Pokemon Vs Aliens - First Demo DISCONTINUED
EDIT: PLEASE READ!
Hello. Please know that this is an old file. There will be NO updates for the title Pokemon Vs Aliens. Be known that there is a glitch which crashes the game if you are running on a Windows 8 PC.
The project has been morphed into a different project and will be revived in another way.
The game file will remain up for the time being BUT could be removed if I need the space for other projects.
It's been a long time coming, but here it is!
I, ZackFox101 proudly presents; The First Demo of Pokemon Vs Aliens!
Finally, I am able to show you guys (and girls (I hope)) what I've been working so hard on for so long.
what is Pokemon Vs Aliens?
PvA is a fan-made Pokemon video game, you will role-play as four Pokemon to fend off an alien invasion.
along the way, our characters will gain the ability to use Vore, and use Vore to fight against the invasion.
This demo will cover the start of Lily's story to the first boss stage.
If you take you're time, playing through this demo should take a little less then an hour.
True, it does seem a bit short considering how long I took to make it, but there was a lot of ground work to do.
Even though this is only a demo version, I hope you will notice all the details I've added and see potential Pokemon Vs Aliens has.
There are still things I want to change in this portion of the game,
such as rewriting some of the dialogue to draw out the characters better.
Be sure to check out the readme file.
Here is the link http://www.mediafire.com/?4lnmylgfbq64vf5
Please enjoy the game!
Feedback is welcomed.
If you encounter any bugs, errors, or have any questions,
Please leave a comment below or send me a note/massage here on FA.
EDIT: a few bugs to take note of,
the space advances the text,
if you get to the Extra Stage and it says "press any key" press P, I set it up that way for testing proposes. and I forgot to set it back.
the Esc key quits the game.
Hello. Please know that this is an old file. There will be NO updates for the title Pokemon Vs Aliens. Be known that there is a glitch which crashes the game if you are running on a Windows 8 PC.
The project has been morphed into a different project and will be revived in another way.
The game file will remain up for the time being BUT could be removed if I need the space for other projects.
It's been a long time coming, but here it is!
I, ZackFox101 proudly presents; The First Demo of Pokemon Vs Aliens!
Finally, I am able to show you guys (and girls (I hope)) what I've been working so hard on for so long.
what is Pokemon Vs Aliens?
PvA is a fan-made Pokemon video game, you will role-play as four Pokemon to fend off an alien invasion.
along the way, our characters will gain the ability to use Vore, and use Vore to fight against the invasion.
This demo will cover the start of Lily's story to the first boss stage.
If you take you're time, playing through this demo should take a little less then an hour.
True, it does seem a bit short considering how long I took to make it, but there was a lot of ground work to do.
Even though this is only a demo version, I hope you will notice all the details I've added and see potential Pokemon Vs Aliens has.
There are still things I want to change in this portion of the game,
such as rewriting some of the dialogue to draw out the characters better.
Be sure to check out the readme file.
Here is the link http://www.mediafire.com/?4lnmylgfbq64vf5
Please enjoy the game!
Feedback is welcomed.
If you encounter any bugs, errors, or have any questions,
Please leave a comment below or send me a note/massage here on FA.
EDIT: a few bugs to take note of,
the space advances the text,
if you get to the Extra Stage and it says "press any key" press P, I set it up that way for testing proposes. and I forgot to set it back.
the Esc key quits the game.
Category All / Vore
Species Pokemon
Size 1280 x 978px
File Size 316.1 kB
ok heres exactly what happened. i clicked the link (useing google chorome) and it takes me to the download page, i download it. then i go to where it is in folders, and i right click and click open. then after a while a popup comes up saying that internet explorer has stopped working, and then when i click on the new internet explorer pages, ones just a blank page, and the other is some other pop up saying 'veiw downloads" with nothing on it,
welp, just finished it, it was great, loved lilys reaction to eating the houndoom, the only bad thing was how long some of the places were to get past them by going back and forth, i cant wait for the next demo. hope its soon. and seeing lily eat the alien made me in a vore mood, thanks for the great game
I just played a copy from the link, I didn't encounter a problem. I did test the game on two other computers and they did have some issues running it. i think it was because the computers i ran it on were to slow to hold the game. when you played it, did it feel Sluggish in any way? and was there a slow frame rate?
I encountered that as well, and after fiddling with it a bit, I think it's because the values over-carry. Like, let's say pressing up increases the opacity, and pressing down decreases it, where the maximum and minimum values are 0, and 100. If you press down to decrease it while it's already at 0, it seems to decrease the value further below 0, and you therefor have to then compensate by holding up longer.
From what I found, the direction overcompensate when you're at max or minimum opacity, and press the wrong direction. For example, if you press up for a second while that direction's opacity is maximized, you'll have to press down for an additional second to compensate before the opacity will actually start changing.
Well, I quite enjoyed that, thought it was overall a nice, fun experience. :3
There are a couple of what might be bugs I picked up on, for example some of the berries do not seem to restore any health. It may be that they restored so little that I didn't notice, but I think there were a few towards the end that did nothing. The other bug came from a difficulty with the chase scene, it seemed some logs were jumpable but others were not, though it may have been slightly bad timing on my part, so possibly not. :3
The chase scene was nice for variety of gameplay overall I thought, however I think perhaps offering health restoration and/or a save point between the chase gameplay and the actual boss fight would be a nice addition to keep the difficulty at a decent level and save the frustration of going through all the dialogue and chase again and such.~
Overall, quite impressed, worth the wait I think and the good outweighs the bad as far as this demo goes. :3
There are a couple of what might be bugs I picked up on, for example some of the berries do not seem to restore any health. It may be that they restored so little that I didn't notice, but I think there were a few towards the end that did nothing. The other bug came from a difficulty with the chase scene, it seemed some logs were jumpable but others were not, though it may have been slightly bad timing on my part, so possibly not. :3
The chase scene was nice for variety of gameplay overall I thought, however I think perhaps offering health restoration and/or a save point between the chase gameplay and the actual boss fight would be a nice addition to keep the difficulty at a decent level and save the frustration of going through all the dialogue and chase again and such.~
Overall, quite impressed, worth the wait I think and the good outweighs the bad as far as this demo goes. :3
thanks for the feedback!
The berries... yea, little health. I was thinking of getting rid of all the berries I don't need and only feature the ones I do need. (Oran Berry for example)
The chase part is about timing, when I first made the stage, I had the same problem but over time I got the timing down.
between the chase and battle, I'll... look into putting a save there but if I can't, I'll place some strong in the battle field to help the player.
The berries... yea, little health. I was thinking of getting rid of all the berries I don't need and only feature the ones I do need. (Oran Berry for example)
The chase part is about timing, when I first made the stage, I had the same problem but over time I got the timing down.
between the chase and battle, I'll... look into putting a save there but if I can't, I'll place some strong in the battle field to help the player.
I hope you keep in mind you don't delete the berries you actually planning to cure negative effects like poision :)
(Sorry for much attention everywhere on this comment section, but feel free to check. Oh and I have also posted a Private Message regarding of this game as well judging no one have posted about this thing or they want it to keep secret away from public like I did after you read it ;)
(Sorry for much attention everywhere on this comment section, but feel free to check. Oh and I have also posted a Private Message regarding of this game as well judging no one have posted about this thing or they want it to keep secret away from public like I did after you read it ;)
start Lily's story, when you get to the stage where you first see the weedle, go down the stairs into the dirt area and head left till you hear the ring sound from sonic, face up and Bite to find the easter egg, the easter egg will end with a clue to where the next easter egg is. (the easter eggs are just me tell you some things I'm planning for later in the game.)
thank you for your feedback.
I will take a look at the chase stage. thinking about it, I may be able to make the controls a little better...
I use Game Maker 8, I am not sure if it can produce a "Linux version" tho, I'll be sure to check about and see if it's possible for Game Maker.
I have tried to set up the game to run external sound files, but I haven't had any luck on that.
I will take a look at the chase stage. thinking about it, I may be able to make the controls a little better...
I use Game Maker 8, I am not sure if it can produce a "Linux version" tho, I'll be sure to check about and see if it's possible for Game Maker.
I have tried to set up the game to run external sound files, but I haven't had any luck on that.
The boss battle after that chase level also suffers from those buggy controls(sometimes Mightyena doesn't move when pressing a key) and Houndoom's HP bar is missing. What I meant with "Linux version" was just the Windows version but with external sound files. I know that Gmae Maker can't produce real Linux versions because it's Windows-only software.
I don't really have to answer the to buggy controls part, maybe it's Linux, maybe it's the game. next time I'm test it I'll give the controls hell and see if it starts to bug out on me. and the Houndoom HP bar... there is none.
but again, I have tried to set up the game to run external sound files, but I haven't had any luck on that.
if I was able to play external sound files it would be benefit the Windows player too.
but again, I have tried to set up the game to run external sound files, but I haven't had any luck on that.
if I was able to play external sound files it would be benefit the Windows player too.
Someone on Furaffinity by the name of darklord92 is in production of a vore game using Game Maker 8. It isn't as high quality as your own game, but he successfully set it up so that many files (including sound files) loaded up and used external files for monsters as well as for sound files. Maybe you can talk to him about setting up external sound files for your game.
the save points are statures you find. the first one is at the end of the first route... but it's looking like I'll have to place one at the start of the route.
there is a book in the library that tells you about the stones, but it looks like people keep missing it. =p
there is a book in the library that tells you about the stones, but it looks like people keep missing it. =p
thank you for your feedback.
I will take a look at the chase stage. thinking about it, I may be able to make the controls a little better...
I use Game Maker 8, I am not sure if it can produce a "Linux version" tho, I'll be sure to check about and see if it's possible for Game Maker.
I have tried to set up the game to run external sound files, but I haven't had any luck on that.
I will take a look at the chase stage. thinking about it, I may be able to make the controls a little better...
I use Game Maker 8, I am not sure if it can produce a "Linux version" tho, I'll be sure to check about and see if it's possible for Game Maker.
I have tried to set up the game to run external sound files, but I haven't had any luck on that.
I absolutely love this. This is probably one of the best vore games I have ever played it wasn't boring either it has a good captivating story that makes me wana find out more. Especially makes me curious how many other vore possibilities could happen. I am REALLY looking forward to more of this.
This is a pretty great start if anything else, there's a lot of great details and I can tell you've put some time into it already. x3
My only complaint is that the text scrawl is too slow for my taste, and it's not like it's a RPG Maker game where you can hit a button to advance the text to the end of the current line, while it's typing. <.< Also, some of the puzzles where you just had to walk back and forth between certain points a lot of times to set off the traps, I just said "screw it", got hit right before the last Voltorb, and walked through him while invincible from the first damage.
Also, if anyone's having a problem with the chase scene, stay pressed up against the left/right side, there's a lot less action there. Actually, you might not get hit at all. (probably something to look at from a designer perspective, too, I really don't think anything hit me at all, though there were a few things that came near)
But yeah, great start, can't wait to see more!
My only complaint is that the text scrawl is too slow for my taste, and it's not like it's a RPG Maker game where you can hit a button to advance the text to the end of the current line, while it's typing. <.< Also, some of the puzzles where you just had to walk back and forth between certain points a lot of times to set off the traps, I just said "screw it", got hit right before the last Voltorb, and walked through him while invincible from the first damage.
Also, if anyone's having a problem with the chase scene, stay pressed up against the left/right side, there's a lot less action there. Actually, you might not get hit at all. (probably something to look at from a designer perspective, too, I really don't think anything hit me at all, though there were a few things that came near)
But yeah, great start, can't wait to see more!
thank you foe your feedback!
the space bar is the text advance key. I guess I need to find a way to tell the player that in game...
I may speed the Text up as well.
you found my tricks with the Voltorb and the chase bits. =P
and thanks for offering to help me with audio/music, maybe you can send me a massage that describes your strong points in audio/music.
the space bar is the text advance key. I guess I need to find a way to tell the player that in game...
I may speed the Text up as well.
you found my tricks with the Voltorb and the chase bits. =P
and thanks for offering to help me with audio/music, maybe you can send me a massage that describes your strong points in audio/music.
alright just done with it...and I'm really impressed ^^ not only by the story and the work put on it and the game itself...the vore scene was also a great bonus and was well made too ^^ you should consider having them as unlockables kinda like when someone wants t see cutscenes again :3
only point I'd like to make is that maybe there should be a way to make text run by faster as it's kinda slow as it is ^^
also, vorish moment...Lily makes for one really nice pred =^^= sorry but I had to say it X3; looking forward to the next demo!
only point I'd like to make is that maybe there should be a way to make text run by faster as it's kinda slow as it is ^^
also, vorish moment...Lily makes for one really nice pred =^^= sorry but I had to say it X3; looking forward to the next demo!
Pretty good game, love the vore scenes themselves. The art style works surprisingly well with the sprites and the cut-scenes are pleasant ways to break up the game.
There are some issues, but that's what betas are for. First off the controls are a little stiff. For whatever reason if I hold one direction, then press another while still holding the first, then release the second the character stops. It may seem like an odd complaint but this is the first game I've plaid that doesn't have the character continue moving the first direction and (for me at least) it's become the default control for going diagonally in an RPG.
Also I'm getting a lot of lag on the river screen. Not sure if it's the number of characters on that map or the river texture, but this is the first time I've had an RPG maker game lag on my rig, so you might want to look into that.
Then there's the pacing. This game is slow, and I can't really see a reason for it to start so slowly. There's a number of scenes where control is taken away from the player to watch the character follow another character. These are okay when used sparingly but in excess they can be really dull, especially since there's no way to skip them or make them go faster, which is exactly what players want to do if forced to see them again due to restarting the game or having to replay a sequence.
The last Voltorb puzzle you might want to look over again. Most people take issue with backtracking and having the player run back and forth across the same screen six times can get mighty repetitive. I mean solving a puzzle is one thing, or asking the players to navigate a maze, but asking the player to just run back and forth seems like a waste.
Oh, and the logs in the chase scene always seem a lot wider than the warning implies.
Sorry if this sounds nit-picky, I don't mean to come off that way. I just feel like betas and demos are the time to point these sort of things out, while the game is still being worked on. On their own little issues like these aren't that big of a deal, but they add up over time and can make a great game unplayable. Just trying to help.
There are some issues, but that's what betas are for. First off the controls are a little stiff. For whatever reason if I hold one direction, then press another while still holding the first, then release the second the character stops. It may seem like an odd complaint but this is the first game I've plaid that doesn't have the character continue moving the first direction and (for me at least) it's become the default control for going diagonally in an RPG.
Also I'm getting a lot of lag on the river screen. Not sure if it's the number of characters on that map or the river texture, but this is the first time I've had an RPG maker game lag on my rig, so you might want to look into that.
Then there's the pacing. This game is slow, and I can't really see a reason for it to start so slowly. There's a number of scenes where control is taken away from the player to watch the character follow another character. These are okay when used sparingly but in excess they can be really dull, especially since there's no way to skip them or make them go faster, which is exactly what players want to do if forced to see them again due to restarting the game or having to replay a sequence.
The last Voltorb puzzle you might want to look over again. Most people take issue with backtracking and having the player run back and forth across the same screen six times can get mighty repetitive. I mean solving a puzzle is one thing, or asking the players to navigate a maze, but asking the player to just run back and forth seems like a waste.
Oh, and the logs in the chase scene always seem a lot wider than the warning implies.
Sorry if this sounds nit-picky, I don't mean to come off that way. I just feel like betas and demos are the time to point these sort of things out, while the game is still being worked on. On their own little issues like these aren't that big of a deal, but they add up over time and can make a great game unplayable. Just trying to help.
Played through the game, and I enjoyed it a fair bit.
Just a few things though; I'm not sure if it's the game-maker's compiler or what not, but, holy gods the RAM and CPU usage for this thing were INSANE. Are there any means for lowering those? X3 I mean, in smaller screens it didn't seem to be so bad, but in larger screens, sweet jesus, chuggy.
The game play is pretty solid, but I'm really not sold by the back-tracking through the same map, going back and forth to proceed. There were a few screens where I just said "SCREW THIS." Ran into a voltorb and continued into the next screen.
Some scenes felt just.. -reeeeally- long. The chase scene and the final battle in particular, with no method of knowing how far there was to go. And after a while of both, once I had the pattern down, I was more bored than anything, waiting for the battle to finish.
I'm with Sparky on the idea of having the ingestion scenes in the Bonus features, because those were -Fantastic-. And I of course, kept going back to the save point, and rewatching them. :Dc
The story is good as well, very intriguing. I'm certainly looking forward to more. (Hopefully I'll have a better system by then, so My first issue won't be so bad.) Keep up the wonderful work. :3c
Just a few things though; I'm not sure if it's the game-maker's compiler or what not, but, holy gods the RAM and CPU usage for this thing were INSANE. Are there any means for lowering those? X3 I mean, in smaller screens it didn't seem to be so bad, but in larger screens, sweet jesus, chuggy.
The game play is pretty solid, but I'm really not sold by the back-tracking through the same map, going back and forth to proceed. There were a few screens where I just said "SCREW THIS." Ran into a voltorb and continued into the next screen.
Some scenes felt just.. -reeeeally- long. The chase scene and the final battle in particular, with no method of knowing how far there was to go. And after a while of both, once I had the pattern down, I was more bored than anything, waiting for the battle to finish.
I'm with Sparky on the idea of having the ingestion scenes in the Bonus features, because those were -Fantastic-. And I of course, kept going back to the save point, and rewatching them. :Dc
The story is good as well, very intriguing. I'm certainly looking forward to more. (Hopefully I'll have a better system by then, so My first issue won't be so bad.) Keep up the wonderful work. :3c
thank you for the feedback.
I did check the task manager on the computer and it did seem ok. HOWEVER, when I tested it on one of my slower computers, the game almost it. that's why I have a slow/old computer notice with the game. in the future I will try to find ways to get the RAM and CPU usage down.
I will rearrange the voltorb level, everyone hates it...
I do plan on adding a "Vore Room" option to the bonus menus later on.
I did check the task manager on the computer and it did seem ok. HOWEVER, when I tested it on one of my slower computers, the game almost it. that's why I have a slow/old computer notice with the game. in the future I will try to find ways to get the RAM and CPU usage down.
I will rearrange the voltorb level, everyone hates it...
I do plan on adding a "Vore Room" option to the bonus menus later on.
Dah, as much as I'd rather not comment, I feel like some constructive criticism for further development is what you seek, what with this being a demo and not a full-fledged game :u
(also a throw-away account for low-profiling, so ugh)
ANYWAY! Onto the stuff that may be of interest to you.
First and forthmost is the gameplay mechanics. They're pretty solid, but they seem to cling when issuing different commands. This is most noticable when moving (it later became painfully obvious during the boss fight). The problem going on is when you use one directional command, holding that key, then using another just for a brief moment, then expecting the key you were holding down to continue after you release the secondary key. Rather than continuing, it defuncts the first key being held and prioritizes the second. Perhaps find a way to fix this so that when moving, it will be fluid?
The texts could use some work (oh, you mentioned that the grammar and sentence structure was in need of fine tuning), but the problem I personally had was how after almost all the character texts, you have the pokemon call sound play. This got fairly annoying before I even left the library phase. As a personal bit, you could either tone down the volume on the voices, or only play the voices during "excitement", "greetings", etc. Having it play after each character talks to the other got annoying quick.
Another issue I had was with the map... though not particularly the map itself. I wasn't able to find the proper button to exit it. After a while, I gave up and hit Escape... should probably look into disabling "Escape" as the default "Quit and Close Game" button, since it's mostly used to "Exit" things in-game in some cases too.
(anyone not having had played yet, beware! there be spoilers ahead!
During the chase scene, it was pretty solid. Though, there were some issues with sizing and color blinding. On the issue of sizing, I was often thrown off guard by the size of the logs and trees not exactly matching the warning icons. Though this is a minor gripe of mine, it could use some tuning. Regarding the colors though, the red warnings on green don't exactly mesh well. I often had trouble figuring out if it was a tree or log due to the red-on-green. Perhaps, since its a forest, you could darken the grass and background some, or change the warning icons to a more noticeable color variant? Medium shaded Yellow with a black border might be more noticeable in this case.
(still more spoilers here guys and gals)
Overall, everything looks nice. Though I should say that some sprite-editing is in order for Lily, at least enough so that it matches herself somewhat. It just seemed a little silly to me seeing her talking icon not match up with the sprite. Then again, as a personal gripe, I never really did like a large number of the P:MD sprites... one of them being Houndoom's. He just walked really funny, and I didn't like it in the game... can't quite say I like it much in your game either, though I could say differently during the chase. A little editing here and there should remedy that though, I surmise. So far, some good progress. I'm hopeful that the next installment(s) come out a bit quicker once you have everything solidified for the gameplay and then are able to work on cutscenes at a relatively peaceful pace.
.... omgwalloftexti'msosorry ;n;
(also a throw-away account for low-profiling, so ugh)
ANYWAY! Onto the stuff that may be of interest to you.
First and forthmost is the gameplay mechanics. They're pretty solid, but they seem to cling when issuing different commands. This is most noticable when moving (it later became painfully obvious during the boss fight). The problem going on is when you use one directional command, holding that key, then using another just for a brief moment, then expecting the key you were holding down to continue after you release the secondary key. Rather than continuing, it defuncts the first key being held and prioritizes the second. Perhaps find a way to fix this so that when moving, it will be fluid?
The texts could use some work (oh, you mentioned that the grammar and sentence structure was in need of fine tuning), but the problem I personally had was how after almost all the character texts, you have the pokemon call sound play. This got fairly annoying before I even left the library phase. As a personal bit, you could either tone down the volume on the voices, or only play the voices during "excitement", "greetings", etc. Having it play after each character talks to the other got annoying quick.
Another issue I had was with the map... though not particularly the map itself. I wasn't able to find the proper button to exit it. After a while, I gave up and hit Escape... should probably look into disabling "Escape" as the default "Quit and Close Game" button, since it's mostly used to "Exit" things in-game in some cases too.
(anyone not having had played yet, beware! there be spoilers ahead!
During the chase scene, it was pretty solid. Though, there were some issues with sizing and color blinding. On the issue of sizing, I was often thrown off guard by the size of the logs and trees not exactly matching the warning icons. Though this is a minor gripe of mine, it could use some tuning. Regarding the colors though, the red warnings on green don't exactly mesh well. I often had trouble figuring out if it was a tree or log due to the red-on-green. Perhaps, since its a forest, you could darken the grass and background some, or change the warning icons to a more noticeable color variant? Medium shaded Yellow with a black border might be more noticeable in this case.
(still more spoilers here guys and gals)
Overall, everything looks nice. Though I should say that some sprite-editing is in order for Lily, at least enough so that it matches herself somewhat. It just seemed a little silly to me seeing her talking icon not match up with the sprite. Then again, as a personal gripe, I never really did like a large number of the P:MD sprites... one of them being Houndoom's. He just walked really funny, and I didn't like it in the game... can't quite say I like it much in your game either, though I could say differently during the chase. A little editing here and there should remedy that though, I surmise. So far, some good progress. I'm hopeful that the next installment(s) come out a bit quicker once you have everything solidified for the gameplay and then are able to work on cutscenes at a relatively peaceful pace.
.... omgwalloftexti'msosorry ;n;
thank you for the interesting feedback.
You do bring forward many good points in your comments.
gameplay mechanics, I may not be able to change that point you made there. I'm not sure if my character rig would allow that, but I'll looking into it.
pokemon call: yea, it can be turned off, but I was thinking of turning the volume on them down too.
The map: er... I didn't really put much into it when I put it in. I do have plans on making a better map screen tho.
esc, I planning on replacing that action with a pause menu.
chase scene, I see your points there and they will be applied.
sprite-editing, ... I did do sprite editing for Lily...
well anyway, thanks again for your points.
You do bring forward many good points in your comments.
gameplay mechanics, I may not be able to change that point you made there. I'm not sure if my character rig would allow that, but I'll looking into it.
pokemon call: yea, it can be turned off, but I was thinking of turning the volume on them down too.
The map: er... I didn't really put much into it when I put it in. I do have plans on making a better map screen tho.
esc, I planning on replacing that action with a pause menu.
chase scene, I see your points there and they will be applied.
sprite-editing, ... I did do sprite editing for Lily...
well anyway, thanks again for your points.
I really like the game, especially the story ( as much as the demo allowed hehe ) The vore scenes were really well done. If your planning on doing a "Vore Room" for the Extras area please allow for it to play out the vore scene as in the text that goes with it or just have both a Vore Scene version and a just vore version, I'm only mentioning that because I really like the text and characters reactions to being vored to doing the vore to another. Also I'am curious will there be more heroine type characters we can play as besides Lilly the Mightyena? Like maybe a Ninetails, Ponyta/Rapidash, Miltank, or maybe a Glaceon. Just some ideas oh and almsot forgot will that Foatzel we saw earlier in the game play a role at some point?
glad you enjoyed it.
I will consider your suggestions for the Vore Room.
there are three more characters which will be playable later on. what Pokemon they are has already been decided, but thanks for the ideas.
Dinora the floatzel does play a important role in the story too, she's not playable, but still important.
I will consider your suggestions for the Vore Room.
there are three more characters which will be playable later on. what Pokemon they are has already been decided, but thanks for the ideas.
Dinora the floatzel does play a important role in the story too, she's not playable, but still important.
Very well done. I don't do many vore games, some of the one's I've played are well executed and many others, not so much. This game however I came in with low expectations (sorry) but was pleasantly surprised. I myself am not a pokemon fan, but you've done a good job giving the characters personality. The Interactive scenes are great. Anything about bugs, or issues that I would have come across have been mentioned. So with that, great job. Can't wait to see more.
The demo is great!
In the library room, I found a typo by book of :The Xatu Tribe:
"No one knows where the Xatu came from. some pokemon beleve/believe..." I cut out rest of the sentence because I want to point out where typo is located.
I don't want to spoil the one of moments, but I had to laugh when Pidgey make a joke to another Pidgey - it didn't went well
Silly Lily xD
In the library room, I found a typo by book of :The Xatu Tribe:
"No one knows where the Xatu came from. some pokemon beleve/believe..." I cut out rest of the sentence because I want to point out where typo is located.
I don't want to spoil the one of moments, but I had to laugh when Pidgey make a joke to another Pidgey - it didn't went well
Silly Lily xD
Look at this picture http://tinypic.com/r/34sgwo6/6
The position were I stand can't move foward like I am hitting against a invisible wall (that is the area before I came into crossroad area between Marblestone's entrance and FreeFire town <Scenic pass> when you can only enter after scene of bracing landing of alien ship)
Sorry if I post like multiple times in my quote, since I can't edit the existing post unless I have prepared all together, but when I discover new...
Oh, and by the way I will find out if Bonus Stage will work when I manage to find first three easter eggs. But it happens that chase of Arcaine will freeze if I don't have all 5 Easter Eggs found?
The position were I stand can't move foward like I am hitting against a invisible wall (that is the area before I came into crossroad area between Marblestone's entrance and FreeFire town <Scenic pass> when you can only enter after scene of bracing landing of alien ship)
Sorry if I post like multiple times in my quote, since I can't edit the existing post unless I have prepared all together, but when I discover new...
Oh, and by the way I will find out if Bonus Stage will work when I manage to find first three easter eggs. But it happens that chase of Arcaine will freeze if I don't have all 5 Easter Eggs found?
Maybe it's just me that I can't get Bonus Stage to work, unless I did something wrong. I almost made it in one go, but I didn't finish the boss fight just in time, which it makes me to load the third save game (but I closed the game since I wasn't happy I didn't make it for 5th easter egg in one row) but after two times and managed to get it (again), went back to main menu, going to bonus stage and the screen didn't happen continue after I got challenge from Arcaine. So i get the feeling in order to get Bonus Stage working correctly is that I have to from scratch to end well without closing the gaming, right? Because loading save games will not solve it.
...and my curosity have destroyed my changes getting 5# easter egg, where I fell unexpected into pit that leads to Abra for second time, but he teleport just in FreeFire town area that is couple areas away where I am suppose to get the last easter egg, it's like a slap in my face
(No save)
(No save)
Great job, I like it a lot. The story is good so far, I like Lily, the boss was nicely challenging, and both vore scenes were very good.
I don't know if you need any other artists, but if you do, I would certainly be willing to help. I've got quite a lot of spare time coming up and would love to help, so I could do quite a number of arts for the game if you're interested.
I don't know if you need any other artists, but if you do, I would certainly be willing to help. I've got quite a lot of spare time coming up and would love to help, so I could do quite a number of arts for the game if you're interested.
Wow, don't judge a book by its cover, or an idea for a game until you've tried it XD
I will admit, after seeing many vore game iterations in the past, I wasn't going into this with high hopes, but I was quite pleasantly surprized~ (still looking for a 3d pokemon vore game x3 but I guess I'll eventually make it if no one else will!)
I like where the story is going. I like the characters so far~
The gameplay varies which is nice! There are only a few complaints I have and one of them, as others have said, backtracking. One thing you don't want to do in a game is waste a player's time. Having to go through the same obsticles again and again on the same level can get really boring. I found myself just running through voltorbs rather than solving the puzzle XP
The one river area was REALLLY laggy for me, and I noticed in the comments, it seems to be for many others as well.
I'm not a fan, myself of the typewriter sound effects with text dialogue especially if I've already read it and can't skip through the text info. I suggest a way to speed up text speed.
Again I'm a big fan of the characters and I love the reaction you gave Lili when she ate the houndoom x3 that was priceless! Also, the vore scenes are neat~ I really like how you pause the game and allow the player to struggle if you're eatin x3 I know the player doesn't control the boss but I kinda wanted to jiggle lili's belly around after houndoom was eatin to XD
That leads to a few questions:
Are you going to show digestion in this game? Or side step it? How far do you plan to take the vore trip?
Can you eat other pokemon besides bosses or aliens? Will there be an option to "vore" a fainted pokemon you've taken down?
That's definitly one thing I never see in a pokemon vore game, usually the vore is simply at the end of boss battles and I understand why for the most part, they don't want their characters seen as the evil voraphiles so they can only eat the bad guys. But that's half the fun of vore IMO~ being able to goble up any and everyone x3
I know it's against alot of "good guy" character types but a funny scenario is that you have a few pokemon blocking the way annoyingly... you could just gobble them up with the vore key, press another key to digest, and be on your way X3 (or maybe, if the two blocking the way were arguing, and you gobbled up one, the one that wasn't gobbled up will rub your belly as appreciation or something XD ) obviously you want to prevent main character ingestion, like lily would think to herself that she does not want to eat her brother.
Though, maybe you could give the player that option XD but it would cause a game over XP
Actually that's another neat idea, allowing players to eat whoever they want but have actual reprocusions, like if you eat too many non-alien pokemon / bystanders then a meter will go up and one too many will lead lili into the dark side of vore x3 which could then be game over, aliens take over the world yada yada
It also depends on how you work the vore fantasy in this universe, maybe there's a way for the bystanders to come back after eating them. Or maybe you just can't digest them but you can swallow them x3
In anycase, the point is it would be really fun and neat to have vore be a usuable ability through the whole game and to have many options and ways to use it!
Anyhow, that's my two cents, keep up the great work! I'll be looking out for the next demo :3
I will admit, after seeing many vore game iterations in the past, I wasn't going into this with high hopes, but I was quite pleasantly surprized~ (still looking for a 3d pokemon vore game x3 but I guess I'll eventually make it if no one else will!)
I like where the story is going. I like the characters so far~
The gameplay varies which is nice! There are only a few complaints I have and one of them, as others have said, backtracking. One thing you don't want to do in a game is waste a player's time. Having to go through the same obsticles again and again on the same level can get really boring. I found myself just running through voltorbs rather than solving the puzzle XP
The one river area was REALLLY laggy for me, and I noticed in the comments, it seems to be for many others as well.
I'm not a fan, myself of the typewriter sound effects with text dialogue especially if I've already read it and can't skip through the text info. I suggest a way to speed up text speed.
Again I'm a big fan of the characters and I love the reaction you gave Lili when she ate the houndoom x3 that was priceless! Also, the vore scenes are neat~ I really like how you pause the game and allow the player to struggle if you're eatin x3 I know the player doesn't control the boss but I kinda wanted to jiggle lili's belly around after houndoom was eatin to XD
That leads to a few questions:
Are you going to show digestion in this game? Or side step it? How far do you plan to take the vore trip?
Can you eat other pokemon besides bosses or aliens? Will there be an option to "vore" a fainted pokemon you've taken down?
That's definitly one thing I never see in a pokemon vore game, usually the vore is simply at the end of boss battles and I understand why for the most part, they don't want their characters seen as the evil voraphiles so they can only eat the bad guys. But that's half the fun of vore IMO~ being able to goble up any and everyone x3
I know it's against alot of "good guy" character types but a funny scenario is that you have a few pokemon blocking the way annoyingly... you could just gobble them up with the vore key, press another key to digest, and be on your way X3 (or maybe, if the two blocking the way were arguing, and you gobbled up one, the one that wasn't gobbled up will rub your belly as appreciation or something XD ) obviously you want to prevent main character ingestion, like lily would think to herself that she does not want to eat her brother.
Though, maybe you could give the player that option XD but it would cause a game over XP
Actually that's another neat idea, allowing players to eat whoever they want but have actual reprocusions, like if you eat too many non-alien pokemon / bystanders then a meter will go up and one too many will lead lili into the dark side of vore x3 which could then be game over, aliens take over the world yada yada
It also depends on how you work the vore fantasy in this universe, maybe there's a way for the bystanders to come back after eating them. Or maybe you just can't digest them but you can swallow them x3
In anycase, the point is it would be really fun and neat to have vore be a usuable ability through the whole game and to have many options and ways to use it!
Anyhow, that's my two cents, keep up the great work! I'll be looking out for the next demo :3
Thanks for the feedback!
I would love to see a 3D Pokemon vore game as well, but I can only work with what I have, right?
yes, I am going to show digestion in the game. I don't know what you mean by vore trip, but if you mean how long till Lily digest the Houndoom. it will be rather fast.
as for voring Pokemon out of battle... I really do thought behind what you said there. however I don't think I could use all these concepts in the game.
like you said, it depends on how I work vore into this universe... maybe in time the main characters will be given an OK to vore wild pokemon.
I'll have to do some more thinking about adding more vore...
...
I was thinking of a boss rush stage near the end of each character's storyline were you can vore Alien Pokemon after Alien Pokemon.
I would love to see a 3D Pokemon vore game as well, but I can only work with what I have, right?
yes, I am going to show digestion in the game. I don't know what you mean by vore trip, but if you mean how long till Lily digest the Houndoom. it will be rather fast.
as for voring Pokemon out of battle... I really do thought behind what you said there. however I don't think I could use all these concepts in the game.
like you said, it depends on how I work vore into this universe... maybe in time the main characters will be given an OK to vore wild pokemon.
I'll have to do some more thinking about adding more vore...
...
I was thinking of a boss rush stage near the end of each character's storyline were you can vore Alien Pokemon after Alien Pokemon.
As a fellow game designer I have to say its well put together. As a fellow Mightyena enthusiast I have to applaud the primary protagonist being a Mightyena! Unfortunately, being a fellow game designer, I have to give critique on things to hopefully see it get better. So here's what I got in the 20 or so minutes of gameplay before I found out a huge flaw.
1. Give an exterior to the library. You open the game with a black screen and text. The LAW of any media is to capture your audience in the first few minutes, or you've lost them forever. Wanting to give you a good critque is what kept me going, and the hope of a vorish game as well.
2. Gameplay explanation is unnecessary. Your players aren't scrubs that just climbed out of their bomb shelters after 50 years. We know how to play a game if you keep with the common control mechanics, which you have.
3. Text needs the option of immediate finish. Most gamers dont want to read the story but rather just play the game. Of course, the accidental talking to a character multiple times shouldn't be a punishment to wait for the text to finish, then get to leave.
4. Text doesn't need sound. Yes it's nice to know that the text is being put on the screen, but its not necessary and gets distracting the longer you play.
5. You have spelling errors quite often. Read and re-read your text.
6. There are zoning disconnections. Once I entered another area, I couldn't go back to the previous area.
7. Wild pokemon can't be knocked out. I sat Biting and Shadow Balling a wild Weedle for about 5m trying to get it to die before I realized it wouldn't. That takes away from the central game, being a Pokemon game, pokemon should fall to you at some point.
8. There's a lack of playability during some portions of the game when you're telling the story. You never want to take away from the game play when telling the story. If you want to progress the plot, do it in the most minimal way so the player can jump back into the game play because we are playing your game to PLAY the game, not read a book. Games are the hardest medium to write for because you CANNOT write a linear story as in traditional story telling. You MUST give the player goals in the story progression to aim for, but not give every detail of the story before that goal. Tell the player what to do, where to go like you did in the library. That's perfect game story writing. In Abomusaw's house was bad. THere was too much.
9. You have several proportion errors. Your exterior buildings are microscopic compared to your Pokemon sprites, as well as being super tiny compared to their interiors! Scale the buildings to be larger.
10. Again, your interiors are far too large compared to the exterior of the building. As a rule, your interiors should be no larger than 3-4 times the size of the exterior sprite. The way it is now is like entering a refrigerator box and inside is a sports complex!
11. Finally, the hugest, biggest, most annoying function of the game.... The Esc key. Never ever ever ever should any game just quit with a single button push. Period! There should be a prompt "Do you want to quit?" just in case, like me, you accidently hit the button.
I plan on playing again to see what else there is to the game, but the upset of being forced to start from the last save point has me not wanting to play for the moment. If you need any help Im happy to help and give advice, just give me anote.
1. Give an exterior to the library. You open the game with a black screen and text. The LAW of any media is to capture your audience in the first few minutes, or you've lost them forever. Wanting to give you a good critque is what kept me going, and the hope of a vorish game as well.
2. Gameplay explanation is unnecessary. Your players aren't scrubs that just climbed out of their bomb shelters after 50 years. We know how to play a game if you keep with the common control mechanics, which you have.
3. Text needs the option of immediate finish. Most gamers dont want to read the story but rather just play the game. Of course, the accidental talking to a character multiple times shouldn't be a punishment to wait for the text to finish, then get to leave.
4. Text doesn't need sound. Yes it's nice to know that the text is being put on the screen, but its not necessary and gets distracting the longer you play.
5. You have spelling errors quite often. Read and re-read your text.
6. There are zoning disconnections. Once I entered another area, I couldn't go back to the previous area.
7. Wild pokemon can't be knocked out. I sat Biting and Shadow Balling a wild Weedle for about 5m trying to get it to die before I realized it wouldn't. That takes away from the central game, being a Pokemon game, pokemon should fall to you at some point.
8. There's a lack of playability during some portions of the game when you're telling the story. You never want to take away from the game play when telling the story. If you want to progress the plot, do it in the most minimal way so the player can jump back into the game play because we are playing your game to PLAY the game, not read a book. Games are the hardest medium to write for because you CANNOT write a linear story as in traditional story telling. You MUST give the player goals in the story progression to aim for, but not give every detail of the story before that goal. Tell the player what to do, where to go like you did in the library. That's perfect game story writing. In Abomusaw's house was bad. THere was too much.
9. You have several proportion errors. Your exterior buildings are microscopic compared to your Pokemon sprites, as well as being super tiny compared to their interiors! Scale the buildings to be larger.
10. Again, your interiors are far too large compared to the exterior of the building. As a rule, your interiors should be no larger than 3-4 times the size of the exterior sprite. The way it is now is like entering a refrigerator box and inside is a sports complex!
11. Finally, the hugest, biggest, most annoying function of the game.... The Esc key. Never ever ever ever should any game just quit with a single button push. Period! There should be a prompt "Do you want to quit?" just in case, like me, you accidently hit the button.
I plan on playing again to see what else there is to the game, but the upset of being forced to start from the last save point has me not wanting to play for the moment. If you need any help Im happy to help and give advice, just give me anote.
thank you for your feedback.
First. Pokemon Vs Aliens was made using Game Maker 8.
you did bring up very valid points.
1. I made the intro cutscene to be the eye-catcher here. If I need to replace the black screen... Maybe I'll add a picture of Lily and Nickelie walking to the library, unless you have another suggestion.
2. I know, everyone hates the Voltorb level... (forever alone voltorb)
3. the Space bar is the text advance, and it's become apparent that I need to point that out in game.
4. Text wise... it was because of playing Phoenix Wright that made me want to add sound to the text. heck, it's the some sound effects as in Phoenix Wright! Maybe I'll play around with sound there, maybe lower the volume or see what it's like off altogether.
5. Spelling is not a strong points. I often use google to find the words I'm looking for. I am planning on having a copy of all the in game text to a word file or something of the like.
I think that would help in more ways then one.
6, 7, and 11 ...I'm sort of limited, not by the tools I use, but by my own knowledge on how to use it. things like backtracking field areas, I don't know how to do. (I have come up with a technique to do that in dungeons tho, but that base on the levels being on top of one another.) not being able to knocked out Wild pokemon, it get to me too. the main reason wild Pokemon don't fall is because I don't know how to give each one their own health value. I'm planning on experimenting with new enemy setups to try to fix the that issue. The Esc key, I didn't know it would be a problem. I am planning on changing that to be the pause button but again, I don't know how to set one up. on top of that, I know very, VERY little about coding. I do think I can get more out of Game Maker if I knew code, but I can't seem to write code correctly. I can do simple things like re-sizing and transparency codes but beyond that just leaves me confused and frustrated.
8. thinking about that really makes me see that. In a nut shell, keep the player in control as much as passable and keep non-controlling sequences as brief as possible. like when you first meet the Floatzel, instead of having Lily fallow the Floatzel on her own, the Floatzel says "follow me" and walks, having the player have to follow the Floatzel by his (or hers) own will. like that?
9, 10. the buildings are from the gameboy advance Pokemon games. when I first placed them, I thought were ok, but lately I've been thinking about designing custom buildings to give the game a more original look. (the also applies the the background/tilesets .) The interiors were starting to get to me too. I look at Abomusaw's house and think "is all this space really necessary?". remodeling some of the interiors was already on my to do list. however I don't know if I will be able to stick the that "3-4 times the size" rule you said.
well, thanks again. Maybe you can give me some more pointers or suggestion if you wish.
First. Pokemon Vs Aliens was made using Game Maker 8.
you did bring up very valid points.
1. I made the intro cutscene to be the eye-catcher here. If I need to replace the black screen... Maybe I'll add a picture of Lily and Nickelie walking to the library, unless you have another suggestion.
2. I know, everyone hates the Voltorb level... (forever alone voltorb)
3. the Space bar is the text advance, and it's become apparent that I need to point that out in game.
4. Text wise... it was because of playing Phoenix Wright that made me want to add sound to the text. heck, it's the some sound effects as in Phoenix Wright! Maybe I'll play around with sound there, maybe lower the volume or see what it's like off altogether.
5. Spelling is not a strong points. I often use google to find the words I'm looking for. I am planning on having a copy of all the in game text to a word file or something of the like.
I think that would help in more ways then one.
6, 7, and 11 ...I'm sort of limited, not by the tools I use, but by my own knowledge on how to use it. things like backtracking field areas, I don't know how to do. (I have come up with a technique to do that in dungeons tho, but that base on the levels being on top of one another.) not being able to knocked out Wild pokemon, it get to me too. the main reason wild Pokemon don't fall is because I don't know how to give each one their own health value. I'm planning on experimenting with new enemy setups to try to fix the that issue. The Esc key, I didn't know it would be a problem. I am planning on changing that to be the pause button but again, I don't know how to set one up. on top of that, I know very, VERY little about coding. I do think I can get more out of Game Maker if I knew code, but I can't seem to write code correctly. I can do simple things like re-sizing and transparency codes but beyond that just leaves me confused and frustrated.
8. thinking about that really makes me see that. In a nut shell, keep the player in control as much as passable and keep non-controlling sequences as brief as possible. like when you first meet the Floatzel, instead of having Lily fallow the Floatzel on her own, the Floatzel says "follow me" and walks, having the player have to follow the Floatzel by his (or hers) own will. like that?
9, 10. the buildings are from the gameboy advance Pokemon games. when I first placed them, I thought were ok, but lately I've been thinking about designing custom buildings to give the game a more original look. (the also applies the the background/tilesets .) The interiors were starting to get to me too. I look at Abomusaw's house and think "is all this space really necessary?". remodeling some of the interiors was already on my to do list. however I don't know if I will be able to stick the that "3-4 times the size" rule you said.
well, thanks again. Maybe you can give me some more pointers or suggestion if you wish.
Oh so its GM8 huh? I'm actually using GM: Studio to make quite a few of my school projects and even personal games. Game Maker is a finicky beast. Being a scrub to it will make this extremely painful I will say because the things you want to achieve are going to require coding, and a lot of it. Like I said I'd help if you like, just let me know. Creating a video game is no easy feat, much less by yourself. I know, I've done it my entire game designing life!
Here's your first suggestion though, I assume you're new to game making, and I also assume you haven't made a Design Document for your game so: Make a Design Document.
Here's your first suggestion though, I assume you're new to game making, and I also assume you haven't made a Design Document for your game so: Make a Design Document.
For the first demo I'm fairly impressed. There's not too much for me to say other than what's already been mentioned earlier.
Someone mentioned healing before the boss and that would be fairly simple to add: nomming the special gem would restore your health along with making you special =p
If you wanted to add a save point there you could have her duck into an area to hide, thinking she's safe, and it just happens to have a save point. After trying to leave the alien could ambush her and surprise her, causing her to fall down the stairs at which point the scene would proceed as normal.
I really do hope you find a way to incorporate vore into the game portion itself, not a lot of vore games I've seen in this way seem to do that, really. A simple way would be to have enemies that act as berries, they could be able to hit you from afar but if you get close you could nom them and regain some health |3
Don't know what you're planning for being able to call characters to you or keep them put. Perhaps have some traps where there's only enough time for one person to get through, so the other has to stay behind and you have to time it so they can get past when you call them... maybe?
As for defeating the monsters on the way, you could simply say that 'fighting all the enemies would be a waste of valuable time so you stun them and walk past.' if those enemies really were there all the time that's probably what I'd do in that situation, I wouldn't want to fight them every time I wanted to go to the store, I'd just get away from them =p
I do like the characters quite a bit, the story is probably the best part of the game so far. However, remember that this is a game, the gameplay should be enjoyable or else it's just a tedious slog to get from one plot point to the next =p
Someone mentioned healing before the boss and that would be fairly simple to add: nomming the special gem would restore your health along with making you special =p
If you wanted to add a save point there you could have her duck into an area to hide, thinking she's safe, and it just happens to have a save point. After trying to leave the alien could ambush her and surprise her, causing her to fall down the stairs at which point the scene would proceed as normal.
I really do hope you find a way to incorporate vore into the game portion itself, not a lot of vore games I've seen in this way seem to do that, really. A simple way would be to have enemies that act as berries, they could be able to hit you from afar but if you get close you could nom them and regain some health |3
Don't know what you're planning for being able to call characters to you or keep them put. Perhaps have some traps where there's only enough time for one person to get through, so the other has to stay behind and you have to time it so they can get past when you call them... maybe?
As for defeating the monsters on the way, you could simply say that 'fighting all the enemies would be a waste of valuable time so you stun them and walk past.' if those enemies really were there all the time that's probably what I'd do in that situation, I wouldn't want to fight them every time I wanted to go to the store, I'd just get away from them =p
I do like the characters quite a bit, the story is probably the best part of the game so far. However, remember that this is a game, the gameplay should be enjoyable or else it's just a tedious slog to get from one plot point to the next =p
glad you enjoyed it.
for the healing at the boss part. I'm thinking about placing a few berries around the field. That, and I might slow down the Houndoom's fireballs a little, some people were saying they were to fast, plus it would make it easier to eat the berries.
what you and Roco said got me thinking on how I can incorporate more vore into the game. I think I might be able to do that enemies as berries idea you had, thanks... but I'll need some more time to think out the idea and how it would work in game.
for the healing at the boss part. I'm thinking about placing a few berries around the field. That, and I might slow down the Houndoom's fireballs a little, some people were saying they were to fast, plus it would make it easier to eat the berries.
what you and Roco said got me thinking on how I can incorporate more vore into the game. I think I might be able to do that enemies as berries idea you had, thanks... but I'll need some more time to think out the idea and how it would work in game.
I hope you're able to come up with something, even if it is really basic: it would be more than what most other games have come up with |3
You could also incorporate enemies that can nom you and drain your health and you have to struggle to escape, I'm sure some people would enjoy that |3
In any case I hope you continue working on this, about how much free time do you usually get to work on it anyways?
You could also incorporate enemies that can nom you and drain your health and you have to struggle to escape, I'm sure some people would enjoy that |3
In any case I hope you continue working on this, about how much free time do you usually get to work on it anyways?
Oh, I almost forgot a bug I found: it seems turning off pokemon calls disables all game sound?
If you want to make the scenes where you lose control and follow someone faster you could make the characters move quicker than they normally would... do you know how to program NPC's to stop at intervals and wait for you to catch up?
If you want to make the scenes where you lose control and follow someone faster you could make the characters move quicker than they normally would... do you know how to program NPC's to stop at intervals and wait for you to catch up?
Since vore is sort of one of the main themes of the game, it definitly should be a gameplay mechanic me thinks! But at the same time you'll have to design it carefully as, say, if you simply just allow the ability to nom enemies then it would be as exciting a gameplay use as biting that's already in the game... in that it's just a quick button press with no real implications other than it helps you get around an obsticle.
Ideas I've juggled with ozy has already mentioned, if you get eatin yourself then you can struggle to get free.
Also, maybe don't let pokemon eatable until you beat them? maybe they'll faint for a time and if you don't nom em up then they'll just revive after a while (this could lead to some interesting vore puzzles where you have to think on your feet because of all the dangerous enemies or obsticles and time it right where you faint one pokemon, have to faint another quickly before you can nom either of them and be able to progress)
in the extra stage (which by the way I love XD I just wish that I would be able to save after that because the bonus and extra stage vanish if you load or start another game XP ) it is shown that it takes a while for pokemon to digest and that it slows the player down. This could be a very important element to. Maybe it takes but a button press and a few seconds to digest a pokemon and if you're hit the pokemon is coughed back out. Or, maybe it takes longer and you have to rest for the day, maybe stomach capacity could have limits that could increase over time (this though does run into limiting the player only to a few noms before he/she has to go back to a town or save point or whereever they can spend a night and digest)
So again, there are many ways you can go about incorporating vore into the game mechanics rather than being a reward for winning or loosing. Allowing us to play the vore part would be really fun~ it's actually why I like loosing to houndoom and the secret boss the most in the entire game~ I think that's the greatest enjoyment for me~ (second to lili's surprize after nomming XP and third to her running with a digesting belly~)
The reason being, even if it's limited to 5 key strokes and 5 corresponding reactions, I get to control what happens in that vore instance~
(my own idea whenever I get to it, when I start my game, is to make a game similar in gameplay style as a mix between Devil may cry and bayonetta. So there would be some fun combat and the "finishers" like they have in those games would be vore instead~ I'm more of a fan of platformer games so I'd probably design some unique platforming puzzles around vore and other things x3 )
oh and lastly, one little bug, sometimes if you run ahead of your lil brother, and turn a tight corner, he'll clip through the obstacles to get to you. It's not wholly a big deal, just seems strange sometimes. Much better than having your partner "Stuck" on a wall and slowing you down.
Ideas I've juggled with ozy has already mentioned, if you get eatin yourself then you can struggle to get free.
Also, maybe don't let pokemon eatable until you beat them? maybe they'll faint for a time and if you don't nom em up then they'll just revive after a while (this could lead to some interesting vore puzzles where you have to think on your feet because of all the dangerous enemies or obsticles and time it right where you faint one pokemon, have to faint another quickly before you can nom either of them and be able to progress)
in the extra stage (which by the way I love XD I just wish that I would be able to save after that because the bonus and extra stage vanish if you load or start another game XP ) it is shown that it takes a while for pokemon to digest and that it slows the player down. This could be a very important element to. Maybe it takes but a button press and a few seconds to digest a pokemon and if you're hit the pokemon is coughed back out. Or, maybe it takes longer and you have to rest for the day, maybe stomach capacity could have limits that could increase over time (this though does run into limiting the player only to a few noms before he/she has to go back to a town or save point or whereever they can spend a night and digest)
So again, there are many ways you can go about incorporating vore into the game mechanics rather than being a reward for winning or loosing. Allowing us to play the vore part would be really fun~ it's actually why I like loosing to houndoom and the secret boss the most in the entire game~ I think that's the greatest enjoyment for me~ (second to lili's surprize after nomming XP and third to her running with a digesting belly~)
The reason being, even if it's limited to 5 key strokes and 5 corresponding reactions, I get to control what happens in that vore instance~
(my own idea whenever I get to it, when I start my game, is to make a game similar in gameplay style as a mix between Devil may cry and bayonetta. So there would be some fun combat and the "finishers" like they have in those games would be vore instead~ I'm more of a fan of platformer games so I'd probably design some unique platforming puzzles around vore and other things x3 )
oh and lastly, one little bug, sometimes if you run ahead of your lil brother, and turn a tight corner, he'll clip through the obstacles to get to you. It's not wholly a big deal, just seems strange sometimes. Much better than having your partner "Stuck" on a wall and slowing you down.
Like I said, I am working on a concept to incorporate a vore mechanic into the game for non-boss nummyness.
Both you and Ozy do have some good ideas. However, the world I've made up and how I make use of vore within the game does make it difficult to add non-boss related vore.
When a Pokemon is eaten, that Pokemon is considered gone. none of the Pokemon that have been eaten will have a chance to be coughed back out.
The portions where the main characters are digesting and the time it takes to digest the Pokemon are story scripted too.
The concept I'm working on will allow for Wild Pokemon to be nummed, but not peaceful Pokemon. This vore mechanic will probably not be available until later on in the character storylines instead of once you get the vore ability.
I still gotta work out the fine details with this concept. If it works out, the mechanic maybe featured in the next demo. =)
thanks Roco and Ozy for kicking the idea into play!
Both you and Ozy do have some good ideas. However, the world I've made up and how I make use of vore within the game does make it difficult to add non-boss related vore.
When a Pokemon is eaten, that Pokemon is considered gone. none of the Pokemon that have been eaten will have a chance to be coughed back out.
The portions where the main characters are digesting and the time it takes to digest the Pokemon are story scripted too.
The concept I'm working on will allow for Wild Pokemon to be nummed, but not peaceful Pokemon. This vore mechanic will probably not be available until later on in the character storylines instead of once you get the vore ability.
I still gotta work out the fine details with this concept. If it works out, the mechanic maybe featured in the next demo. =)
thanks Roco and Ozy for kicking the idea into play!
Nice game. The easter eggs where a nice touch (still working on getting the boss fight one (i SUCK at doing perfect runs) but I accidentally managed to figure out how to unlock the rest).
I might give messing with it under WINE a wurl to see if there are any settings or DLLs that making it work better.
Can wait to see more. I will reply with a full review when i get that easter egg or just give up.
Also to Lily: I think you should keep Zack in there at least till i manage to get this last egg. XP
I might give messing with it under WINE a wurl to see if there are any settings or DLLs that making it work better.
Can wait to see more. I will reply with a full review when i get that easter egg or just give up.
Also to Lily: I think you should keep Zack in there at least till i manage to get this last egg. XP
Very nicely done, I couldn't put the game down 'til I had gotten through each and every easter egg (about 3 playthroughs, overall). The cutscenes and chase minigame in particular were definitely my favorite parts, very nicely done with the scrolling screens and detail into the overlapping background layers, really helps add depth to a 2D game! ^^
Of course, as I see has been mentioned above, the river part of the route was a bit laggy for me, and the backtracking a tad tedious, at least until I noticed you could just run through the voltorbs, as long as you could take a rough half-health hit, saved time there in future runs, hahah! XD
So, I suppose the "puzzles" (if you would classify them as such) could use some work, but the enemy patterns, varieties of gameplay, and story all do remarkably well to make this a thoroughly enjoyable first demo, bravo! =D
Of course, as I see has been mentioned above, the river part of the route was a bit laggy for me, and the backtracking a tad tedious, at least until I noticed you could just run through the voltorbs, as long as you could take a rough half-health hit, saved time there in future runs, hahah! XD
So, I suppose the "puzzles" (if you would classify them as such) could use some work, but the enemy patterns, varieties of gameplay, and story all do remarkably well to make this a thoroughly enjoyable first demo, bravo! =D
5/5
Dat EFFORT! My goodness, I was thoroughly impressed. At first I was a little offput by the usual pokemon graphics, but... it's very clear you've put a lot of time and effort into this. It runs incredibly smoothly, isn't bug-ridden, the grammar is actually well done; and while it can be a bit slow at times, I really do look forwards to future installments. An excellent show.
Bugs I found: Press H while in a conversation and you'll go deaf for a couple of lines.
...that's about it, really.
Looking forwards to more! You've definitely earned yourself a watch.
Dat EFFORT! My goodness, I was thoroughly impressed. At first I was a little offput by the usual pokemon graphics, but... it's very clear you've put a lot of time and effort into this. It runs incredibly smoothly, isn't bug-ridden, the grammar is actually well done; and while it can be a bit slow at times, I really do look forwards to future installments. An excellent show.
Bugs I found: Press H while in a conversation and you'll go deaf for a couple of lines.
...that's about it, really.
Looking forwards to more! You've definitely earned yourself a watch.
.RAR files are an archive format, like .ZIP files.
You need a program that can extract them, like WinRAR, or (my favorite, plus this one's free) 7-zip. You can get the latter from http://www.7-zip.org/
Once you extract it to wherever you like, you should be able to play the game by running the "Pokemon Vs Aliens - The First Demo.exe" file you'll get.
Hopefully that helps you!
You need a program that can extract them, like WinRAR, or (my favorite, plus this one's free) 7-zip. You can get the latter from http://www.7-zip.org/
Once you extract it to wherever you like, you should be able to play the game by running the "Pokemon Vs Aliens - The First Demo.exe" file you'll get.
Hopefully that helps you!
Ohmygod this is so good!
No, really, I've seen very few fan-made games like this that have this level of quality, especially the vore ones.
And I'm already in love with your characters, haha. <3
I read through every comment to make sure I wasn't bringing up something already said, and I think someone mentioned everything I noticed except one thing.
When you hit an enemy to stun them, if you hit another while the first is still flashing, they'll both recover at the same time, making the second one recover almost instantly if you're unlucky.
You might have already noticed this, though, since you said you're having issues giving each enemy their own variables...having each enemy have its own timer for the stun duration would fix it I think.
I've messed around a bunch in Game Maker before, although lack of motivation has prevented me from actually doing anything worthwhile...but making games is kinda what I want a career in, so I could try to help if you like. I'll see about giving each object its own personal variables, I know you can but I don't remember how, or how complicated it is...
At the very least I really want to support this project in whatever way I can! ^^
I really mean it, I love the game already, but I think you have the potential to make it something truly amazing. ^^
No, really, I've seen very few fan-made games like this that have this level of quality, especially the vore ones.
And I'm already in love with your characters, haha. <3
I read through every comment to make sure I wasn't bringing up something already said, and I think someone mentioned everything I noticed except one thing.
When you hit an enemy to stun them, if you hit another while the first is still flashing, they'll both recover at the same time, making the second one recover almost instantly if you're unlucky.
You might have already noticed this, though, since you said you're having issues giving each enemy their own variables...having each enemy have its own timer for the stun duration would fix it I think.
I've messed around a bunch in Game Maker before, although lack of motivation has prevented me from actually doing anything worthwhile...but making games is kinda what I want a career in, so I could try to help if you like. I'll see about giving each object its own personal variables, I know you can but I don't remember how, or how complicated it is...
At the very least I really want to support this project in whatever way I can! ^^
I really mean it, I love the game already, but I think you have the potential to make it something truly amazing. ^^
"When you hit an enemy to stun them, if you hit another while the first is still flashing, they'll both recover at the same time, making the second one recover almost instantly if you're unlucky."
It was indeed not mentioned before and you made a good point I have also encountered this glitch, but I couldn't make an explanation.
It was indeed not mentioned before and you made a good point I have also encountered this glitch, but I couldn't make an explanation.
I disagree with the people who want to heal before the boss battle. I think that would be a bad decision. As it is now, Houndoom is a nicely challenging boss, but not too hard. It takes a few tries to defeat him, and that is good. Allowing you to heal, or making his flames move slower or something will just make you breeze past him, when he's supposed to be a challenge as a boss. It would also make the chase stage pretty pointless and amazingly easy, because unless you really try to fail, you won't lose all your HP just in the chase. Right now it's a nice warm-up challenge wittling down your health a bit before the boss, meaning you have to try your best to be hit as little as possible, but if you were allowed to heal afterwards you would only need to make sure you survived it at all, which is really easy. I'd say leave Houndoom as it is, which is pretty perfect right now.
Just finished playing it, I was immensely impressed with it all, how it flowed, how it looked! Some really interesting stuff and I love the interactions, I'll definitely keep tuned in seeing this growing great work!
Ah I did notice one thing, sometimes when you got to the spinaraks and webs, the player would look disoriented, like quite pixelated, I can take a screenshot if that would help. Thats my only criticism, but besides that great work! Looking forward to seeing more
Ah I did notice one thing, sometimes when you got to the spinaraks and webs, the player would look disoriented, like quite pixelated, I can take a screenshot if that would help. Thats my only criticism, but besides that great work! Looking forward to seeing more
I don't know how I did it but I somehow unlocked all four characters. Checked one, couldn't do anything, then checked the bottom right and it eventually hit an end of the currently available scene/dialogue and of course couldn't go any farther.
You've put some remarkable amount of work into this. Any chance of there being bovine pokemon in there? Bouffalant? Tauros? I'm not asking because I'm a minotaur. Nope. not at all... ]:8)
You've put some remarkable amount of work into this. Any chance of there being bovine pokemon in there? Bouffalant? Tauros? I'm not asking because I'm a minotaur. Nope. not at all... ]:8)
A Xatu after you left the town with library (I lost the name for a reason) will explain with C function.
The B/V/U keys is, what you hear soft barking and whatever the ring sounds were, is probably nothing useful unless it's for testing purposes in next updates, I dunno.
And yeah, for some reason I also got 4 playable characters unlocked (bio-read only) once and I want to try any possibilities how again.
The B/V/U keys is, what you hear soft barking and whatever the ring sounds were, is probably nothing useful unless it's for testing purposes in next updates, I dunno.
And yeah, for some reason I also got 4 playable characters unlocked (bio-read only) once and I want to try any possibilities how again.
http://www.penny-arcade.com/patv/ep.....c-or-extrinsic
This is a good video to watch! Actually, all their videos could definitely help you out! Extra credits is an amazing show :3
This is a good video to watch! Actually, all their videos could definitely help you out! Extra credits is an amazing show :3
It definitely shows that you put a lot of effort into making this game. The visuals and art are very good, as well as the animations, and I enjoyed playing through the game (for the most part). Your story sounds like it could expand into a deep and eventful story as well, so it will keep things interesting.
I do have a point of criticism though.
There were a few things in the game that were pretty drawn out, namely the Voltorb panels. The second to last room that contained them was pretty tedious to trek through multiple times.
The length of the running section I can understand though, as it is meant to lower your HP for the boss, but if you lose to the boss, it is not all to fun having to do that part again.
Keep up the good work though!
I do have a point of criticism though.
There were a few things in the game that were pretty drawn out, namely the Voltorb panels. The second to last room that contained them was pretty tedious to trek through multiple times.
The length of the running section I can understand though, as it is meant to lower your HP for the boss, but if you lose to the boss, it is not all to fun having to do that part again.
Keep up the good work though!
The game runs perfectly on my computer, a three year old box with Windows 7 64bit. And I like pretty much everything in it, with two exceptions: The point where you have to run back and forth again and again to blow up all the voltorbs, and the fact that I seem clinically unable to beat the boss fast enough to get the final easter egg. But that last one is just me being as slow as I always am.
And the animated vore screens are just great! Even if the control overflow problem made me at first think they didn't work.
And the animated vore screens are just great! Even if the control overflow problem made me at first think they didn't work.
Looking good so far. The number of grammatical and spelling errors in the help files and in game are in need of some work, but that's only a minor concern. I did feel the weevil, spinarak, and beedrill dodging to blow up voltorbs was a touch too long at the last set, though. Might be overkill on the berries too; I never needed them. :P The chase scene was fine and easy to pass untouched, and I used similar tactics that I used in Castlevania: Portrait of Ruin to figure out the houndoom's pattern and dodge the fireballs until he was within the required distance to still dodge and push the button.
I was unable to make transparency work after Lily's vore scene, yet intentionally losing to the houndoom had preferctly working transparency oddly enough.
It would be neat if later on you can unlock the vore scenes in the extras area. Now I have to go figure out where it said that extra furret was I must have either missed or was not available the first time, though I'm unsure if reloading a save or starting over is required.
I was unable to make transparency work after Lily's vore scene, yet intentionally losing to the houndoom had preferctly working transparency oddly enough.
It would be neat if later on you can unlock the vore scenes in the extras area. Now I have to go figure out where it said that extra furret was I must have either missed or was not available the first time, though I'm unsure if reloading a save or starting over is required.
Just finished it, was quite fun and enoyable, looks promising. :3c
Don't have a whole lot of feedback (Voltorb puzzle seems to be covered right about now, lol.)
However, could do with a save point and berry in between the chase scene and boss battle. Starting a boss battle without full health is a bit of a handicap, least if you don't get perfect score at the chase scene. I know you can remember the pattern after a few tries, but it'd be nice to have fair chances the first time around, y'know?
Second, during the boss battle, the unresponsive arrow keys coupled with very tight narrow paths (and less than 100% health) made it virtually impossible for me to beat the boss. << I'm too used to not having to let go of one key and then press another, but it could be easily solved it you have some way of taking cover or just have a more open battlefield. More often than not I got hit by a fireball because I just got cornered and had no place else to go. Again, you can probably figure out the whole pattern after a few tries, but then there should really be a save file between both battles. That's about it.
Overall was nice to play and the variety of puzzles and such were quite fun, so I'd definately like to see more. :3 And I'd like to see what happens if I actually beat the boss, too. x3 Keep up the good work! Like where this story is going~ <3
Don't have a whole lot of feedback (Voltorb puzzle seems to be covered right about now, lol.)
However, could do with a save point and berry in between the chase scene and boss battle. Starting a boss battle without full health is a bit of a handicap, least if you don't get perfect score at the chase scene. I know you can remember the pattern after a few tries, but it'd be nice to have fair chances the first time around, y'know?
Second, during the boss battle, the unresponsive arrow keys coupled with very tight narrow paths (and less than 100% health) made it virtually impossible for me to beat the boss. << I'm too used to not having to let go of one key and then press another, but it could be easily solved it you have some way of taking cover or just have a more open battlefield. More often than not I got hit by a fireball because I just got cornered and had no place else to go. Again, you can probably figure out the whole pattern after a few tries, but then there should really be a save file between both battles. That's about it.
Overall was nice to play and the variety of puzzles and such were quite fun, so I'd definately like to see more. :3 And I'd like to see what happens if I actually beat the boss, too. x3 Keep up the good work! Like where this story is going~ <3
thanks for the feedback.
I do plan on making the Houndoom boss easier, since it is the first boss and all.
I do believe I've found a way to make the controls more responsive, and I am considering opening up the battlefield.
There is also a concept I have been working on concerning restarting the battles.
I do plan on making the Houndoom boss easier, since it is the first boss and all.
I do believe I've found a way to make the controls more responsive, and I am considering opening up the battlefield.
There is also a concept I have been working on concerning restarting the battles.
Goodie!
I have to say after retrying it and really trying my best I was able to beat him by the skin of my teeth and unlock the special stage, but it was still heart poundingly hard. Also I managed to unlock the special stage by only hitting him with the left pump and even missed him once or twice, is that normal? *saw what you told Canienwriter*, just wanted to check if it functioned OK :3c
Restarting battles would deffo be a nice touch. The controls just take getting used to, so dun focus too much on that. Concerning this boss maybe just create a more open battlefield, have him fire less or slower, or have some object you can use to hide behind in cover in between pumps, or something? Just suggestions really. :3 But I like it a lot so far, looks great. :3 Keep it up <3 if it were a full fledged retail game Id buy it ;3
I have to say after retrying it and really trying my best I was able to beat him by the skin of my teeth and unlock the special stage, but it was still heart poundingly hard. Also I managed to unlock the special stage by only hitting him with the left pump and even missed him once or twice, is that normal? *saw what you told Canienwriter*, just wanted to check if it functioned OK :3c
Restarting battles would deffo be a nice touch. The controls just take getting used to, so dun focus too much on that. Concerning this boss maybe just create a more open battlefield, have him fire less or slower, or have some object you can use to hide behind in cover in between pumps, or something? Just suggestions really. :3 But I like it a lot so far, looks great. :3 Keep it up <3 if it were a full fledged retail game Id buy it ;3
What the heeeeck.
I have a pretty good computer, all things considered. But running your game, the sound was slow and crackly and I quickly learned your game was being a MASSIVE memory hog for my system. So much so that I couldn't even manage to close the game out; I had to hold down my power button to hard-shut-off my computer because nothing was responding.
I have a pretty good computer, all things considered. But running your game, the sound was slow and crackly and I quickly learned your game was being a MASSIVE memory hog for my system. So much so that I couldn't even manage to close the game out; I had to hold down my power button to hard-shut-off my computer because nothing was responding.
The sound is programmed into the game file itself through Game Maker.
I'm not sure why the game is such a memory hog.
My computer is a monster, so the memory thing really caught me off guard when I tested it on some of my other units.
I'm thinking if I can get the game to use external files for Music, Sound Effects, Backgourds, etc, that may make the game easier to run, but first I need to figure out how to code for this.
I'm not sure why the game is such a memory hog.
My computer is a monster, so the memory thing really caught me off guard when I tested it on some of my other units.
I'm thinking if I can get the game to use external files for Music, Sound Effects, Backgourds, etc, that may make the game easier to run, but first I need to figure out how to code for this.
To unlock the extra stage, you need to defeat the boss within a set time limit.
To do this, you must hit the Houndoom with the water every time he passes a hole,
start with the button on the right.
PS: in the extra stage, when it says to "press any key" press P
To do this, you must hit the Houndoom with the water every time he passes a hole,
start with the button on the right.
PS: in the extra stage, when it says to "press any key" press P
Might I suggest a temporary fix of a downloadable save file just after the ship crash? It seems that the issue is with the scene after the pokemon watch it falling when it's just the ship crashing on its own. Probably a minor coding issue that occurred when flash platforms updated, but the game was built on an older one, or something like that. I've had it happen with other games that I've played on older computers failing on newer ones. I tried compatibility mode for windows 7, XP Service pack 3, and XP Service pack 2. I can try again with compatibility for vista because I have nothing better to do right now.
It looks good. ^^ I do find the controls a bit sticky though, and I find the Houndoom boss a little hard (still can't get pass it). The trouble is there isn't much room to avoid the fireballs, and then the time between them makes it even more difficult. :/ I've tried several times, but I think i'll just give up until it's fixed.
Went in with low expectations as many vore games tend to be... well, you know
Got to say i was pretty surprised with the quality of it, great sprite animations and that chase minigame was done pretty well
Looking forward to any future updates; i'm also going to parrot some of these guys and ask for either a continue option or an ability to replay bossfights
Got to say i was pretty surprised with the quality of it, great sprite animations and that chase minigame was done pretty well
Looking forward to any future updates; i'm also going to parrot some of these guys and ask for either a continue option or an ability to replay bossfights
One thing I noticed, maybe this is just me having had an issue in the download or something but for me the sound came out, erm, bad like all static and weird.
Asides from that fun game overall, lagged a lot in that "River" screen, controls needed a little oiling but nothing else major.
Keep up the great work!
Asides from that fun game overall, lagged a lot in that "River" screen, controls needed a little oiling but nothing else major.
Keep up the great work!
For a Game Maker game, this isn't bad at all. It certainly has potential to become something pretty good if you work at it hard it. As for feedback, well, there's nothing I can't say about this that's already been said, but I'll give my 2 cents anyways in a short review.
Story: GOOD
Well, when I see that title, I could already envision how the plot was going to unfold. Almost all of this story that I've seen so far is what I'd expect from a generic sci-fi genre, and has been done quite a lot. Now that doesn't make the story bad, just cliched. And you know what, that can actually be a good thing in some cases. If someone doesn't really have interest in the story, they can skip it and still know what's going on without being lost. So even as generic as this story is, I'll be honest, it's good, but not in the least interesting for my tastes.
Gameplay: DECENT (Game overall) / GOOD (Boss battle only)
When I saw Game Maker, I set my standards to match what I'd expect to see from that game. And once I did that, it wasn't all that bad. Yes, I think most of the berries are used in the wrong way. Yes, I think the Voltorb puzzles could be reworked to be less tedious. Yes, backtracking to previous areas would be nice. Yes, being able to get rid of the on field enemy Pokemon would be nice. Yes, if you lose to the Houndoom, it shouldn't go back to the main menu. Yes, I think there should be more vore moments than with the main villains. There's a lot to say, but I'm not going to bash you too much on these because this is only a demo, but I think the previous comments have given you enough feedback for this area that I don't need to say too much about it. But I will say this, the boss battle sequence was definitely something nice. However there was one thing about it that made it more difficult than it needed to...
Controls: BAD (Directional) / GOOD (Attack)
Yes, I'll outright say it. The controls feel very off. Not only in a boss battle, but in the whole game. I don't know if this is a Game Maker restriction, but it'd be nice if I could hold multiple directional buttons and have Lily go one way for the input override and then once a button is let go, Lily moves in the direction of the button that's still held on. This has been a control staple for many games, and I assume Game Maker can accommodate for this. Also this may be a bit of a nitpick, but I think the game would be better if the character could move faster too, because it feels slow-paced as it is. Also like many others, the last battle with Houndoom is unnecessarily difficult because of the controls alone. I really hope this can be fixed. The attack controls are fine though.
Grapchics: GREAT!
Nothing much to say about this other than the sprites, icons, and cutscenes graphics are done well. I'm happy enough that the alien's designs aren't -that- generic.
Music: GOOD
The music does have a nostalgic feel to them, and I think it's nice. Problems for me though are at times, the music and sound effects can sound choppy. Otherwise, it's all good. Some people don't like the sound of the Pokemon cries and Phoenix Wright text noise, and for me...I don't mind them at all. I suppose I may not care because I expect that you probably don't want to voice act the characters and I like the Phoenix Wright games enough that the text noise doesn't bother me. So I think they're fine and dandy. I also appreciate the cry mute feature.
Overall: GOOD
Despite all the flaws I've noted above, this can become something good. It's a lot better than other vore-themed games I've played in the past. I'm going to be a tad picky by saying this, but I wish that there would be some forms of alternative vore in there in the future. But despite that fact, it's good for what it is, and I would love to see the finished result of this. From what I can see on the character select, I'm assuming the Pokes are going to be Lily, that Arcanine from the end of demo, a Totodile, and a Zangoose. I personally can't wait to play as the Zangoose if that silhouette is one (because my main is one, so there's indeed a bias).
Story: GOOD
Well, when I see that title, I could already envision how the plot was going to unfold. Almost all of this story that I've seen so far is what I'd expect from a generic sci-fi genre, and has been done quite a lot. Now that doesn't make the story bad, just cliched. And you know what, that can actually be a good thing in some cases. If someone doesn't really have interest in the story, they can skip it and still know what's going on without being lost. So even as generic as this story is, I'll be honest, it's good, but not in the least interesting for my tastes.
Gameplay: DECENT (Game overall) / GOOD (Boss battle only)
When I saw Game Maker, I set my standards to match what I'd expect to see from that game. And once I did that, it wasn't all that bad. Yes, I think most of the berries are used in the wrong way. Yes, I think the Voltorb puzzles could be reworked to be less tedious. Yes, backtracking to previous areas would be nice. Yes, being able to get rid of the on field enemy Pokemon would be nice. Yes, if you lose to the Houndoom, it shouldn't go back to the main menu. Yes, I think there should be more vore moments than with the main villains. There's a lot to say, but I'm not going to bash you too much on these because this is only a demo, but I think the previous comments have given you enough feedback for this area that I don't need to say too much about it. But I will say this, the boss battle sequence was definitely something nice. However there was one thing about it that made it more difficult than it needed to...
Controls: BAD (Directional) / GOOD (Attack)
Yes, I'll outright say it. The controls feel very off. Not only in a boss battle, but in the whole game. I don't know if this is a Game Maker restriction, but it'd be nice if I could hold multiple directional buttons and have Lily go one way for the input override and then once a button is let go, Lily moves in the direction of the button that's still held on. This has been a control staple for many games, and I assume Game Maker can accommodate for this. Also this may be a bit of a nitpick, but I think the game would be better if the character could move faster too, because it feels slow-paced as it is. Also like many others, the last battle with Houndoom is unnecessarily difficult because of the controls alone. I really hope this can be fixed. The attack controls are fine though.
Grapchics: GREAT!
Nothing much to say about this other than the sprites, icons, and cutscenes graphics are done well. I'm happy enough that the alien's designs aren't -that- generic.
Music: GOOD
The music does have a nostalgic feel to them, and I think it's nice. Problems for me though are at times, the music and sound effects can sound choppy. Otherwise, it's all good. Some people don't like the sound of the Pokemon cries and Phoenix Wright text noise, and for me...I don't mind them at all. I suppose I may not care because I expect that you probably don't want to voice act the characters and I like the Phoenix Wright games enough that the text noise doesn't bother me. So I think they're fine and dandy. I also appreciate the cry mute feature.
Overall: GOOD
Despite all the flaws I've noted above, this can become something good. It's a lot better than other vore-themed games I've played in the past. I'm going to be a tad picky by saying this, but I wish that there would be some forms of alternative vore in there in the future. But despite that fact, it's good for what it is, and I would love to see the finished result of this. From what I can see on the character select, I'm assuming the Pokes are going to be Lily, that Arcanine from the end of demo, a Totodile, and a Zangoose. I personally can't wait to play as the Zangoose if that silhouette is one (because my main is one, so there's indeed a bias).
I think that all the positive and negative issues have pretty much been covered by earlier posters, so I will simply say that despite the current shortcomings this game is pretty awesome, and I would be willing to shell out money for it should you finish it to a reasonable degree at least - there are not many vore games around to begin with from what I've seen, they tend to be text based, and I'm a total sucker for feral characters in vore as well instead of the usual anthros. :3 Plus a mightyena or a arcanine is a great choice for a main character IMO.
So, please continue or even ponder a kickstarter of some form to gauge interest!
So, please continue or even ponder a kickstarter of some form to gauge interest!
the only thing that bothers me in the demo is that the picture you get after losing the bonus stage, if the arcanine had just swallowed the maghtyena it would have been fine but he swallows her and the houndoom alien she had swallowed. so the arcanines belly should have been bigger. closer to the fan art akela had drawn. oh and you grammar is really good but I notice a few typos, like prey was spelled pray, species was spelled speices, and simple mistypes like that. But that's normal for any demo of a game lol otherwise it's just like a real pokemon game, but ten times better with vore.
Generally, Pokemon OCs aren't my shtick, but, you've managed to make the main cast so far be tolerable, and even rather likeable.
I'll leap right into the heart of this -
Game play - Simple and straight forward, but it's enjoyable, it has good game "feel", aside from lengthy puzzles with the Voltorbs, and the hiccups with the halting movement. However, I LOVED the Houndoom Chase, I do hope you include other game play styles to keep things fresh.
Though, I do hope you'll allow back tracking in future versions, it is slightly jarring how areas seal off once you've gone through them.
Writing - The shows and games always came across as "child level", so, content-wise I say it fits. Lily has a natural reaction to the fact she "accidentally the whole Houndoom", Nickelie acts like a young kid should, and...well, aside from the typos that have been pointed out, I didn't see anything else to remark on.
Music - It's a broad variety that fits well enough in my opinion, I like the fact there's a range of sound effects, including the damage noise from the Sonic games, and I swear I heard something akin to a victory tune from Mischief Makers...but, I'm being nostalgic~
Graphics/Art design - I have to knitpick on Lily's game sprite, it doesn't have her mane. I understand it's difficult to add details to a small sprite figure, but, it's something to keep in mind.
I'll also add, this game has more than just vore appeal going for it. It "is" a nice addition to the cake, but for a home made game, it's entertaining on its own, too. Best of luck with your project!
I'll leap right into the heart of this -
Game play - Simple and straight forward, but it's enjoyable, it has good game "feel", aside from lengthy puzzles with the Voltorbs, and the hiccups with the halting movement. However, I LOVED the Houndoom Chase, I do hope you include other game play styles to keep things fresh.
Though, I do hope you'll allow back tracking in future versions, it is slightly jarring how areas seal off once you've gone through them.
Writing - The shows and games always came across as "child level", so, content-wise I say it fits. Lily has a natural reaction to the fact she "accidentally the whole Houndoom", Nickelie acts like a young kid should, and...well, aside from the typos that have been pointed out, I didn't see anything else to remark on.
Music - It's a broad variety that fits well enough in my opinion, I like the fact there's a range of sound effects, including the damage noise from the Sonic games, and I swear I heard something akin to a victory tune from Mischief Makers...but, I'm being nostalgic~
Graphics/Art design - I have to knitpick on Lily's game sprite, it doesn't have her mane. I understand it's difficult to add details to a small sprite figure, but, it's something to keep in mind.
I'll also add, this game has more than just vore appeal going for it. It "is" a nice addition to the cake, but for a home made game, it's entertaining on its own, too. Best of luck with your project!
Thanks for the feedback!
I have put a lot of time and effort into my characters, and there shall be more to come in future release's.
I don't think backing tracking would work with how the story plays out. There will be quite a number of points where the past roads would be closed off anyways.
Good ear, there was a Mischief Makers tune in there!
Well.... I did modify Lily's sprite, The mane is there but it's not too noticeable.
Recently, I did re-edited Lily's sprite and I must say, the sprite definitely represents Lily now.
Thanks for the luck!
I have put a lot of time and effort into my characters, and there shall be more to come in future release's.
I don't think backing tracking would work with how the story plays out. There will be quite a number of points where the past roads would be closed off anyways.
Good ear, there was a Mischief Makers tune in there!
Well.... I did modify Lily's sprite, The mane is there but it's not too noticeable.
Recently, I did re-edited Lily's sprite and I must say, the sprite definitely represents Lily now.
Thanks for the luck!
http://www.furaffinity.net/view/10505964/
...Please don't hate me for this. I just...Had to frigging do it X3
...Please don't hate me for this. I just...Had to frigging do it X3
Game Maker? It's been years since I've even touched that engine! But here's what I've noticed from your game:
It eats up way to much CPU time for such a simple game! I've ran Game Maker games on systems older than the one I own now and much slower too, but I've rarely encountered slowdowns and high CPU usage unless I had a very high number of objects on screen at once. (Somewhere around 1,000 if I remember.)
Are you using objects where you could be using tiles instead? Leaving objects activated when they're unneeded? These can all drive up CPU usage unnecessarily and should be avoided wherever possible!
Like I said, It's been a long time since I last used Game Maker, and it's minimum requirements may have changed since then, but I should still know a few things you can try to optimize your game and not have it require an 8-core CPU to run!
It eats up way to much CPU time for such a simple game! I've ran Game Maker games on systems older than the one I own now and much slower too, but I've rarely encountered slowdowns and high CPU usage unless I had a very high number of objects on screen at once. (Somewhere around 1,000 if I remember.)
Are you using objects where you could be using tiles instead? Leaving objects activated when they're unneeded? These can all drive up CPU usage unnecessarily and should be avoided wherever possible!
Like I said, It's been a long time since I last used Game Maker, and it's minimum requirements may have changed since then, but I should still know a few things you can try to optimize your game and not have it require an 8-core CPU to run!
While I'm not into vore, I decided to poke at the game out of boredom. Not bad and not focused just on vore. I echo everyone else about a check point between the chase and the fight. I've been cheesing it by hiding along one edge during the chase. Now the fight I've found to be impossible for me to do. I'm a giant fireball magnet for some reason I've given up after 30 tries.
Got linked to your game and gave it a go, really fun to play. Did bring back some memories to the old Nes days with the voltorb quests. guess I am one of few that did not mnd the going back and forth for the small puzzle.
Only real thing i could point out is how easy you get stuck when trying to move. Slightly annoying in the bossfight , but should cme over that part sooner or later once i get more used to the controlls as with any game x3
Only real thing i could point out is how easy you get stuck when trying to move. Slightly annoying in the bossfight , but should cme over that part sooner or later once i get more used to the controlls as with any game x3
This game was amazing for demo! Making it in Game Maker leaves me speechless.
Graphic - Good detail on sprite durning vore while rest burrows from game freak. The cutscenes sooooo awesome.
Text - Oh you phoenix wright fan xD.
Music - They all sound good while the first one(intro) i heard it so many times in RPG maker games XD
Gameplay - Shame that those weedles hurt you but you can stun and get pass them.
Suggestion - Perhaps you could add in the bonus contect after beating game viewing the vore scenes.
Story - Intersting so far! Love that cute avatar of him reading that book XD
While the game is like a hallway where you can't return where you came from.
My personal opinion it does feel currently right way to do so at the moment.
To me backtrack would require if there are sidequest or secrets.
Overall keep up the good work! Can't wait for part 2 owo and other chars storyline.
Graphic - Good detail on sprite durning vore while rest burrows from game freak. The cutscenes sooooo awesome.
Text - Oh you phoenix wright fan xD.
Music - They all sound good while the first one(intro) i heard it so many times in RPG maker games XD
Gameplay - Shame that those weedles hurt you but you can stun and get pass them.
Suggestion - Perhaps you could add in the bonus contect after beating game viewing the vore scenes.
Story - Intersting so far! Love that cute avatar of him reading that book XD
While the game is like a hallway where you can't return where you came from.
My personal opinion it does feel currently right way to do so at the moment.
To me backtrack would require if there are sidequest or secrets.
Overall keep up the good work! Can't wait for part 2 owo and other chars storyline.
Here's my feedback. Apologies in advance if my feedback comes off as offensive; I don't intend to offend or discourage you or slander any of your work; I want to help the game improve. Overall, I think this game has potential, but I also think a lot of the game's content needs to be reconsidered.
Pros: I liked the vore scenes. The graphics and audio were good. I was caught off-guard when I heard what I believe was a variation of the Mischief Makers boss-complete theme :P
Pacing: If the game is advertised as a vore game, then everything that isn't vore is basically an obstacle. Pokemon is advertised as a game in which you raise and battle pokemon, and you spend the whole game battling pokemon. Zelda is advertised as a game in which you defeat evil and save the world, and you spend the whole game adventuring and defeating evil around the world. This game is advertised as a game in you and Exstroy eat each other, but most of the game is spent sitting through dialog, dodging weedles, and walking back and forth between Voltorb-murdering buttons.
Dialog: In my opinion, nearly all of the dialog seems corny and verbose. I find myself holding the spacebar to skip all the text and then hitting H to see what I was supposed to glean from it. That's just my opinion, though; from reading other comments, apparently other people loved it, so take this feedback at face value.
Story: I'm pretty meh about the story overall, but I do like that the storyline explains why characters are able to eat one another of the same size (and why they might be compelled to do so). There are a lot of holes as far as I can tell, though. If the alien race is invading the planet, why did they crash their death star into the planet in a random location, as if they had no plan at all? How did they lose a vore orb? If they're a race of vorish aliens, why is a vore orb so special/valuable to them? If it's so valuable, why did they send only one person to get it? If the aliens touched ground for only a few minutes, how did one of the natural inhabitants already get eaten, and how did another of the natural inhabitants already pick up that they were aliens and that they could be identified by their vorish tendencies? Some of these could be made into plot points that get explained later, but some of them seem like they can have no real explanation.
Mechanics: The play mechanics are good, but nothing special. The rodent-ridden paths are annoying to get through, though, not fun. The weedles need to be made killable, and the voltorb puzzles should require far, far less backtracking. I turned the voltorb puzzles into a challenge of "how many of them can I sneak past or run straight through without dying, and how much time would it save me?" One thing I particularly would like to know is why pokemon along paths are there to begin with and why they're hostile. I know they're supposed to be obstacles, but it creates a *huge* disconnect about what pokemon are supposed to be in this world. We are expected to believe they are sentient and reasonable and, on the same token, we are expected to believe they are mindless and violent. The human equivalent of a weedle would be a serial murder with ADD and short-term memory loss.
Misc: Game controls should be explained in-game with one image that can be shown at any time (or with a keyboard-mapping window). The game needs to make it completely obvious that statues are save locations. The first boss is too hard. Dying in fields or boss scenes should put you back at the beginning of the scene/field, not the save location.
Again, I apologize if this came off as offensive or discouraging; I don't mean for it to be. I look forward to future work on this game and hope you are rewarded for your time and effort!
Pros: I liked the vore scenes. The graphics and audio were good. I was caught off-guard when I heard what I believe was a variation of the Mischief Makers boss-complete theme :P
Pacing: If the game is advertised as a vore game, then everything that isn't vore is basically an obstacle. Pokemon is advertised as a game in which you raise and battle pokemon, and you spend the whole game battling pokemon. Zelda is advertised as a game in which you defeat evil and save the world, and you spend the whole game adventuring and defeating evil around the world. This game is advertised as a game in you and Exstroy eat each other, but most of the game is spent sitting through dialog, dodging weedles, and walking back and forth between Voltorb-murdering buttons.
Dialog: In my opinion, nearly all of the dialog seems corny and verbose. I find myself holding the spacebar to skip all the text and then hitting H to see what I was supposed to glean from it. That's just my opinion, though; from reading other comments, apparently other people loved it, so take this feedback at face value.
Story: I'm pretty meh about the story overall, but I do like that the storyline explains why characters are able to eat one another of the same size (and why they might be compelled to do so). There are a lot of holes as far as I can tell, though. If the alien race is invading the planet, why did they crash their death star into the planet in a random location, as if they had no plan at all? How did they lose a vore orb? If they're a race of vorish aliens, why is a vore orb so special/valuable to them? If it's so valuable, why did they send only one person to get it? If the aliens touched ground for only a few minutes, how did one of the natural inhabitants already get eaten, and how did another of the natural inhabitants already pick up that they were aliens and that they could be identified by their vorish tendencies? Some of these could be made into plot points that get explained later, but some of them seem like they can have no real explanation.
Mechanics: The play mechanics are good, but nothing special. The rodent-ridden paths are annoying to get through, though, not fun. The weedles need to be made killable, and the voltorb puzzles should require far, far less backtracking. I turned the voltorb puzzles into a challenge of "how many of them can I sneak past or run straight through without dying, and how much time would it save me?" One thing I particularly would like to know is why pokemon along paths are there to begin with and why they're hostile. I know they're supposed to be obstacles, but it creates a *huge* disconnect about what pokemon are supposed to be in this world. We are expected to believe they are sentient and reasonable and, on the same token, we are expected to believe they are mindless and violent. The human equivalent of a weedle would be a serial murder with ADD and short-term memory loss.
Misc: Game controls should be explained in-game with one image that can be shown at any time (or with a keyboard-mapping window). The game needs to make it completely obvious that statues are save locations. The first boss is too hard. Dying in fields or boss scenes should put you back at the beginning of the scene/field, not the save location.
Again, I apologize if this came off as offensive or discouraging; I don't mean for it to be. I look forward to future work on this game and hope you are rewarded for your time and effort!
First up, Sorry if I come off as snappy here but reading after reading your feedback, I solely believe your judging the game WAY too early. The story presented so far is the Prologue portion, the ball hasn't even started rolling yet silly.
Pacing: I know the pacing can be slow getting the story starts to pick up, but I do know many other great games that have slow starts too.
So again I say, judging too early.
Dialogue: I spend A LOT OF TIME working on the Dialogue. Even though it does need some rewriting. (from my view)
The Dialogue itself will be a VERY important later on for story points, character development, etc.
Story: OF COURSE YOU WOULD SEE HOLES! if I explained EVERYTHING that was going on, why would the player care about the story?
I assume you skipped the intro scene which clearly shows the Exstroy's ship getting hit by a Meteorite. (I do plan on improving the intro scene too)
You may also want to read the Exstroy's Bio page too.
The other things you call plot holes, The vore orb, the Arcanine, the Houndoom, else mentioned ALL WHICH HAS EXPLANATIONS!
I do have friends that do help me with the story. One happens to be a talented a writer, and they do say the explanations are sound.
... I'm sorry but I have run out of energy to continue here... It just feels like you wrote this having no trust with where I'm taking it.
Pacing: I know the pacing can be slow getting the story starts to pick up, but I do know many other great games that have slow starts too.
So again I say, judging too early.
Dialogue: I spend A LOT OF TIME working on the Dialogue. Even though it does need some rewriting. (from my view)
The Dialogue itself will be a VERY important later on for story points, character development, etc.
Story: OF COURSE YOU WOULD SEE HOLES! if I explained EVERYTHING that was going on, why would the player care about the story?
I assume you skipped the intro scene which clearly shows the Exstroy's ship getting hit by a Meteorite. (I do plan on improving the intro scene too)
You may also want to read the Exstroy's Bio page too.
The other things you call plot holes, The vore orb, the Arcanine, the Houndoom, else mentioned ALL WHICH HAS EXPLANATIONS!
I do have friends that do help me with the story. One happens to be a talented a writer, and they do say the explanations are sound.
... I'm sorry but I have run out of energy to continue here... It just feels like you wrote this having no trust with where I'm taking it.
Is a really good demo. it encorage me to play it again. i can't way to see what happen next.
Really good animation and cut-Scenes. mostly the vore one. i still finding the easter egg at the end of the game but is really interesting the story you made and the extras you add.
i don't doube that many think the same that me.
Really. Awesome work =D
Really good animation and cut-Scenes. mostly the vore one. i still finding the easter egg at the end of the game but is really interesting the story you made and the extras you add.
i don't doube that many think the same that me.
Really. Awesome work =D
Just played though the demo and am looking forward to seeing more as the game develops.
I do however very much hope that later versions will cut down on the back and forth through the same room over and over and over again parts.
the controls seem simple enough that most people should be used to them plenty of time before the boss, even if there was no back tracking.
running back once or twice for hitting a couple buttons is fine in smaller rooms, but with how often it was happening, and how far we had to run, I just started running through the voltorbs instead, because it got old fast, and was just plain boring to have to do.
I also found that the chase part and the boss fights seemed to go on too long, without anything to change them up and keep them interesting.
Not to say I don't like long boss fights. but it just feels repetitive if the fight is that long, yet exactly the same the whole way through.
I apologize if I sound nitpicky. I know the game is very early and I just mean to give my thoughts and provide feedback, since I think the game has potential.
I do however very much hope that later versions will cut down on the back and forth through the same room over and over and over again parts.
the controls seem simple enough that most people should be used to them plenty of time before the boss, even if there was no back tracking.
running back once or twice for hitting a couple buttons is fine in smaller rooms, but with how often it was happening, and how far we had to run, I just started running through the voltorbs instead, because it got old fast, and was just plain boring to have to do.
I also found that the chase part and the boss fights seemed to go on too long, without anything to change them up and keep them interesting.
Not to say I don't like long boss fights. but it just feels repetitive if the fight is that long, yet exactly the same the whole way through.
I apologize if I sound nitpicky. I know the game is very early and I just mean to give my thoughts and provide feedback, since I think the game has potential.
So, I beat the Houndoom and unlocked the extra stage, but when I tried playing the extra stage, the program wouldn't go past the "title" page for the stage (where it says press any key). So I had to close out of the program, and when I re-opened it, all the extras weren't there anymore... T_T I haven't tried re-beating the Houndoom again, but from the way it looks I assume there's no way to keep the bonuses when you earn them, since there's no way to save after beating the Houndoom?
Also, about half of the time when I open the program, the sound doesn't work. Not sure what's up with that.
Really looking forward to the next update!
Also, about half of the time when I open the program, the sound doesn't work. Not sure what's up with that.
Really looking forward to the next update!
The best pokemon game demo i played so far, I love Lily really, she's like one of my OCs, carring to her little bro i just founded that so cuuuute. :3
I really enjoyed that demo, keep on! I can wait for the next demo or the full game (I may kidding).
The story line is so good, boss fight kinda hard because no checkpoints but still loved that type, losed 2 times before beat him hehe.
Keep on! I know you can do it!
I really enjoyed that demo, keep on! I can wait for the next demo or the full game (I may kidding).
The story line is so good, boss fight kinda hard because no checkpoints but still loved that type, losed 2 times before beat him hehe.
Keep on! I know you can do it!
I found a huge problem with this game!
I keep letting Lilly get eaten because the "game over" screen(s) are too awesome, lol.
But seriously; this is the absolute best demo of anything I've ever played (except maybe Naruto ninja storm 3, but..)!
The storyline is great, the easter eggs are fun to try and find, the characters are awesome...
The one downside I can even see to this is that you can't like.. pick your favorite pokemon to use, but everything else makes up for that 10-fold.
Just.. awesome work! ^_^
I keep letting Lilly get eaten because the "game over" screen(s) are too awesome, lol.
But seriously; this is the absolute best demo of anything I've ever played (except maybe Naruto ninja storm 3, but..)!
The storyline is great, the easter eggs are fun to try and find, the characters are awesome...
The one downside I can even see to this is that you can't like.. pick your favorite pokemon to use, but everything else makes up for that 10-fold.
Just.. awesome work! ^_^
I can never beat the boss. My fps is low so I am just going a tad bit slow and then I get hit. So I just play with struggling and the internal veiw. Great game though. But we need to be able to skip cutscenes after like 15 seconds if seeing them along with the auto walking thing. And during the chase thing you should make it shorter cause I failed almost 43 times... I only made it to the end once and lost cause the fps. My computer is slow anyways.
download doesn't work for me. I can use the link, but clicking download sends me to http://205.196.122.126/4zinnzbzf77g.....First+Demo.rar which gives me an 'Oops! Google Chrome can't connect to 205.196.122.126' and just crashes the site without a download, I'll keep trying to get the link to work, but if there's a way to send it to me directly, I'd be appreciative.
Its very good so far, the only thing I can think of to mention would be to add a progress meter or countdown timer for the chase scene, and a boss health meter. That and maybe one or two berries in the boss arena. My first time through I had barely survived the chase, so I stood no chance whatsoever in the boss fight
Beyond that, great job, I look forward to seeing where it goes and the other four stories as well =)
Beyond that, great job, I look forward to seeing where it goes and the other four stories as well =)
i love this so far, the funnys, the cuteness. i am so enjoying this. and i am recording a seris for youtube. once my sares i am uploading right now is done. and sew others, than this.
but i got a problem. averything works perfictly till i get to the seen *SPOILER!!!!* the ship crashes and they whach. it stop when it showed it was going in the trees. when i did it without youcam, it stop at when you see the 3 stiring at it. i don't know why this is happening.
but over all so far it's fun. if i somehow get past this problem i will continue recording. if not, than i have to wait for the updait. =\
7/10 for now.
but i got a problem. averything works perfictly till i get to the seen *SPOILER!!!!* the ship crashes and they whach. it stop when it showed it was going in the trees. when i did it without youcam, it stop at when you see the 3 stiring at it. i don't know why this is happening.
but over all so far it's fun. if i somehow get past this problem i will continue recording. if not, than i have to wait for the updait. =\
7/10 for now.
ok. i somehow got past the break down part. when i played the part no sounds were working and because of that i was able to get past that bad part. so now i see all of the demo and *SPOILER!* after chased by arcanine i get the "#4 later time" is the last one i have yet to get.
so over all, i give you 9/10. you have great story line, great hummer and cleaver events. you have all what it takes to make a amazing game. i can't wait for demo 2!
the reason i did not give you the extra point to make it 10/10 is because the thing you need to fix. he is the list that you need to fix:
1. on the part were you get lead by floatzel every time the girl dog and boy dog turn they freeze for a moment and continue walking. and when they turn it does it again. even after they leave the house they still do it.
2. i have windows 8 laptop. so don't think this problem is me using old computers. as i said before, sometimes the audio does not come on like the game is muted and some time i crash here and there without reason and i so far always crash on the falling spaceship part.
3. you say the floatzel is female yes? but, the two ovals on the back mean it's ma;e. i have pokemon platinum and the pokedax has a gender comparison. and females floatzel has one oval on the back and males have two ovals on the back. you are making your character a herm. i am not insulting, i am just going with the facts.
so if these 3 get fix's, you get 10/10. thank you for making a amazing fun game! i will put link of my youtube playlist of me playing this when i have all episodes uploaded.
so over all, i give you 9/10. you have great story line, great hummer and cleaver events. you have all what it takes to make a amazing game. i can't wait for demo 2!
the reason i did not give you the extra point to make it 10/10 is because the thing you need to fix. he is the list that you need to fix:
1. on the part were you get lead by floatzel every time the girl dog and boy dog turn they freeze for a moment and continue walking. and when they turn it does it again. even after they leave the house they still do it.
2. i have windows 8 laptop. so don't think this problem is me using old computers. as i said before, sometimes the audio does not come on like the game is muted and some time i crash here and there without reason and i so far always crash on the falling spaceship part.
3. you say the floatzel is female yes? but, the two ovals on the back mean it's ma;e. i have pokemon platinum and the pokedax has a gender comparison. and females floatzel has one oval on the back and males have two ovals on the back. you are making your character a herm. i am not insulting, i am just going with the facts.
so if these 3 get fix's, you get 10/10. thank you for making a amazing fun game! i will put link of my youtube playlist of me playing this when i have all episodes uploaded.
Well, I have to say this was the best Pokemon vore game I'm seen. Your sprite work and animations are pretty good, even for someone who doesn't usually like sprite vore. I liked the vore scenes so much I ended up recording them actually, haha. That "vore room" that was mentioned would be useful for people who aren't so dedicated but want to easily replay those scenes. At first glance my thought was "Aliens? How absurd" but after playing and beating it (and losing on purpose) I do have to say the concept's grown on me. If my understanding is right based off the Arcanine, when an alien eats someone they gain the ability to transform into their body, hence the Houndoom supposedly being Arcanine's husband or whatever? I like the implications this gives for if Houndoom eats Lily, it could transform into her and go eat Pokemon close to her, such as her brother. Hehe, I like that idea~
It seems some of my complaints have already been brought up. The big one is the Windows 8 crashing bug when the ship crashes, to get past that part I had to play that segment on my Windows 7 laptop. While a cutscene skip feature would be appreciated in general, bugs like that really do need to be worked out. If what the above guy says is true it may be due to t he sound during that part, so you may want to look at that or anything else special you do then.
Difficulty varied kind of wildly. It was really easy up to the rooms before the boss fight, when the enemies were clustered so close together and you had to keep going back and forth and back and forth that it wears on you. Then you get to the chase and fight itself which, IMO, were pretty poorly designed. The chase is fine but really needs to let you heal and save afterwards before going right into the next fight, while that fight could use more room to maneuver and avoid the fireballs because as is the paths are quite narrow making it hard to dodge while moving to the buttons at the same time. Combined with the lack of healing and saving, it was actually frustrating enough I had to resort to cheating to get past that part.
There are some issues I noticed with the controls, namely if I hold down one direction such as left, then hold another like up, I'll end up going in the second direction (up) as expected but when I release that key, I stop moving. It'd be much more fluid if once the second key is released that you move in the direction of the first one you held (left). Or, even better, diagonal movement. I understand that would probably require a good deal of recoding however, so simply fixing the movement issues with multiple key presses would suffice to improve control.
Also, there should be a "system save" file that saves settings and the bonus feature unlocks. As is, if you want to go into the bonus stuff like the extra stage you have to beat the game again every time you restart it.
Let's see... I think the areas could either use more detail or be smaller. As is, everything seems really large and open, which is good when lots of enemies are around as it lets you maneuver but makes it seem like the scale's off in the towns.
Hmm, I think some extra game over scenes would be cool. When you first run into the Spinarak you're told that they'll wrap you in their webs if you die to them, so I let myself die to test that but it just gave the standard game over. It'd be cool if for some enemies such as the Spinarak you got a different game over animation and picture (in this case, Lily being wrapped up in spider webs)
It's a shame you seem too busy to work on this much now, though. Have you considered working together with someone else to make the game? I haven't used Game Maker that much, but I do program in Java which is more difficult than GML, so I could probably learn and adapt easily. Drop me a note if you're interested in some help, but regardless I hope you can keep at it and realize the full potential of PvA!
It seems some of my complaints have already been brought up. The big one is the Windows 8 crashing bug when the ship crashes, to get past that part I had to play that segment on my Windows 7 laptop. While a cutscene skip feature would be appreciated in general, bugs like that really do need to be worked out. If what the above guy says is true it may be due to t he sound during that part, so you may want to look at that or anything else special you do then.
Difficulty varied kind of wildly. It was really easy up to the rooms before the boss fight, when the enemies were clustered so close together and you had to keep going back and forth and back and forth that it wears on you. Then you get to the chase and fight itself which, IMO, were pretty poorly designed. The chase is fine but really needs to let you heal and save afterwards before going right into the next fight, while that fight could use more room to maneuver and avoid the fireballs because as is the paths are quite narrow making it hard to dodge while moving to the buttons at the same time. Combined with the lack of healing and saving, it was actually frustrating enough I had to resort to cheating to get past that part.
There are some issues I noticed with the controls, namely if I hold down one direction such as left, then hold another like up, I'll end up going in the second direction (up) as expected but when I release that key, I stop moving. It'd be much more fluid if once the second key is released that you move in the direction of the first one you held (left). Or, even better, diagonal movement. I understand that would probably require a good deal of recoding however, so simply fixing the movement issues with multiple key presses would suffice to improve control.
Also, there should be a "system save" file that saves settings and the bonus feature unlocks. As is, if you want to go into the bonus stuff like the extra stage you have to beat the game again every time you restart it.
Let's see... I think the areas could either use more detail or be smaller. As is, everything seems really large and open, which is good when lots of enemies are around as it lets you maneuver but makes it seem like the scale's off in the towns.
Hmm, I think some extra game over scenes would be cool. When you first run into the Spinarak you're told that they'll wrap you in their webs if you die to them, so I let myself die to test that but it just gave the standard game over. It'd be cool if for some enemies such as the Spinarak you got a different game over animation and picture (in this case, Lily being wrapped up in spider webs)
It's a shame you seem too busy to work on this much now, though. Have you considered working together with someone else to make the game? I haven't used Game Maker that much, but I do program in Java which is more difficult than GML, so I could probably learn and adapt easily. Drop me a note if you're interested in some help, but regardless I hope you can keep at it and realize the full potential of PvA!
Mostly yes. The story will stay with the main characters after they've eaten an alien, and will show when said character digests them. When eaten by a alien, you'll be directed to a game over screen and digestion would not be shown. However main characters will get to see some aliens eating and digesting other Pokemon.
PvA is a ExE type file, and to my knowledge . Mac computers cannot run such files. Sorry bro. If you want to play it, you'll have to get a hold of a computer running windows. Preferably, Windows XP. It does runs on Windows 7, but I've been hearing there's a game stopping glitch when playing on windows 7.
I finally got it to work after understanding what i needed in order to open it and run it, however, it crashes everytime that the spaceship is crashing, and it can't possibly be my computer, my computer is less then a year old and runs very quickly, idk if it's just me or what
This is looking real nice. The sounds are perfect for me, not too weak or overpowered. The genuine reaction from Lily voring mightyena after the fight is something reasonable (I've seen people just do a "Meh" reaction, can ruin the entire experience). after mashing every key on the keyboard i found out that secret 'U'nlock key on the keyboard (along with finding out that level's 'P'lay button).
Still hate all those voltorbs though, and a save after the chase would be great since i normally injure myself quite a bit on the chase, and having to go back and do all that again is a little bit frustrating.
Adding a room with all the vore scenes would be a nice touch too, you know, one side where the protagonist would vore a Pokemon and the other side being where it is the other way round. I'd really appreciate it if you'd do that and i'm certain many others would too. :D
Also the opening cut-scene was charming, those aliens really need to stop playing retro video games and actually pay attention. :p.
I'm hoping another update will be gracing our presence soon, and i eagerly await an expansion to this amazing game of yours. ^^
Still hate all those voltorbs though, and a save after the chase would be great since i normally injure myself quite a bit on the chase, and having to go back and do all that again is a little bit frustrating.
Adding a room with all the vore scenes would be a nice touch too, you know, one side where the protagonist would vore a Pokemon and the other side being where it is the other way round. I'd really appreciate it if you'd do that and i'm certain many others would too. :D
Also the opening cut-scene was charming, those aliens really need to stop playing retro video games and actually pay attention. :p.
I'm hoping another update will be gracing our presence soon, and i eagerly await an expansion to this amazing game of yours. ^^
Here's the thing: it's a game. And the application is "prohibited" I'm sure- wait...I'd need administration to just install it or something. Besides...I don't a Mac book air can run the file...
Laptop at break time? There is no break time, and no barrow it laptops or anything...
Laptop at break time? There is no break time, and no barrow it laptops or anything...
Just found out about this and will try it out shortly. I'm a Linux user so the only way I can run it is via WINE. So far it starts up, but I get no sounds for the intro or main menu.
Is this normal, or should I conclude it is a WINE bug? What engine is this written in exactly, in case I can ask about the problem if so?
Is this normal, or should I conclude it is a WINE bug? What engine is this written in exactly, in case I can ask about the problem if so?
Hello. PvA was made on Game Maker 7.0. You may want to try restarting the game to get the sound, as I had the game start with no sound sometimes myself.
I wouldn't know how the game plays on Linux, if at all since I only run with windows PC's.
Since this release, I have switched to Game Maker 8.0 Pro. I do not believe I have had the sound issue since and might work better on other systems. Haven't been able to test other systems though.
I wouldn't know how the game plays on Linux, if at all since I only run with windows PC's.
Since this release, I have switched to Game Maker 8.0 Pro. I do not believe I have had the sound issue since and might work better on other systems. Haven't been able to test other systems though.
I lost at the battle after the chase scene, and to be perfectly honest I'm not all that interested in trying again. I don't want to sit through 5 minutes of dialogue and an uneccessary unskippable cutscene just to get pounded into the ground by a slightly buggy chase sequence followed by a boss fight that's waaaay too difficult considering the rest of the game is really simple up to that point.
Bugs/critiques:
1: The voltorb and switch combos aren't puzzly, and are really just tedious. On top of that, a voltorb continues to damage you after its explosion while it's still on screen. You might want to just scrap that all together.
2: During the chase scene I at one point went to jump a log and got hit by it while I started the jump animation. I proceeded to be stuck until I got hit again, costing me extra health.
3: Like I said, the first boss is too difficult, might want to tone done the fireballs, maybe make them only go straight down at more predictable intervals?
4: The chase being immediately followed by a fight is unforgiving. You may want to either cut out the fight, or make a way to fully heal after the chase. Or just cut out the chase itself, it wasn't that interesting here.
5: Cutscenes should be skippable since they do nothing for the story here. I shouldn't need to wait 20 seconds while my character stares at a crashed UFO to get back to where I left off after purposely failing the chase the first time. XD
6: Enemies sometimes hop out of damage near instantly, which is really frustrating when they're blocking a path. More than once while dealing with weedles in small areas, I hit them and they immediately attacked me anyway when I went to walk by them less than a quarter of a second later.
That's about it, other than that, this game looks really good, and I can't wait to see more. Wish I could've gotten farther, but like I said, I don't want to have to go through all that dialogue AND the chase scene every time I want to attempt to fight Hounddoom.
Bugs/critiques:
1: The voltorb and switch combos aren't puzzly, and are really just tedious. On top of that, a voltorb continues to damage you after its explosion while it's still on screen. You might want to just scrap that all together.
2: During the chase scene I at one point went to jump a log and got hit by it while I started the jump animation. I proceeded to be stuck until I got hit again, costing me extra health.
3: Like I said, the first boss is too difficult, might want to tone done the fireballs, maybe make them only go straight down at more predictable intervals?
4: The chase being immediately followed by a fight is unforgiving. You may want to either cut out the fight, or make a way to fully heal after the chase. Or just cut out the chase itself, it wasn't that interesting here.
5: Cutscenes should be skippable since they do nothing for the story here. I shouldn't need to wait 20 seconds while my character stares at a crashed UFO to get back to where I left off after purposely failing the chase the first time. XD
6: Enemies sometimes hop out of damage near instantly, which is really frustrating when they're blocking a path. More than once while dealing with weedles in small areas, I hit them and they immediately attacked me anyway when I went to walk by them less than a quarter of a second later.
That's about it, other than that, this game looks really good, and I can't wait to see more. Wish I could've gotten farther, but like I said, I don't want to have to go through all that dialogue AND the chase scene every time I want to attempt to fight Hounddoom.
Thanks for the feed back. I will admit that an issue as a designer. With many plays of testing, the game can seem really easy, and forget it would be hard for other players.
The voltrobs, yeah. No body likes them. I know now that they can be used a lot better, rather then placing them everywhere. There is a way to use them smartly. We shall see if that works out.
Chase scene does need some treaks still, yes.
I don't have the intention of using fewer fireballs in the boss. The problem is more on the tight layout, and the lack of teaching the player that you can easily side step the flames. Seriously, the difficulty others were having really caught me off guard, when I can defeat the Houndoom while standing right next to the button.
Other talked to me about adding a heath restore between the chase and battle, but after some thought, I won't do that. HOWEVER, I decided to add a "retry" button when you lose that will restart to the respective boss/stage set you lost in.
The retry option would fix the cutscene waiting, but wanna put a skip key in for speed runners. (Or people who just want the vore scene.)
NPC enemy rigging has been redone since this release, and should be a lot easier to handle. Also enemies have heath and can be KO'd.
(Hint, you can just hug one of the sides in the chase scene. You can get to the fight without getting hit.)
The voltrobs, yeah. No body likes them. I know now that they can be used a lot better, rather then placing them everywhere. There is a way to use them smartly. We shall see if that works out.
Chase scene does need some treaks still, yes.
I don't have the intention of using fewer fireballs in the boss. The problem is more on the tight layout, and the lack of teaching the player that you can easily side step the flames. Seriously, the difficulty others were having really caught me off guard, when I can defeat the Houndoom while standing right next to the button.
Other talked to me about adding a heath restore between the chase and battle, but after some thought, I won't do that. HOWEVER, I decided to add a "retry" button when you lose that will restart to the respective boss/stage set you lost in.
The retry option would fix the cutscene waiting, but wanna put a skip key in for speed runners. (Or people who just want the vore scene.)
NPC enemy rigging has been redone since this release, and should be a lot easier to handle. Also enemies have heath and can be KO'd.
(Hint, you can just hug one of the sides in the chase scene. You can get to the fight without getting hit.)
I love the game even if it is a demo :D Cute characters, Interesting game-play ideas, very tough first boss (I suck at the game somewhat and cant beat it) the only few problems I've noticed is sometimes the sprites glitch while walking, where her ear is in her neck though that just may be computer capping out, any suggestions for someone who is newer to the game making scene? (i believe I've watched you by now, if not you're getting a new watcher after this)
If I could give any advice (which aint gonna be much since I nevevr even got past the first boss) Itd be to put in a derp difficulty, or the ability to skip boss battles, or at the very least being able to save before a boss battle. That really did bring back some memories... like how much I hate boss battles XD. Good game overall and... any timeline on when it'll be out after the setbacks you had?
Hey! Just played this on my laptop on Monday! It took a while to get to the actual aliens part but at leat I don't have to go through the library again.
But umm...for some reason...the game, or application in my case, stops working during the scene where the aliens crash. It suddenly stops work of and I can't go any farther...does it have something to do with the laptop brand? Or what? Please help me out here!
Anyway...I've already taken a liking to the whole thing...even though I can't progress anymore...but why do I always take a liking to lower evos of Pokémon? ...
But umm...for some reason...the game, or application in my case, stops working during the scene where the aliens crash. It suddenly stops work of and I can't go any farther...does it have something to do with the laptop brand? Or what? Please help me out here!
Anyway...I've already taken a liking to the whole thing...even though I can't progress anymore...but why do I always take a liking to lower evos of Pokémon? ...
Unfortunately, there is an issue that's appeared with people using Windows 8 PC's. Always at the same place. I've tested it on a Windows 8 with the same result. I cannot explain why it does that, but it does for some reason. For the time being, you will have to get a hold of a Windows 7 machine. Try asking a friend.
Glad you like the game so far, and in the future, I'll have testers running windows 8.
Glad you like the game so far, and in the future, I'll have testers running windows 8.
Ugh. I have no friends with that thing...in fact...I got no friends at all...I got none that really...I dunno. I got my parents that would question why is want to do so as well...
*sigh* I wish I knew that sooner. My Lenovo runs windows 8... It can't run some programs...well thanks for letting me know. ^^'
*sigh* I wish I knew that sooner. My Lenovo runs windows 8... It can't run some programs...well thanks for letting me know. ^^'
Never heard if it. How is that even possible? I said my laptop runs Windows 8. Besides...I don't have Internet data to download big files and stuff. And my dad doesn't want me to download too many things on it. I still need me some antivirus software on the thing. Don't know why my FA hasn't done it yet...
Hmmm... It's hard for me to explain. Basicly you'd need a sprite (The character art) and an object. (The object in the game). In the object, you'll need to set an event. Set one for "Button pressed Up". Then there will be icons to your right. Drag the movement icon to the actions screen and set the speed. Make an event for "Button released up" and do the same but set the speed for 0. Do the same for each direction.
These might explain it better. https://www.youtube.com/watch?v=ba3zIIIMqSc
Good luck!
These might explain it better. https://www.youtube.com/watch?v=ba3zIIIMqSc
Good luck!
I used to have Windows 8. Thankfully it works in Windows 10.
Anyways, not sure if you've noticed this yet, but it's possible to walk right by certain voltorbs making their sections a lot less tedious.
I'm not sure if I'm reporting a bug that needs fixing or if I'm giving advice to anyone who wants to skip a few voltorbs without blowing themselves up
Anyways, not sure if you've noticed this yet, but it's possible to walk right by certain voltorbs making their sections a lot less tedious.
I'm not sure if I'm reporting a bug that needs fixing or if I'm giving advice to anyone who wants to skip a few voltorbs without blowing themselves up
I have to say, very well done ^-^ it was very good. I just tried it. I got a few nostalgia from some of the music ^^ so many good memories
I am excited for the finished game, but I can wait!~ I did have one problem. it dealt with the map in Lily's house, I couldn't get out of it when I looked at it.
I am excited for the finished game, but I can wait!~ I did have one problem. it dealt with the map in Lily's house, I couldn't get out of it when I looked at it.
I'll be honest, when I found this game I was pretty excited to play it. Going in and seeing the nice cutscenes was a really good surprise, as I didn't expect to see any animation really going into it. Playing through the beginning it was rather difficult to figure out what was going on, but after a while of derping around the library I finally realized you had to talk to the pidgey and go find him another book.
To be honest, the controls were really a big put off. I was happy at first that it didn't have a square 'board' to step across square by square, but later on I started wishing it did- though I'll get to that in a bit. The controls are kinda annoying spread across the keyboard, but it is good to have options depending on how you like to use your controls, even if you sometimes hit a button on accident that triggers an attack or makes you talk to someone you really don't want to. Besides that, the walking felt really chuggy, especially since the walking isn't detecting when you go from one direction holding down the button, tapping another direction to move just a bit, and it now ignores the direction you've been holding down the whole time. That's really screwed me a dozen times on the boss and has caused MASSIVE amounts of frustration. But that brings me to the next point, the boss battle.
To be honest, the boss battle was extremely heavy with bullshit. Going from a completely unforgiving chase scene that took multiple tries to be able to get through with any semblance of health remaining to a battle with a horribly over powered boss ruined the whole game for me. After spending well over an hour of trying to get past this part of the game, I've essentially finally decided 'fuck it' and have utterly given up on progressing. The lack of a save point between the two parts, or a simple "Try Again?" screen was extremely annoying. I've read through some of the comments and understand the issue of trying to impliment a save point between the two, but honestly all you need is to add a trigger between the two parts of the battle that brings up a prompt. "Would you like to save?" with a Yes or No option. Selecting Yes would take you to the standard saving screen where you pick a file, and No would just let you continue. This right here, that one simple thing would MASSIVELY improve the fight. As well as has been suggested, swallowing the orb healing your character to full. Those two things would hugely reduce the frustration of the boss fight, letting the layer get a good strong chance into the final battle. And about that battle, the fireballs really need to be slowed down. Cutting down the Mighteyena's fire rate by even a third would hugely boost the ability to actually beat it, or at the very least enlarge the area to move in. Currently with a the huge rate of fire and the tiny space to move in it's nearly impossible to maneuver around all the shots without taking damage. After doing the fight nearly a dozen times I've never once managed to run to the button and avoid the shot from the boss as I try to hit him. The cramped, narrow corridors and oversized fireballs just make the fight so overly difficult it's unenjoyable. Now, if you did make it easier and make the room larger or lowered his fire rate, you could make th fight harder again by introducing a sort of second phase. Rather than just shooting one fireball, the boss could fire multiple shots at once, perhaps a fan spread of 5-6 shots every third time he shoots. It would add some extra challenge and make the fight a bit less repetitive. All in all, I think you can see where the majority of my problems with this game lie, with the unamusingly hard boss.
But yes, even with all this I'm still probably gonna go back in an hour, chug four cups of coffee, drink two monsters and try to fight the boss again, hoping that my caffinated to death mind might be able to find the perfect pattern to attack the boss. All in all I'm excited to see how this game progresses and hopeful to se it continue to lengthen and improve, as it does seem to be an immensly enjoyable experience.
Oh and yes, please let us devour the annoying little weedles and whatnot. Those little twerps should be food. And I apologize for the wall, I had no idea how long this would be untill I posted it.
To be honest, the controls were really a big put off. I was happy at first that it didn't have a square 'board' to step across square by square, but later on I started wishing it did- though I'll get to that in a bit. The controls are kinda annoying spread across the keyboard, but it is good to have options depending on how you like to use your controls, even if you sometimes hit a button on accident that triggers an attack or makes you talk to someone you really don't want to. Besides that, the walking felt really chuggy, especially since the walking isn't detecting when you go from one direction holding down the button, tapping another direction to move just a bit, and it now ignores the direction you've been holding down the whole time. That's really screwed me a dozen times on the boss and has caused MASSIVE amounts of frustration. But that brings me to the next point, the boss battle.
To be honest, the boss battle was extremely heavy with bullshit. Going from a completely unforgiving chase scene that took multiple tries to be able to get through with any semblance of health remaining to a battle with a horribly over powered boss ruined the whole game for me. After spending well over an hour of trying to get past this part of the game, I've essentially finally decided 'fuck it' and have utterly given up on progressing. The lack of a save point between the two parts, or a simple "Try Again?" screen was extremely annoying. I've read through some of the comments and understand the issue of trying to impliment a save point between the two, but honestly all you need is to add a trigger between the two parts of the battle that brings up a prompt. "Would you like to save?" with a Yes or No option. Selecting Yes would take you to the standard saving screen where you pick a file, and No would just let you continue. This right here, that one simple thing would MASSIVELY improve the fight. As well as has been suggested, swallowing the orb healing your character to full. Those two things would hugely reduce the frustration of the boss fight, letting the layer get a good strong chance into the final battle. And about that battle, the fireballs really need to be slowed down. Cutting down the Mighteyena's fire rate by even a third would hugely boost the ability to actually beat it, or at the very least enlarge the area to move in. Currently with a the huge rate of fire and the tiny space to move in it's nearly impossible to maneuver around all the shots without taking damage. After doing the fight nearly a dozen times I've never once managed to run to the button and avoid the shot from the boss as I try to hit him. The cramped, narrow corridors and oversized fireballs just make the fight so overly difficult it's unenjoyable. Now, if you did make it easier and make the room larger or lowered his fire rate, you could make th fight harder again by introducing a sort of second phase. Rather than just shooting one fireball, the boss could fire multiple shots at once, perhaps a fan spread of 5-6 shots every third time he shoots. It would add some extra challenge and make the fight a bit less repetitive. All in all, I think you can see where the majority of my problems with this game lie, with the unamusingly hard boss.
But yes, even with all this I'm still probably gonna go back in an hour, chug four cups of coffee, drink two monsters and try to fight the boss again, hoping that my caffinated to death mind might be able to find the perfect pattern to attack the boss. All in all I'm excited to see how this game progresses and hopeful to se it continue to lengthen and improve, as it does seem to be an immensly enjoyable experience.
Oh and yes, please let us devour the annoying little weedles and whatnot. Those little twerps should be food. And I apologize for the wall, I had no idea how long this would be untill I posted it.
i play up dated format this is fun also if your looking for help (money or testing or maybe a idea even ) talk to me i'm on face book even and would love to help out o ,btw names darkfang the death wolf i can shift in to different Pokemon lets have some fun and um how many stones are out there (that moment you realize you shouldn't be out and about with whats going on)i'm not sure asking would would be smart .... (open to rp as well
Hi there !
You did a really good job with this game ! But I REALLY have a question (maybe it has been asked upper, but there's too much coms to read them all ) : did you use a "making software" as RPG Maker or did you entirely programmed your game ? I use RPG Maker and I can see that all your work can easily be done with RPG Maker (except for the "chase mode", I think this gameplay type would be a pain to program )
As a maker, I really love finding some bugs, whatever they are : textures, mouvement, etc... and I found some ! (yeah, I know I'm boring )
- Lily and her brother (I don't remember his name, shame on me) have some mouvement frame fails when they turn to another direction : Lily's bro is freezing when Lily has turned and he doesn't, and Lily is freezing just after his bro turned for the same period as her bro !
- When I walk toward the upper side of the table in Lily's house, I can see a little peace of her paws ^^ (Yeah, I searched very hardly to find this one, but I forgot the other bugs I found, so I have to put something in my nearly empty list x)
- Windows 8 blablabla compatibility blablabla crash during the falling ship scene blablabla --> Maybe (if you're lazy) just give us the right to skip the cutscene with a version with this bugfix
So, here is some questions : when do you think you'll be able to give us a version that fixes that HUGE crash bug on W8 (and maybe W10 ? I don't have this sh*t ) and, as I asked you previously, are you using a making software or are you making this game entirely.
PS : I knew about the rest of the demo because I watched some gameplay extracts of your game ^^ And I'll pronounce me on the story / the gameplay(s) when I'll be able to play the game by myself, so sorry if you found nothing interesting on this in my "novel" x)
PS2 : Sorry for my REALLY bad English, I'm French
You did a really good job with this game ! But I REALLY have a question (maybe it has been asked upper, but there's too much coms to read them all ) : did you use a "making software" as RPG Maker or did you entirely programmed your game ? I use RPG Maker and I can see that all your work can easily be done with RPG Maker (except for the "chase mode", I think this gameplay type would be a pain to program )
As a maker, I really love finding some bugs, whatever they are : textures, mouvement, etc... and I found some ! (yeah, I know I'm boring )
- Lily and her brother (I don't remember his name, shame on me) have some mouvement frame fails when they turn to another direction : Lily's bro is freezing when Lily has turned and he doesn't, and Lily is freezing just after his bro turned for the same period as her bro !
- When I walk toward the upper side of the table in Lily's house, I can see a little peace of her paws ^^ (Yeah, I searched very hardly to find this one, but I forgot the other bugs I found, so I have to put something in my nearly empty list x)
- Windows 8 blablabla compatibility blablabla crash during the falling ship scene blablabla --> Maybe (if you're lazy) just give us the right to skip the cutscene with a version with this bugfix
So, here is some questions : when do you think you'll be able to give us a version that fixes that HUGE crash bug on W8 (and maybe W10 ? I don't have this sh*t ) and, as I asked you previously, are you using a making software or are you making this game entirely.
PS : I knew about the rest of the demo because I watched some gameplay extracts of your game ^^ And I'll pronounce me on the story / the gameplay(s) when I'll be able to play the game by myself, so sorry if you found nothing interesting on this in my "novel" x)
PS2 : Sorry for my REALLY bad English, I'm French
This is very well done. I enjoyed the game so far. I like the fact that you used some music from Pokemon Mystery Dungeon, and your characters are quite interesting. I do hope the game is completed soon, because I certainly am invested in it to want to know how it ends. Keep up the good work.
So... Are you still working on this by now?
You see, I've used Game Maker for a few years now, and after seeing how much the game lagged on my computer (which is shit, but it CAN run GameMaker games, I assure you)... I kinda... Decompiled the game to take a look at the code myself and possibly find the cause of all this lag. (Coincidentally this also allowed me to skip the Lavender Town scare since I saw what happens from inside the game. You little...)
Now to the point. I'm not trying to be an ass here, but your coding is... pretty sloppy and unoptimized. (I won't go into detail here) And I know of a few ways in which you could optimize your game and make it run faster. (And more organized if possible)
Basically I'm just offering some help, if you're interested. Sorry if I, uh, offended you or anything.
You see, I've used Game Maker for a few years now, and after seeing how much the game lagged on my computer (which is shit, but it CAN run GameMaker games, I assure you)... I kinda... Decompiled the game to take a look at the code myself and possibly find the cause of all this lag. (Coincidentally this also allowed me to skip the Lavender Town scare since I saw what happens from inside the game. You little...)
Now to the point. I'm not trying to be an ass here, but your coding is... pretty sloppy and unoptimized. (I won't go into detail here) And I know of a few ways in which you could optimize your game and make it run faster. (And more organized if possible)
Basically I'm just offering some help, if you're interested. Sorry if I, uh, offended you or anything.
Well, sloppy code like that is what you would get from someone self taught using game maker. Tbh, if I didn't have game maker, I'd have no clue how to build a game. So, atleast a little credit could be given there. Just a little. lol
And yes. I do know how crazy the load is on the PC, and I've rebuilt the game with that in mind. Kinda the reason it's taking so long. The coding is slightly better, but performance wise. It's a lot better layed out. Before, it was holding all the data/images/tilesets/sprites/etc while the game is running. Now I've figured out how to use external files and keep ram as free as possible. My main focus was to keep loaded filesize as low as possible. After a lot of changes and rebuilding. The filesize is WAY smaller then the current demo.
... I COULD USE SOME CODING HELP. *Sigh* As I said. I wouldn't know this stuff if it wasn't for game maker. Coding included. I'm certain that many of the setups in game and in the other game modes I've made, that the coding would be like chicken wire. It feels like that most times at least. I'm amazed I got to where I am now, and I still try to push myself to do weird and different types of programming things.
And yes. I do know how crazy the load is on the PC, and I've rebuilt the game with that in mind. Kinda the reason it's taking so long. The coding is slightly better, but performance wise. It's a lot better layed out. Before, it was holding all the data/images/tilesets/sprites/etc while the game is running. Now I've figured out how to use external files and keep ram as free as possible. My main focus was to keep loaded filesize as low as possible. After a lot of changes and rebuilding. The filesize is WAY smaller then the current demo.
... I COULD USE SOME CODING HELP. *Sigh* As I said. I wouldn't know this stuff if it wasn't for game maker. Coding included. I'm certain that many of the setups in game and in the other game modes I've made, that the coding would be like chicken wire. It feels like that most times at least. I'm amazed I got to where I am now, and I still try to push myself to do weird and different types of programming things.
Full honesty here, I've seen so many hastily cobbled together garbage in both RPG Maker and GameMaker that when I decided to give this a shot out of sheer boredom I expected it to be crap...
Let me apologize for that assumption and my cynicism now.
It's clear a lot of thought and love went into this and it looks like it can be shaped into something great! The different art styles for cutscenes worked surprisingly well together, although I must say the contrast in the outdoor Pokemon tilesets and the indoor RPG Maker tilesets seem a little jarring. But that's nitpicking really.
My only real complaint would be that area with the around 6 Voltorb switches that you have to go back and forth through all those Spinirak webs in. Got old kinda fast...
It's nice to be coming across games like this lately where the..."specialty" material isn't getting in the way of an actual good game! There looks to be real potential here! Keep it up, man! I'm now looking forward to how all this Exstroy business plays out!
And while not actual criticism, two little other tidbits:
I legit actually let out a laugh at the alien dicking around on duty playing Pong.
While fun (And honestly well done. Too many chase segments in this style tend to feel cheap.) at first, I kinda wish now that I didn't have to go through that minigame every time I wanna redo the boss fight. Just how bloody fast do I need to be for that last secret!? T . T
Let me apologize for that assumption and my cynicism now.
It's clear a lot of thought and love went into this and it looks like it can be shaped into something great! The different art styles for cutscenes worked surprisingly well together, although I must say the contrast in the outdoor Pokemon tilesets and the indoor RPG Maker tilesets seem a little jarring. But that's nitpicking really.
My only real complaint would be that area with the around 6 Voltorb switches that you have to go back and forth through all those Spinirak webs in. Got old kinda fast...
It's nice to be coming across games like this lately where the..."specialty" material isn't getting in the way of an actual good game! There looks to be real potential here! Keep it up, man! I'm now looking forward to how all this Exstroy business plays out!
And while not actual criticism, two little other tidbits:
I legit actually let out a laugh at the alien dicking around on duty playing Pong.
While fun (And honestly well done. Too many chase segments in this style tend to feel cheap.) at first, I kinda wish now that I didn't have to go through that minigame every time I wanna redo the boss fight. Just how bloody fast do I need to be for that last secret!? T . T
Hehe, Glad you found my game enjoyable.
I don't blame you though, since I know a bunch of other games don't do too much to build world and only focus on a "specialty". Sure, then though it's a driving force, and a bit of a plot gimmick of sorts. Having vore in PvA is only around the 3th or 4th priority. Letting character development, gameplay and story be the overlaying traits.
True, it does feel weird just using RPG maker sprites for a bunch of the objects and walls. Problem is how easy and how many stuff I can get out of it. There are plans to changes things up even more. Adding new tilesets and textures just in the right places to give it a Pokemon feel, along with the feeling of a more mature Pokemon feel.
Well be happy to know I'm ditching the point save system, and swooping it out with a map stage select, and a retry option when you fail to a boss.
Also, the boss timer is really strict. If you'd want to unlock the extra stage (Which is just the next level.) You'll have to basically not miss hitting the Houndoom with water. Don't start with the side Houndoom first walks to, you;ll never get that one. Get in place for when he walks back over. ... Or you could. Just press random keys on the keyboard. That works too.
I don't blame you though, since I know a bunch of other games don't do too much to build world and only focus on a "specialty". Sure, then though it's a driving force, and a bit of a plot gimmick of sorts. Having vore in PvA is only around the 3th or 4th priority. Letting character development, gameplay and story be the overlaying traits.
True, it does feel weird just using RPG maker sprites for a bunch of the objects and walls. Problem is how easy and how many stuff I can get out of it. There are plans to changes things up even more. Adding new tilesets and textures just in the right places to give it a Pokemon feel, along with the feeling of a more mature Pokemon feel.
Well be happy to know I'm ditching the point save system, and swooping it out with a map stage select, and a retry option when you fail to a boss.
Also, the boss timer is really strict. If you'd want to unlock the extra stage (Which is just the next level.) You'll have to basically not miss hitting the Houndoom with water. Don't start with the side Houndoom first walks to, you;ll never get that one. Get in place for when he walks back over. ... Or you could. Just press random keys on the keyboard. That works too.
The game is fun, and very interesting, with a lot of nice touches, like with using the the weedles and beedrills to get shadow balls to land successfully and with the fact that every character doesn't just sit in place when the ship lands, they all looking towards the landing spot, letting the player know where to go. Some criticism, either let me save before each phase of a boss battle or have save spots between boss phases and let there be a cutscene skip button.
Thanks:
Interacting with the map at your home seems to crash the game - I haven't found any way to exit said map
I feel the spineracks could go faster when you touch the web - the same way a real spider would dash toward it's prey: Speaking of
You can completely negate the effects of the web if you tap a directional arrow fast enough - perhaps it should be you move after holding a button for a certain period of time instead?
Perhaps some different game over screens when you lose to certain enemies? - just a suggestion
I feel like you should get some form of reward if you can manage to make the extroy hit a obstical you dodged - perhaps a little bit of health back (to make it your health is as far ahead of the extroy that you are?)
Please allow for a 'retry' option when you lose to a boss - I like the cutsceen before hand but I'm REALLY sick and tired of games that make you sit through a 2 minute cutsceen (and in this case a 1 minute chase) before you can even get back into the fight...
Theres my 2 cents - defiantly not a bad start
Interacting with the map at your home seems to crash the game - I haven't found any way to exit said map
I feel the spineracks could go faster when you touch the web - the same way a real spider would dash toward it's prey: Speaking of
You can completely negate the effects of the web if you tap a directional arrow fast enough - perhaps it should be you move after holding a button for a certain period of time instead?
Perhaps some different game over screens when you lose to certain enemies? - just a suggestion
I feel like you should get some form of reward if you can manage to make the extroy hit a obstical you dodged - perhaps a little bit of health back (to make it your health is as far ahead of the extroy that you are?)
Please allow for a 'retry' option when you lose to a boss - I like the cutsceen before hand but I'm REALLY sick and tired of games that make you sit through a 2 minute cutsceen (and in this case a 1 minute chase) before you can even get back into the fight...
Theres my 2 cents - defiantly not a bad start
Pretty good game. Of course there are disadvantages. But overall not bad. Walked on the map with neutral opponents seemed to me boring. Run back and forth and pushing a buttons. . . Actions on the reaction I liked more. I am glad that you have several types of battles.
In general, the potential good. Good luck in the future.
In general, the potential good. Good luck in the future.
There is currently no other demo versions of PvA out. It has been slow to work on it due to job and other life events. It is far from dead however. Check my gallery as I did post a collection of playable level concepts and ideas; also a peak into Lily's story with the better gameplay mechanics in place.
The demo was awesome! I can't wait for the full game to come out! It's really well done. It's fun to play and the dialogue is written almost like an actual pokemon game, specifically the Mystery Dungeon games. The characters all seem really neat and endearing and the story is pretty attention-grabbing. Though I kinda wish that the save points become more plentiful and the part where you have to go back and forth to detonate voltorbs was a little annoying. There are some spelling and grammar errors, but nothing that bad. I loved Lily's reaction to eating that alien disguised as a houndoom. I can't wait to see what the final product will be like.
the game is all ways crashing as the ship is shown befour that crashes down as i play as Lily.
it get past that once and i ended up closing the game trying to, (didn't know how to save back then) back now it just crashes all the time befour the ship crashes down as i play as Lily.
ideas, or can you fix that pls?
it get past that once and i ended up closing the game trying to, (didn't know how to save back then) back now it just crashes all the time befour the ship crashes down as i play as Lily.
ideas, or can you fix that pls?
Way back when I first released the game, I took a look at the scene and didn't see any trigger for the glitch. Even got ahold of a Win8 and saw the glitch for myself. Nothing different happens during that time that I can see. All the explosion triggers for the scene are laid out and are not randomized. As far as my investigation into the scene went, there wasn't anything different that would signal to me that there is something to glitch it, yet it does with Win8.
if the game crashes for win 8 users there, can you play the game past it and save the game, then add that save file to the .rar file?
it would also be a good idea to add a .txt file with the dialog win 8 players will miss so that they can find out what to do next.
also a note you can add to another .txt for win 8 users if you want.
.txt file name: Game crash for win 8
what the .txt file says: Win 8 users can start a new game, but the game will crash as the ship comes down. To keep going, place the "PvA_Lily_savefile_1" file in the same folder as the "Pokemon Vs Aliens - The First Demo.exe" file and load the save. You will start just outside of your home town, right after the ship has crash landed. To find out what to do next, see "(name of the .txt file holding the mist dialog here, (name idea: Mist dialog from crash to save)).txt" file to read the dialog you will miss.
This is just an idea so that win 8 players can also enjoy the game.
it would also be a good idea to add a .txt file with the dialog win 8 players will miss so that they can find out what to do next.
also a note you can add to another .txt for win 8 users if you want.
.txt file name: Game crash for win 8
what the .txt file says: Win 8 users can start a new game, but the game will crash as the ship comes down. To keep going, place the "PvA_Lily_savefile_1" file in the same folder as the "Pokemon Vs Aliens - The First Demo.exe" file and load the save. You will start just outside of your home town, right after the ship has crash landed. To find out what to do next, see "(name of the .txt file holding the mist dialog here, (name idea: Mist dialog from crash to save)).txt" file to read the dialog you will miss.
This is just an idea so that win 8 players can also enjoy the game.
I tried it on my PC and it downloaded okay, Perhaps you have an anti-virus program that's blocking the site?
Anyways, try this link for now. I'll only have it around for a limited time. https://www.dropbox.com/s/rwr0wivgg.....0Demo.rar?dl=0
There is an icon, should be top right. Select direct download from that icon and you should be good to go.
Anyways, try this link for now. I'll only have it around for a limited time. https://www.dropbox.com/s/rwr0wivgg.....0Demo.rar?dl=0
There is an icon, should be top right. Select direct download from that icon and you should be good to go.
first download it from this link
http://www.mediafire.com/?4lnmylgfbq64vf5
then unzip it and then just open the game :) let me know if you need any further help
http://www.mediafire.com/?4lnmylgfbq64vf5
then unzip it and then just open the game :) let me know if you need any further help
Hello Frisk.
I actually did not do any ripping from the original games. I do have the honor of showing you the website https://www.spriters-resource.com/ where I got the sprites from. You can find Mystery dungeon in both GameBoy Advance or DS tags. The site also has a search function. Have fun and good luck with your game!
I actually did not do any ripping from the original games. I do have the honor of showing you the website https://www.spriters-resource.com/ where I got the sprites from. You can find Mystery dungeon in both GameBoy Advance or DS tags. The site also has a search function. Have fun and good luck with your game!
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