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Wake Up Chris (Vore / Hidden Object Hunt Game)
Updated v2, 03/31/16
Bunch of fixes.
Added a new area, and a new secret. Yet another hungry snake has arrived...
After many, many hours of work put into this, it is finally done.
The objective of the game is simple: Wake Up Chris. Your second objective is to feed the snake, whom is probably starving at this point. There are a bunch of hidden things to be found in order to complete your objectives...
If you are stuck, I've added a walkthrough here: http://www.furaffinity.net/view/19549890/
Created by:
- Project Design / Programming / Additional Assets
- Asset Creation / Additional Design Ideas
Characters:
Chris The Fox -
Erdno Sockpuppet - Based on Erdno, by
Sun -
SC -
Bunch of fixes.
Added a new area, and a new secret. Yet another hungry snake has arrived...
After many, many hours of work put into this, it is finally done.
The objective of the game is simple: Wake Up Chris. Your second objective is to feed the snake, whom is probably starving at this point. There are a bunch of hidden things to be found in order to complete your objectives...
Controls:
Left Click to move to that point.
Space to Use / Pickup / Drop Items.
Controls for Snakey World:
Arrows Keys - Move.
Space - Jump (Hold to mantle).
If you are stuck, I've added a walkthrough here: http://www.furaffinity.net/view/19549890/
Created by:


Characters:
Chris The Fox -

Erdno Sockpuppet - Based on Erdno, by

Sun -

SC -

Category Flash / Vore
Species Vulpine (Other)
Size 1280 x 720px
File Size 924 kB
Listed in Folders
First of all, it's 'Turing' NOT 'Turning'. Secondly, allow me to elaborate, since you are still making assumptions / misunderstanding what I mean. This wasn't made in actionscript. It was created using a handful of tools, each with a closed library. The equivalent code is then interpreted to its nearest-neighbor on export. Unfortunately, the exporter tends to be a massive POS, and means that some things are not going to be a 1:1, and even more will break completely. To repeat, running as a native executable, things will be working perfectly. However, exporting, then running the same setup in flash results in different behavior (ie, character stopping too early), or things outright being broken. In short, there's nothing I can do within these tools to fix it on my end, and I sure as hell am not going to start over and write it from scratch in AS. >w<
That said, I'll clarify things as a 'Flash Exporter Problem' from now on to avoid confusion.
That said, I'll clarify things as a 'Flash Exporter Problem' from now on to avoid confusion.
Welp found all the endings, but I have to say, the secret snakey ending is pretty poorly programmed, the "mantle" system is very selective and the jumps are so pathetically short that you can end up falling after a jump that has no reason to fall short. And with 0 checkpoints, you can be nearly to the end and fall all the way back to start. :V
You shouldn't be falling by any reason other than a badly-timed jump on your part, or neglecting to hold forward AND space to mantle onto a ledge. In all the hours of playtesting between myself and my testers, we never encountered such a thing with properly-timed jumps, and we were able to complete the level every single time without fail. In addition, the secret is designed to be a challenge, kind of a reference per se, to Dark Souls / Bloodborne. One tip I can give you is to use Chris' tail as a reference for when to jump, as it will allow you to jump at the last second.
Whatever the case, thank you for your feedback!
Whatever the case, thank you for your feedback!
I did not enjoy this game, and don't take this as me hating the subject matter, I like vore, but it's like everything about it is making it hard to play. I started playing it and the thing that immediately stuck out to me was that your character was painfully slow, like a crawl that I found appalling to play with[and I'm not the only one to think this], especially since I only knew about how to move my character. That's another thing, you don't clarify the instructions on how you play the game, I only found out to use space when I scoured through the comments to look for people that found answers to the puzzles, because I only thought I needed to click on things, and the fact you have to be over the object when the clicking only requires your character touch the point and not say center the hitbox onto the point like smart games do. There's also the secret Snakey World, I'm going to say this now, it's bad...SO bad, this game has nice pixel art, if a little basic[don't bring up that painting, it's bad], but this...this is really awful, you legitimately thought people would like that art, green blocks, stiff movement animation, and a still image of a snake. The controls are clunky, it's got an odd momentum system that was not meant for precision platforming, the screen scroll doesn't bother keeping your character in the middle of the screen causing the illusion that it's a moving stage when you stop. There's also the fact that the jump arc is much too short, especially for the ludicrous jumps you have to make, and my reward for doing this? Two frames of a distended belly, not the character being eaten, not anything interesting, just "you got eaten, congrats."
Hey there. I appreciate your feedback. Two quick things:
Firstly, I'm baffled as to how you managed to have to look through the comments for the controls, as that means you literally had to scroll past them in the description to get to the comments...
I have made games in the past where the instructions are plastered on the main menu and I've still gotten complaints about not knowing what the controls are. Put simply, and I mean no offense by this, but I really have a hard time taking anything anyone says seriously, when one of the first things they complain about is not knowing something that is listed already. In this case, in the description.
Secondly, had you been the client for this commission, I would have gladly made accommodations to ensure everything is completely satisfactory to your own tastes and wants. But seeing as how this was made as a commission for Chris and Erdno, and was fit to their the standards, references, and likes, the best I say is this simply isn't for you. Again, I do appreciate your feedback and I do sift through comments and the like to see what I can apply to future projects and the like. =)
Firstly, I'm baffled as to how you managed to have to look through the comments for the controls, as that means you literally had to scroll past them in the description to get to the comments...
I have made games in the past where the instructions are plastered on the main menu and I've still gotten complaints about not knowing what the controls are. Put simply, and I mean no offense by this, but I really have a hard time taking anything anyone says seriously, when one of the first things they complain about is not knowing something that is listed already. In this case, in the description.
Secondly, had you been the client for this commission, I would have gladly made accommodations to ensure everything is completely satisfactory to your own tastes and wants. But seeing as how this was made as a commission for Chris and Erdno, and was fit to their the standards, references, and likes, the best I say is this simply isn't for you. Again, I do appreciate your feedback and I do sift through comments and the like to see what I can apply to future projects and the like. =)
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