be added into the game if they dit get adder they can clime poles in the back gronde cult apply to other creturs to if so tho?

4: ider to level if you givet som enemys a den they move to after eating you you cult make some pakur/puzzel whef it or just make it a quick way to get to a high gronde. The reson for thes working dosent matter that much, slow digestion, weird chemicalsits op to you

As I sad dont fell pressuret by any of thes 99% rambling sorry abovte the long coment i hope it wasn't to dumb

(11 edits) (+1)

     Hello! First of all, given it's the first time I see your game and is in its early stages, you got a very solid work already done! Congrats!
Very excited of how it's looking and to know the future of this game, it called my attention a bit when I read it was going to be inspired by Packetrat's game.
     Upon reading just how much I typed on this.... sorry for typing the entire Bible, lol.

____Feedback
     The general movement and animations of the character feels nice, nothing to really say there. Jumping currently has a fixed height, I'd say it feels better when it scales up depending on how long you hold 'Space'. The character struggles to jump down from platforms when moving, stopping you in place as if the game tries to move and stop you at the same time, and holding 'Down' doesn't let you jump off of all platforms you stand on (As in, if theres two platforms ontop of eachother, you cant just hold the button to pass through both).
     

     Very nice aesthetic/visual style. Specially for a solo dev project, this looks pretty neat and should not cause you much trouble compared to other games, you could even make slight variations on the tileables and some objects for depth, subtle guides for the player (we are yellow tape HATERS here) or to identify different areas. I've read about your level roadmap from another post, and I'd be careful to see how each area links together. No idea on what the lore or script is for the game, but never hurts to point that out.

     Basic attacks seem to not do much damage, sticks you in place for a long bit and are spammable, enemies are flung off from the attacks, its sound effect isn't very pleasant to listen to after a while (sounds like shattering glass), and I find no reason to hold my attacks. Making combat a bit faster and "free" could benefit you in the long run, specially if you are planning on adding new mechanics afterwards.  It can grow a very toxic/unsatisfying behavior of just standing around smashing your attack button, which will be an issue in boss fights. I recommend checking other metroidvanias and side scrollers, if you are scared of the controls getting too difficult for keyboard users... using the mouse buttons for combat doesn't feel bad at all in games.

     Very nice menus, there's already a lot of accesibility (If we can call vore fetish tags as such lol) and is completely functional. Given how -Sharp- all the graphics in the game are, seeing the font be slightly blurry feels off, like I suddenly changed my screen resolution. I would recommend having one/few tags for certain sounds like screaming, bone crunching, crying, etc. (if you ever plan to add those in the first place)

     The game feedback when interacting with enemies is a bit too little in my opinion. Perhaps this is probably because of this being an early demo, but it's still nice to mention. A hurt/stunned stance for enemies would be great, specially whenever you jump/struggle away from a grab (Currently, enemies either switch between walk/idle animations, or just stand still).  The player could have more sounds, like landing on the floor, jump, footsteps...

I'd be careful with the "Metroidvania" side of the game, the backtracking. The area with the elevators/sliding platforms forces you to wait for them to come down every time you wanna go up, which is slightly annoying with how slow it is compared to going down, which is simply jumping off the platforms. Either make the platforms appear already at the bottom when you activate them, or make it so you can easily toggle the elevator position while laying the map out... basically make it feel nice to go back and forth. Speaking of maps, one would be nice but I've seen you have one in the elevators area, so making sure there's a few around as quality of life would be great!

____Bugs (Or seemingly so)
     Player is capable of landing hits on enemies behind doors, and I imagine walls too (though this is impossible with the current level design).
     Boss fight music won't stop after beating them (very minor since you can simply leave the area or reload save, but still).

     After escaping from struggling, you have invincibility for a few moments against that enemy. That doesn't happen when you are close to another. You can easily end up locked between two of them.

     The plant enemy can be escaped from without receiving damage. Might not be a bug, but careful in case you want to make a platforming area with a bunch of plants below, players could potentially just jump from plant to plant without loosing hp at all.

____Suggestions

     Given how big areas are, I assume there would be upgrades like double jumps and other possible movement mechanics. Perhaps enemies that could attempt to vore you from a distance could be cool in these cases: A frog sticking its tongue on you and having a struggle mechanic to pull away while it drags you, a spider lasoing you in the air, a suspicious jackalope doing voodoo doll vore on you if you stay in their line of sight for too long... I've read you dont want a struggle system, but the current one is a bit too forgiving, perhaps you can make something more similar to the game Echidna Wars DX, or just quicken the struggle system (Eg. Movement button appears on screen, press the right one quickly enough or you are getting caught)

     Speaking of enemies, you could even make certain ones that can appear in any area just to mess around with people. Slime mimics that hide as objects from the map, additional ghost enemies appear in areas you die a lot... (though these kind of enemies can do for a whole area/level of their own).

     Zoom out the camera a little bit, or make it adjustable by the player. Not only this means some can zoom in to see all the    d e t a i l    but so it doesn't feel too claustrophobic. Specially helps if you are planning on adding ranged enemies, can mess with the level design though, up to you if to adjust it at all or make it a slider for the player to mess with.

     If you need more ideas, I honestly think you can take inspiration from SCP and the game Prey. Its gimmicky type of creatures make for great inspiration for enemy concepts, and you can see it in multiple games already (Enemy that approaches only when you dont see them, slow but unstoppable enemy , sound based hound,  hacker placing traps around...)

     Dont forget to give some love and care to the sound design, it can really give the punch to a lot of things, and be the reason why some elements might fall flat or not feel as impactful... for example, ambience music.

     I am a huge fan of modding tools, but I haven't seen a single project try make mod tools for Godot games, so this isn't much of a suggestion but rather a thought. If you are able to find anything about it, or even create it, that'd be sick as f**k.

     Repeating myself a bit here since I do talk about this in the feedback section, but using the mouse for stuff like attacks feels way better than having everything on the keyboard. You might not use it to move a cursor around, but it's more comfortable in my opinion.

Developer(+1)

t h a t s a l o t o f f e e d b a c k

I can say that at this point, a few of the issues you mentioned are either redone at this point, or are on the todo list. Attack sound has been changed, regular attack has been replaced with single hit attack, charged attack does more damage, enemies have hit indication, etc.

As for the things that I haven't addressed yet:

  • Jump height / drop down - Hold to jump is something that I could potentially implement down the line, and I could definitely see it being an issue with flying enemies in some cases if you can't limit your movement. Currently jumping just adds a velocity impulse to the character, so I'd need to look into how to rewrite the jump script. Fall-through is something that I want to fix, I just need to tweak the code a little so that it checks if the down key is continuously being pressed instead of just a single impulse. All it does is just move the player down slightly, which causes them to pass through the one-way collision on platforms, so I need to make sure this wouldn't cause any issues if it were continuously happening on the ground.
  • Menu things - As for the blurry text, I briefly looked into text stuff while writing this, and found that you can turn off antialiasing for fonts. Text looks much crisper as of now, if a tiny bit weird in some places due to font sizing at 2x pixel scale. Enemy messages also look significantly better now too. I don't plan on adding sound settings like the ones mentioned, just because I generally try to keep stuff fairly lighthearted, and that's a little outside of my comfort zone.
  • Enemy stun / break invincibility - Enemies actually do have a stun state that they switch to when the player breaks from a grab, it's just not very obvious at the moment. I'll add clearer stuns to the todo list, probably as like a half-opacity sprite type thing. As for the player breaking the grab near other enemies, that's actually something super important that I hadn't considered, because I was just testing on single enemies while making the break system. I will be adding a player invincibility period on break to the todo list.
  • Map - I've mentioned it elsewhere, but a map is planned as an unlockable at a later point, otherwise having more diegetic maps and other directional hints up until that point. Fast travel from certain save points will also be implemented probably in the update after this next one, which should limit how much you can get lost as well. The elevators in the large vertical room can have their start position switched, but I originally was worried that people might just drop down the pit without turning on the power, so they were set to start at the top. I've since realized that I can just put a fall-through platform over the default position without any collision issues, so this can be changed.
  • Camera zoom - The camera has been zoomed out somewhat at this point. I originally thought that I couldn't adjust the camera zoom without breaking the pixel scale, but changing the game's window scale instead of the camera gets around this, and doesn't break when going fullscreen. (current release scale is at 960p, development version is at 1200p. Not a massive change in zoom, but enough that ranged and fast enemies should be much less bs. ) Zoom can't be manually adjusted in-game without breaking pixel scale or potentially seeing past the edges of the map though.

All of the bugs mentioned have been looked at at this point (the plant thing is actually deliberate; the chain jump is exactly why they don't do instant damage, specifically so that it can be used to climb walls).

The suggestions you've given are pretty good as well, though I don't plan on adding a struggle mechanic to breaks to avoid pacing issues. I especially like the prop mimic enemy, and attacks like the ranged grab. Things like that could definitely have a struggle mechanic still in there for the hook grab before the actual main grab.

I would be open to modding, but I have literally no idea how that would work in Godot, and my code skills are definitely not at a level that I would be able to do it without a lot of research, trial and error. (That and I don't want people to see the actual spaghetti hell that is the entity setup lol)

(1 edit) (+1)

     Glad to hear the majority has been solved! And yeah, I tend to overexplain myself since im passionate with gamedev too haha!

     I can imagine you can patch the jump so you get vertical velocity by holding down until a set deltatime. That should allow you to not redo all the code, but itll need some value tweaking so the player doesnt shoot upwards like a rocket.... no idea if something like that would be possible, my only code knowledge is with Unity, there should be some Godot sidescroller guide with such info for sure.

     Cool! That sounds about right for the antialiasing. Personally glad you will be taking a more lighthearted approach lmao, so fair enough!

     I did see there was an invincibility state, is just that it felt like it was from [EnemyInstance] to [Player]. So, if theres a second enemy nearby, it would not be stunned. I'd have to check for myself again though, cannot say for sure. Nice it's there!

     Using plants as platforming sounds really cool! Excited to see how that will affect the level design. I'd recommend tweaking the camera so it doesn't zoom in right after getting grabbed then, so we dont have it zoom in and out constantly, could be disorienting.

     Yeah I saw your concerns with struggle systems and pacing, which I do agree that it can be incredibly annoying to deal with whenever you are not getting grabbed on purpose... is just, as you said, some enemies with ranged attacks might need it more so they don't become insufferable. Echidna Wars DX took that kind of approach, very similar to what you have for now, only very specific enemies have a struggle mechanic and instead uses a magic/stamina bar (you use it to either do powerful attacks or avoid damage from the first 1-3 grabs).

If the camera showing too much of the scene becomes troublesome, I'd suggest creating some camera boundaries, just so you don't have to deal with the camera showing potentially out of bounds. You know, stopping the camera from moving to the right when you reach said side of the room.  Though if you wan't to create secret rooms for the player to find, it might cause more problems than the intended... something to mess around with I guess!

     Yeah modding can be a bitch and a half, and most of it comes from having very grounded devtools to ease the process. Don't blame you at all if you prefer to not deal with all that garbage, I wasn't even able to find a straightforward enough answer when I looked at it myself lol.

(+1)(-1)

more cv stuff, would be neat :3

(-1)

also, what about makin discord server about the game

(First of all, sorry for the English, I'm not a native speaker and I'm using the translator)

First of all, the game has a lot of potential, and watching this game reminded me of old programming classes I had on a similar engine that I had to stop... but this game revived my desire to create games (nsfw or not) and I did a thorough analysis of the game to try to help;

Basically, the problems with the gameplay are currently the lack of combat variety and minimal difficulty, like I did a test and most of the game can be passed running if you have skill and the enemies can be easily eliminated.

I know these problems are obvious since it's still v0.1 but I suggest you focus on the gameplay, mechanics and game style before creating new enemies and levels, because what differentiates an adult game from adult content is the gameplay that comes with the content.

I know you're making the game your way, but I have some ideas and mechanics that, if implemented in a specific order and preferably before you plan and create the rest of the game, will enrich the player's experience. (The phrase, "I came for the +18, I stayed for the gameplay" is famous in my online friend groups)

During today's work, I ended up thinking about this game and imagined some systems that would add some new mechanics and styles, along with covering up the current problems like lack of variety.

But I'll just talk here about the main ones that I think you might be working on something similar:

-Stamina/resistance and escapism.

Basically it would be like this:

We imagined Sewer rat (I don't know why, I loved this character, my favorite so far, although I don't like scat.)

He grabs the player, at that moment he tries to vore the player, who uses his arms to try to avoid it.

At each animation loop, the Sewer rat tries to suck the player, using up the player's stamina, who tries to avoid this. The amount would vary depending on the enemy, let's say 2 at each animation loop for the Sewer rat.

If the player doesn't press anything, he is sucked into the Sewer rat's hungry ass without any resistance or much stamina consumption (maybe the player wants to test fate, new mechanics, use an item that is necessary to be inside the enemy... it's up to you), but to get out, more stamina will be needed than to avoid being swallowed.

And if you want to make the game challenging, make the stamina have a limit on how much it can regenerate, like:

Start the game with 100, but if you escape from several intestines, it only regenerates on its own up to 30, thus forcing the player to be strategic, avoid groups or waste stamina because as they try,

let's say, stronger enemies take more stamina with each loop and require even more to escape from inside them, thus perhaps opening the door for a stamina upgrade mechanic.

In short, that's it, I had several ideas, some that worked in synergy with this mechanic and create new ones in an optimized way, but hey, I'm just suggesting, of course the game is yours, but if you want more ideas and/or help, just let me know, but of course, I hope you keep up the great work.

Anyway, sorry for sending a long message late at night, anyway, great game.

Should I move my feedback/suggestions from the thread I made to this thread?

Will there be any sort of 'struggle' system when you get grabbed or is it always intended to just jump out with space bar whenever?

Developer

It's intended to be an instant break, mostly to prevent combat pace issues.

I would like there to be a dash like Megaman to make the gameplay more frenetic, I would also like the enemies to have charges and more attacks

I like the boss to have ranged attacks that leave you stuck and hits at short distances.

and also that you could read the posters because the lore, I'm sorry, will be very good

along with an npc appearing at the beginning to help you escape and this explains the tutorial

Developer

An i-frame dash is planned, but it's going to be an unlocked upgrade for defeating a boss later down the line.

(-1)

I wonder if there will be safe vore in the game. 

Developer(+1)

Disabling all digestion enables this

But are there going to be safe vore in the base game

Looks great so far! I would probably suggest changing the sound of your attack. It feels very weird and unrewarding. Very good game so far I look forward to see what you add!

Developer

The attack sound has been changed to something more generic as of right now, probably going to do some more sfx work on it later on.

(+1)

Loving the game so far, and I'm always happy to see another metroidvania vore game. Only thing I could really suggest that hasn't already been mentioned would be a way to see the vore animations for longer without having to be in endosoma mode. Currently, the only way to see the digestion/struggle animations for longer than 5-10 seconds is to turn all digestion off. And while that's fine, I personally think it would be nice to see them for longer without having to turn the stomach sounds off.

(+1)

Nvm, I just saw that you mentioned this already in the feedback implementation plans lol.

(+1)

First of all, I would like to say that I really love what you're doing here. Very few games go so in-depth about content toggles. Endosoma being an option is an instant win from me, and disabling things you don't like is always nice! I will look forward to seeing how your project evolves. Basing it on PackedRat with dialogues from the foes is a very nice touch, too!

The game didn't seem too difficult, but that is to be expected - it's the tutorial area, after all. Everything seemed straightforward and backtracking to save wasn't all that difficult to do, either. Judging by the previous replies, you do not intend to switch away from the one-tap struggle, which is alright, I respect that.

However, I do have to ask, do you plan to let the enemies swallow Graphite before all their health is depleted and they're incapacitated? Having them just hang from a grab with no progression is a little bit of a bummer - but if not, I can probably live with that.

Other than that, you have a nice game on your hands! The platforming is solid, the combat isn't clunky, and  goodness does the bunny feel nice to control...

Developer

A submit button is already implemented in the dev version as of now; a brief preview of which can be found here: https://www.furaffinity.net/view/59455550/

(+1)

Ohh, that is so good to see! I'm definitely gonna be using that button a bunch to see all the dialogue that stems from it...

That aside, good luck on your project! I'll be following, quietly!

Don't know if it makes sense with what you've already planned out but I personally would love a male skunk enemy that blasts you with farts as the struggle and uses his tial either to CV or AV you, in this case with optional waste ending 

(2 edits) (+1)

This may seem pretty basic compared to other people here but just wanted to give you a simple idea.

How about a robed monk/priest style of enemy? My initial idea was a hooded crow (flightless) that only wears a long robe and hood with the front exposed. There main attacks possibly being sudden dashes towards the player that you have to dodge or counter, and if you want them to be harder they could counter direct player attacks unless they do something to get around that. If they could fit in any style of area you already have planned, could have them as a cock vore enemy with a large sack, bonus is you could just close up the robe if you wanted different models for SFW. 

This is just an idea I'm posting cause I loved seeing the demo you have already. I really liked packedrat and I'm very happy to see someone making a game like it. ^v^

Developer

This isn't too basic at all! A really good chunk of dev time for me is honestly just figuring out what each enemy will be, so things like this are greatly appreciated. Avian characters in particular are a little difficult to implement because they have a more specific place in the game's world than other species, but I like the idea and might potentially have a place I could use something similar to it.

no worries! I just said crow initially cause it鈥檚 my favorite bird anthro, but feel free to use the idea however you like! Just having a little bit of an idea of mine put into this little gem would make me feel really honored! :>

Oh, I actually didn't realize people were dropping enemy ideas. Forgive me if I'm repeating someone, but.. Lizards. Hear me out. Kobolds, chameleons, dragons, any lizard honestly. Or amphibians like frogs and such. More feral-ish or anthro, but it'd be nice to see some representation for scaled and/or slimy creatures!

I noticed a content switch where you could turn off possession and I was wondering if there will be like a spirit enemy that will try to possess the player and take control of them I think it would kinda fun to fight against a enemy type that actively takes control away from the player and if you loose they go inside and walk off as the player possessing them

For the browser version, do you think that you could add mobile controls? Packedrat and other games have it, and it shouldn't be too hard.

Developer

I can look into it, but it's not high priority right now.

(+2)

Let me just start off by saying when I heard that this was intended to be a sort of spiritual successor to packedrat, I was already intrigued. Your spritework is really really good, for whatever reason I have always enjoyed vore in a sprited pixelated medium to more 3d and realistic approaches, and you certainly do not disappoint. Of the few things that are already present its clear you have a good vision for this project, and I am very very excited to see where it goes. Now, onto my actual suggestion;

Enemy Suggestion: Rabid Squirrel - A squirrel boy afflicted by the curse whose anatomy was significantly changed by it, (has very large nuts lol), the enemy would be pretty feral, having a darting sort of behavior or lunging at the player aggressively but clumsily, upon catching the player attempting to shove them into their oversized balls via CV. I think making them appear fairly innocent outside of engagement range could be a good trick with them, the curse only fully stealing their senses from them when they see viable prey, and otherwise acting as shy and cowardly characters, until the curse makes them go practically feral at the sight of the player, or other NPC's if that's a thing you've considered. On that note actually;

Mechanic Suggestion: One of my favorite but lesser appreciated features of the original Packedrat was that enemies could and would vore each other, and sometimes even had post vore interactions with one another (EX: The Deer boy CV's the player, then a harpy lands where the Deer is, and the Deer would fuck the harpy and fill her up with your remains), and I think that would be a good thing to have here, not sure if this was something you had in mind already, but I'd be remiss not to mention it. tl;dr I think Predators should have some interactions with each other. I would suggest things like powerups or abilities for the main character, but I'm reasonably sure you probably already had something along those lines in mind. 

Overall, I really like this project and can definitely see the potential here, I hope this is at all helpful.

Any CV or UB would be grand

Developer(+1)

Literally the next 2 enemies I need to work on

I want to play this great game on my MAC.

Developer

Same kind of issue with Linux on my end; I can technically export it to Mac, but I have no way of testing if it actually works correctly or do bugfixing in that case. I don't know why it wouldn't, but still.

馃槶

锛圱his is machine translation锛塎ay I ask if there are any plans to develop a mobile version of this game? (For example, for the Android system)

Developer

I'm hoping to make an Android version later on, but it's not an immediate priority.

Yeah!

(+1)

Would love to see Graphite have reaction quotes to getting vored.  Like different quotes for enemy type, vore type, and even endo/fatal type. Would definitely be an interesting addition.

Developer(+1)

I thought about doing this, but mostly decided not to to avoid having the screen flooded with messages. Enemies that can't speak, or just wouldn't naturally have dialogue usually have Graphite react instead though.

Could there possibly be a mobile version made? This game looks really good so I'd like to play it.

(1 edit)

The ability to assign key bindings would be very appreciated, but I imagine it might be slightly harder to implement than simply adding multiple redundant keybindings. If I may suggest--

  • Movement = WASD and Arrow Keys
  • Attack = [J], [Z], and [Numpad1]
  • Jump = [K], [Space], and [Numpad2]
  • Interact = [C], [E], and [Enter]

This would allow people to use the current controls, a typist's controls with their hands on the homerow keys, or a calculator's controls with their off-hand on the numpad. No need to add extra menu elements or toggle options.

PS. It works on Linux if I run it through Wine. I didn't notice any bugs.

I have no idea whether there'd be a place for this, but I'll take a shot and suggest it anyhow.

A trio of hanging bats that get alerted by player (possibly also enemy?) movement, and when startled shoot downwards in a /|\ pattern to attack the target. Could be a challenge for scenarios where the player will have to plan out a time-sensitive path to avoid other enemies whilst simultaneously making sure not to alert any bats/take advantage of their movement patterns. Which manner of vore would be involved, I'd just leave up to your discretion. Maybe splitting up various types between the three based upon whichever caught you would work.