
I need to bounce some ideas around. Hear feedback, and consider what I want to do with this game. I've found myself counting chickens before they hatch. I need to stop before I get too deep, and everything becomes set in stone instead of just "having fun making a game." So lets step back and try to decide on things before i go forwards gun ho on a game I'm still not 100% certain on.
The first question we need to explore; What IS Packedrat? I know this seems strange. The easy answer is a vore game. I'm looking for the hard answer though. I'm looking for what makes up the game. What makes it fun. What focuses on that fun and encourages the player to play it more. Not just that it has vore in it. I don't want this to just be a vore gallery. Al and z have barbfighter for that. Click button receive vore is NOT what I am aiming for.
So lets boil this down further. Vore is a game play element in packedrat. Enemies can eat you as a hazard. Enemies can eat each other, and by that can form complex interactions and puzzles. From this I need to question if luring enemies to interact is fun. Is it instead the payoff (of not just the animation, but also some kind of reward from it? )
This brings us into collectables and the hud. I originally chose to go hud less. This was part of the original ghouls and ghost style design. Linear levels with no map or exploration. Where your shield and ranged weapon functioned as your visible health, and provide context to your remaining hits. Rather then a health bar telling you directly with no change to the player.While also adding a layer of complexity; Fights become harder if you take a hit, projectiles are no longer blocked if you are at 1hp even if they do not kill you. (even if there are no block able projectiles as of yet. )
I want to question if I should bring in a hud, and add some form of collectable into each stage. Giving abilities as secrets or boss items, and having the focus be on "you can find more stuff now!" Would that fall in line with the vore theme however? The prospect of finding an upgrade to get to more enemies may be a reward in itself? I've noticed a lot of people care more for easy enemy access then any care for the actual structure of the game itself. Though I can't blame them when most other porn games are really animated galleries or point and click in style.
Would the inclusion of health instead of a armor system add to the game? Would a hud add to the game? Would collectables add to the game? Do the upgrades add to the game? Would the game benefit more from a more linear, but still branching design? Even beyond that, does the shrine of will as a warp zone work as a small area? Or should it be spread out through the whole map, and each area just a small part of the shrine ( despite being massive shifts in theme for each world instead of an interconnected area with a connected geography ala darksouls.) Is it possible to still have a connected geography with the shrine woven in? What about weapons and items? Transformations and their affect on game play?
Potentially the idea of treating the items and upgrades like banjo kazooie may be an interesting idea. Each area having a set number of things to get before the next gate opens. While still having the connections between levels to explore others early. Possibly even making entire gates optional? There is a massive amount of things to consider. Even the size of rooms inside the game is important. Are the areas built to be compact and small with as little repeating as possible, or larger and more vast with a bit more blank space?
Toss me what ya got. I'm open for fresh ideas on this.
--edit: on a side note, toss me some small creature species. I need ideas for something.
The first question we need to explore; What IS Packedrat? I know this seems strange. The easy answer is a vore game. I'm looking for the hard answer though. I'm looking for what makes up the game. What makes it fun. What focuses on that fun and encourages the player to play it more. Not just that it has vore in it. I don't want this to just be a vore gallery. Al and z have barbfighter for that. Click button receive vore is NOT what I am aiming for.
So lets boil this down further. Vore is a game play element in packedrat. Enemies can eat you as a hazard. Enemies can eat each other, and by that can form complex interactions and puzzles. From this I need to question if luring enemies to interact is fun. Is it instead the payoff (of not just the animation, but also some kind of reward from it? )
This brings us into collectables and the hud. I originally chose to go hud less. This was part of the original ghouls and ghost style design. Linear levels with no map or exploration. Where your shield and ranged weapon functioned as your visible health, and provide context to your remaining hits. Rather then a health bar telling you directly with no change to the player.While also adding a layer of complexity; Fights become harder if you take a hit, projectiles are no longer blocked if you are at 1hp even if they do not kill you. (even if there are no block able projectiles as of yet. )
I want to question if I should bring in a hud, and add some form of collectable into each stage. Giving abilities as secrets or boss items, and having the focus be on "you can find more stuff now!" Would that fall in line with the vore theme however? The prospect of finding an upgrade to get to more enemies may be a reward in itself? I've noticed a lot of people care more for easy enemy access then any care for the actual structure of the game itself. Though I can't blame them when most other porn games are really animated galleries or point and click in style.
Would the inclusion of health instead of a armor system add to the game? Would a hud add to the game? Would collectables add to the game? Do the upgrades add to the game? Would the game benefit more from a more linear, but still branching design? Even beyond that, does the shrine of will as a warp zone work as a small area? Or should it be spread out through the whole map, and each area just a small part of the shrine ( despite being massive shifts in theme for each world instead of an interconnected area with a connected geography ala darksouls.) Is it possible to still have a connected geography with the shrine woven in? What about weapons and items? Transformations and their affect on game play?
Potentially the idea of treating the items and upgrades like banjo kazooie may be an interesting idea. Each area having a set number of things to get before the next gate opens. While still having the connections between levels to explore others early. Possibly even making entire gates optional? There is a massive amount of things to consider. Even the size of rooms inside the game is important. Are the areas built to be compact and small with as little repeating as possible, or larger and more vast with a bit more blank space?
Toss me what ya got. I'm open for fresh ideas on this.
--edit: on a side note, toss me some small creature species. I need ideas for something.
Category Artwork (Digital) / Vore
Species Unspecified / Any
Size 378 x 349px
File Size 39 kB
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Adding in collectibels, or other things like treasure it such could be something fun, also the part of luring enemies to eachother so you can progress is fun. Ofcourse a hard mode setting that you also can loose the sword of you aren't carefull could be fun....and frustrating at times XD
I like the idea of the collectibles and the extra abilities and stuff! Perhaps since it's a vore game, you could add special hidden abilities that let the rattie do vores himself to enemies as attacks? Obviously it'd leave you vulnerable while they go down but it'd be a neat mechanic.
Also possibly regarding puzzle stuff with enemy interaction, perhaps add an attack that does 0 damage? In case you NEED an enemy for a puzzle, as hitting it could kill it, and make the puzzle unsolvable without a way of having it respawn if said enemy doesnt have an infinite spawner like the rats do.
Also extended transformations could be very fun, especially if you can still play the game fully, albeit different for each transformation. Since well, a feral rat cant weild a sword, but it can claw or bite etc. And you'd be smaller. so smaller collision box etc.
I'd go into this more, but it's nearly 4am. I need sleep... XD
Also possibly regarding puzzle stuff with enemy interaction, perhaps add an attack that does 0 damage? In case you NEED an enemy for a puzzle, as hitting it could kill it, and make the puzzle unsolvable without a way of having it respawn if said enemy doesnt have an infinite spawner like the rats do.
Also extended transformations could be very fun, especially if you can still play the game fully, albeit different for each transformation. Since well, a feral rat cant weild a sword, but it can claw or bite etc. And you'd be smaller. so smaller collision box etc.
I'd go into this more, but it's nearly 4am. I need sleep... XD
I honestly like the health system as it is! And the idea of adding collectibles to get to new areas is a great idea as well (maybe making it like metroid where it's a specific upgrade that allows you to enter a new area) the only suggestion I have to make for this is the option to unlock new characters (possibly with new abilities to open paths?) I personally think you're doing a fantastic job on it so far, the game is solid and the game play is enjoyable! I'm sure once it has a soundtrack it will be like playing a SNES classic haha
health bar? Nah, leave it
HUD? Yes, and have a set button to choose which item you use
collectibles? Yes, put those in. and as an added bonus, have it set where you have to beat a wave of enemies to get said collectible
boss iterms? most definitely. this is, prolly, the best RPG cliche in gaming. the item you get after beating a challenging boss? it'd be more worth it
upgrades? of course. using the same item again & again in it's current state, in my opinion, can get quite boring. here's my take on it: make the maximum level 5 instead of 3. example: your sword. as it currently is, it's a knight's sword. level 2: rapier. level 3: falchion. level 4: scimitar. level 5: Great Sword
level designs? make some small, & others large
transformations? of course. That'd be something to see. like, with the Giant Rat, after spitting you out of his member, turning you into a rat. in certain levels involving rats, have a giant rat head eat the character, and after some struggling, you are now a rat. and of course, a rat has to be able to fight. the rat form's attack? squeak. have the rat squeak, and a projectile comes out. and after completing the course where the rat form is necessary, have the player pass through a magic gate at the end. other possibilities include a falcon, snake, and many more
different weapons? of course. can't go with just a sword. maybe add a mace, a spear, crossbows, or maybe even throwing knives
also, I had an idea for an enemy: an anthro vixen. when she gets you, have her sit on your face, and rub it while holding you down, and when she eats you...anal vore. have the player get sucked into her butt, and that's where she stays. the end animation: the vixen fondles her full ass
I do hope you like my input ^^
HUD? Yes, and have a set button to choose which item you use
collectibles? Yes, put those in. and as an added bonus, have it set where you have to beat a wave of enemies to get said collectible
boss iterms? most definitely. this is, prolly, the best RPG cliche in gaming. the item you get after beating a challenging boss? it'd be more worth it
upgrades? of course. using the same item again & again in it's current state, in my opinion, can get quite boring. here's my take on it: make the maximum level 5 instead of 3. example: your sword. as it currently is, it's a knight's sword. level 2: rapier. level 3: falchion. level 4: scimitar. level 5: Great Sword
level designs? make some small, & others large
transformations? of course. That'd be something to see. like, with the Giant Rat, after spitting you out of his member, turning you into a rat. in certain levels involving rats, have a giant rat head eat the character, and after some struggling, you are now a rat. and of course, a rat has to be able to fight. the rat form's attack? squeak. have the rat squeak, and a projectile comes out. and after completing the course where the rat form is necessary, have the player pass through a magic gate at the end. other possibilities include a falcon, snake, and many more
different weapons? of course. can't go with just a sword. maybe add a mace, a spear, crossbows, or maybe even throwing knives
also, I had an idea for an enemy: an anthro vixen. when she gets you, have her sit on your face, and rub it while holding you down, and when she eats you...anal vore. have the player get sucked into her butt, and that's where she stays. the end animation: the vixen fondles her full ass
I do hope you like my input ^^
Considering the wide array of opinions this will get, I'll do my best to simplify my own opinions and hopefully not accidentally bump uncomfortable subjects, or cause a wildfire with them.
For your first question, it's definitely a vore game, but the hard part of the question as to what makes it a unique game, and to what makes it fun, I believe the answer lays in the idea you got of how enemies seem to be able to interact with one another. In comparison to barbftr and other such games, it boils down to that; a vore gallery disguised as a fighting game.
With that in mind, I think your focus should lay in your main character using more puzzle/action elements to make enemies turn on one another, and the sword more of a prop/emergency tool. Like with the griffon original intent to feed it to allow for passage, make similar scenarios, and not just for vore; perhaps have those pressure plate crushers make enemies into weights for switch puzzles, or other transformation gimmicks. Maybe even allow for some interaction with specific enemy combos; have a cockvore deer and a specific other enemy you can drag and get them to encounter, and the heavyballed deer can be befriended for use as a platform in a puzzle pre-doublejump, as an example.
I feel that would be the 'correct' direction, but again, is simply my opinion.
-continued in next comment-
For your first question, it's definitely a vore game, but the hard part of the question as to what makes it a unique game, and to what makes it fun, I believe the answer lays in the idea you got of how enemies seem to be able to interact with one another. In comparison to barbftr and other such games, it boils down to that; a vore gallery disguised as a fighting game.
With that in mind, I think your focus should lay in your main character using more puzzle/action elements to make enemies turn on one another, and the sword more of a prop/emergency tool. Like with the griffon original intent to feed it to allow for passage, make similar scenarios, and not just for vore; perhaps have those pressure plate crushers make enemies into weights for switch puzzles, or other transformation gimmicks. Maybe even allow for some interaction with specific enemy combos; have a cockvore deer and a specific other enemy you can drag and get them to encounter, and the heavyballed deer can be befriended for use as a platform in a puzzle pre-doublejump, as an example.
I feel that would be the 'correct' direction, but again, is simply my opinion.
-continued in next comment-
As stated, with my idea in mind, the shield and extra ranged hit would be moreso that; a measure of health, rather than an offensive advantage. Brute force games are always a safe option, but I feel it would serve the general style and what capacity you have laid out to make this game more focused on being something akin to, say, The Lost Vikings; a platformer with heavy puzzling elements. Instead of multiple characters with unique controls, though, just you and your ratty wits, tricking/befriending the voracious and horny denizens into helping you escape, with the sword more of a 'reset' defensive tool if you fudge things up or want to scout ahead safely.
Hudless would probably fit best, with the ability to collect powerups that unlock new areas and content. You got the base for double jump and transformation morph-ball type tight space fitting technology, I'm sure there are other paths you can take to bring in other methods to travel to new areas. A way to wall climb, a way to glide, a way to pick up and move smashed/stunned enemies as platforms. If you're willing to let there be a predatory unlock for your main rat fellow, maybe even a method to eat enemies to gain weight to sink in water/fall down chutes of upward pushing air (and of course spit them back up once you need your lightness back), the possibilities are there!
I like the idea of the map being central around a main hub, but to get to new areas you'd need to unlock those specific new abilities to get access to them. Backtracking or hunting for rooms after getting a new ability can be fun but I find it tedious, would probably be smoother to have the areas set in a way where to 'escape' and go back to the hud room, you need to beat a boss or solve a bigger puzzle to unlock an ability. And once mastered enough to get back to the exit, you can find the next area easily enough from there.
I hope these opinions help out
Hudless would probably fit best, with the ability to collect powerups that unlock new areas and content. You got the base for double jump and transformation morph-ball type tight space fitting technology, I'm sure there are other paths you can take to bring in other methods to travel to new areas. A way to wall climb, a way to glide, a way to pick up and move smashed/stunned enemies as platforms. If you're willing to let there be a predatory unlock for your main rat fellow, maybe even a method to eat enemies to gain weight to sink in water/fall down chutes of upward pushing air (and of course spit them back up once you need your lightness back), the possibilities are there!
I like the idea of the map being central around a main hub, but to get to new areas you'd need to unlock those specific new abilities to get access to them. Backtracking or hunting for rooms after getting a new ability can be fun but I find it tedious, would probably be smoother to have the areas set in a way where to 'escape' and go back to the hud room, you need to beat a boss or solve a bigger puzzle to unlock an ability. And once mastered enough to get back to the exit, you can find the next area easily enough from there.
I hope these opinions help out
Me personally, I really like the ghost and goblins no hud, character appearance health. Adding collectibles would be a nice way to entice the player to explore more, and maybe find secrets along the way. I really enjoy finding things off the beaten path and being rewarded with an easter egg of sorts. Most likely secrets are not easy to get to so a nice reward or a secret enemy only accessible through that one secret would be nice. I like the fact that you are implementing multiple types of fetishes and not sticking to one main. Also I hope other bosses or enemies maybe will have multiple types of animations for different fetishes. Like the deer having Cv as well as inflation or something. Change it up so it isn't the same every time. It really diversifies each enemy to their own characteristics. I say keep the warp zone, but only make the areas that the player has beaten available. Kind of like an unlocking system, or maybe like Super Mario 64 where you have to collect a certain amount of the collectibles. I will end with saying I really enjoy your game and your animations are really smooth and well done. Metroidvania and ghosts and goblins fetish games are too scarce. Thank you for all your hard work, I'm looking forward to what you come up with next.
There is one thing about this game that stands out - exploration.
The controls are sticky, and the combat isn't special, and the puzzles are slow... But as the creator of the first and essentially all Legend of Zelda games endeavored, I think this game would be a wonderful exploration game. Just the joy of roaming around, seeing new sights, maybe a small puzzle here or there, but not a puzzle based game.
Finding neat stuff, not being allowed to go certain places until you've explored other places and found a fantastic gizmo that lets you explore more places... That's what I think people would enjoy.
But that's just my opinion and your decision. I hope I helped.
The controls are sticky, and the combat isn't special, and the puzzles are slow... But as the creator of the first and essentially all Legend of Zelda games endeavored, I think this game would be a wonderful exploration game. Just the joy of roaming around, seeing new sights, maybe a small puzzle here or there, but not a puzzle based game.
Finding neat stuff, not being allowed to go certain places until you've explored other places and found a fantastic gizmo that lets you explore more places... That's what I think people would enjoy.
But that's just my opinion and your decision. I hope I helped.
A vibe that I got that was really interesting, from the things the goddess in the first area said, was... Well, the whole "Resist my designs" thing. I dunno if it's how you intended it but what I got out of that was "resist the temptation to throw yourself at everything because it's your kink." It's a little meta, but I liked that thought. With everything having detailed vore animations, you've got temptation as an asset down pat. To make it really interesting, both to people legitimately interested in beating the game and to people that're just in it for the kink stuff, I'd say make it linear - you have to get past area/monsters A to reach area/monsters B (then if you're dying to have fun throwing yourself at monsters you can go back -after- you've beaten each area, the warp-zone mechanic works great for this). That's just my two cents on an interesting way to put game and kink together.
Anywho, on the topic of upgrades, I'm liking the HUD-less thing with your status visible on the character. That's a good idea. (and frankly, with enough checkpoints and shields in jars, you don't need >3 health) If you wanna make the upgrades visible, you could always do that via equipment, i.e. boots of some sort for the double jump... though on the other hand that could make animations a pain, I figure. Otherwise having them visible on a pause screen, or even just as little icons at the bottom of the screen or something, would be fine. Only real reason I could see to add a "HUD" would be if you had some sort of switchable upgrades (different projectile types, weapons, etc.?) but even that could easily be done on the character (different colored floaty orb things, different weapons, different shield?), and wouldn't be an issue with animations since you'd be stripped of your projectile thing and your shield/sword by the time a full animation needs to play, anyway.
On making enemies more interesting... hmm. Luring one to the other is interesting to a degree, like for the worms and the gryphon, but that's gonna get a bit stale after a while when you're spending whole stages kiting enemy A until it's close enough to get snagged by enemy B. Maybe have different -ways- to lure them? Something you could throw that attracts them, something you can put on one enemy that makes other enemies more interested in them than you, even transformations that might entice an enemy to pursue you that normally wouldn't, so *then* you can lure them into something.
Anywho, there're my ideas on it! Curious as to what you think.
Anywho, on the topic of upgrades, I'm liking the HUD-less thing with your status visible on the character. That's a good idea. (and frankly, with enough checkpoints and shields in jars, you don't need >3 health) If you wanna make the upgrades visible, you could always do that via equipment, i.e. boots of some sort for the double jump... though on the other hand that could make animations a pain, I figure. Otherwise having them visible on a pause screen, or even just as little icons at the bottom of the screen or something, would be fine. Only real reason I could see to add a "HUD" would be if you had some sort of switchable upgrades (different projectile types, weapons, etc.?) but even that could easily be done on the character (different colored floaty orb things, different weapons, different shield?), and wouldn't be an issue with animations since you'd be stripped of your projectile thing and your shield/sword by the time a full animation needs to play, anyway.
On making enemies more interesting... hmm. Luring one to the other is interesting to a degree, like for the worms and the gryphon, but that's gonna get a bit stale after a while when you're spending whole stages kiting enemy A until it's close enough to get snagged by enemy B. Maybe have different -ways- to lure them? Something you could throw that attracts them, something you can put on one enemy that makes other enemies more interested in them than you, even transformations that might entice an enemy to pursue you that normally wouldn't, so *then* you can lure them into something.
Anywho, there're my ideas on it! Curious as to what you think.
The reason I think this game is fun and engaging is the interactions between enemies and the player, and each other. Having a combat system around luring enemies to occupy each other is challenging and exciting, and when you get take the effort to draw unlikely enemies together, it is satisfying to see the end result. I think that it would be wonderful to have a loot system on top of what you have already, maybe a way to power up the orb depending on the enemies you placate rather then defeat.
As for the health bar, I would say leave it out, too many games rely on leveling up or showing some abstract bar to gauge health, but to be WEARING what counts as your hits, you have a physical representation, you know just how much more you can take, and there's no looking around the screen to remind yourself of how close to defeat you are. For the harder rooms, a moment's hesitation to look at your HP could spell death anyway.
As for the layout of the world(s) I think that every room should be it's own try to avoid making small rooms, that look the same, it's an easy way to get the character lost and should be avoided (Unless you want a labyrinth style area) The rooms you have now are well balanced, some small, some medium, and some EXPANSIVE, it means every door is a new adventure, learning enemy placements and thinking of the best way to approach them. The Hub/quick-travel area is always welcome, because revisiting areas you fought before quickly is a way to keep the game moving and enjoyable. Sometimes you just want to take a break from an area that's giving you trouble, you don't want to fight through everything over and over to get from one area to the next.
As for the health bar, I would say leave it out, too many games rely on leveling up or showing some abstract bar to gauge health, but to be WEARING what counts as your hits, you have a physical representation, you know just how much more you can take, and there's no looking around the screen to remind yourself of how close to defeat you are. For the harder rooms, a moment's hesitation to look at your HP could spell death anyway.
As for the layout of the world(s) I think that every room should be it's own try to avoid making small rooms, that look the same, it's an easy way to get the character lost and should be avoided (Unless you want a labyrinth style area) The rooms you have now are well balanced, some small, some medium, and some EXPANSIVE, it means every door is a new adventure, learning enemy placements and thinking of the best way to approach them. The Hub/quick-travel area is always welcome, because revisiting areas you fought before quickly is a way to keep the game moving and enjoyable. Sometimes you just want to take a break from an area that's giving you trouble, you don't want to fight through everything over and over to get from one area to the next.
I like the direction it's going in. No hud, three hits, rewarding for not getting hit. I like the enemy interaction too. I like figuring out
Also, I kind of like how there's permanent power ups too, like rewards for the bosses getting beaten. Reminds me of the 'metroidvania' games. I think there should be more of that, and perhaps a little backtracking because of it to get to new areas. Also, optional power ups might be fun too.
But really, that's what I'd like to see x3 pretty much more of the same, and a bit more of 'oh, can I come back here later with x power up'.
I do like the idea of collectables too.
TF's would be pretty cool too. Maybe add in temporary TF's that allow the character to do noms? But yeah. I just like what I've messed around with, and I hope there's moar!
Also, I kind of like how there's permanent power ups too, like rewards for the bosses getting beaten. Reminds me of the 'metroidvania' games. I think there should be more of that, and perhaps a little backtracking because of it to get to new areas. Also, optional power ups might be fun too.
But really, that's what I'd like to see x3 pretty much more of the same, and a bit more of 'oh, can I come back here later with x power up'.
I do like the idea of collectables too.
TF's would be pretty cool too. Maybe add in temporary TF's that allow the character to do noms? But yeah. I just like what I've messed around with, and I hope there's moar!
I misssed the part about the small animals. here is a few I could think of. A bear, fox, felines, raccoon/tanuki, flying squirrel, frog, insects maybe, spiders, kangaroo, wolf, yoshi, pelican, owl, eagle The list could go on but i will leave it at that. Maybe add temporary henderance, like an enemy laying an egg in the character slowing them down, or inflating them for a short period of time. Sorry for the double post.
I am very glad to see you considering these things on your own!
It is rarely good for a game to suffer from an identity crisis and
forget what it is or is trying to be.
Firstly, I'd say that your current path is fairly solid. A puzzle-former
with Fetish as the Center and mechanics built around them to add a
very rare type of puzzles! Giving the game a unique personality and
style that is completely based of Game Feel, rather than relying on
Famous Characters or Deep Lore. A rare thing for games of today.
I'd say that you should first think of what fetishes could be FUN and
then work them into the game, just like you've already done =)
And that could work with the Collectables part too.
I noticed in the feedback of the Review that not everyone was quick
to notice that Enemies can interact with each other, and since then
you've constructed areas early in the game that MAKES people aware
of it through game-play! It is a very Megaman thing to do, teaching
by game-play rather than text. Show, don't tell.
And with that part suddenly learned by people, people who play start
to experiment. Trying to find hidden combinations or secrets in mere
Enemy Interaction! Again, a rare thing in games these days! I think
that THAT could be the key for secrets. If the player manages to get
enemy X and X to interact with X, something drops or a unique piece
of animation shows.
And I don't think that the quality OF said secrets is all that important
compared to just HAVING them. Giving people a REASON to explore
and test, to try and reload until they finally find it. Maybe it is just a
Dildo that forever adds said Dildo to female foes as they catch you and
titty-fucks them with just a few frames of animation, maybe it is just
a re-skin for your Sword or Shield, maybe an alternate skin for the
character, maybe a unique animation... anything goes!
But in the end, the game IS a Fetish Game.
It isn't a Platformer involving Fetishes, it is a Fetish Game involving
Platforms and Puzzles built AROUND the Fetishes. And as long as the
game doesn't get a confused personality and tries to be something it
isn't? I think it'll keep doing just fine! It is already well balanced, fun
and feeds that inner Porn-Seeker in us all that wants to explore every
nook and cranny in games like these in hopes of finding new scenes
or hidden interaction. For Pleasure and Completion alike. =D
Also, I think that a Health Bar COULD work, but this is a far better
system for a game like this. It is more clear how much "life" you have
and you don't need to worry about bosses being overly powered and
fake-hard just because they do a shit-tonne of damage. Every creature
does the same damage, and difficulty is set by Patterns and Puzzles.
That's well enough.
The only reason I can see to vote FOR a HP-Bar would be for the Fetish
itself, as being devoured or stomped or whatever and slowly Seeing the
bar tick down is often a large turn-on for many. It gives a certain sense
of Struggle or Surrender that the current system can't offer by its very
nature. If anything, why not merge the two?
For regular enemies, do no changes. But for Bosses who are stronger or
more potent? Why not add a HP-bar of sorts upon being devoured that
takes off 1 peg of your Life System if it ticks down? Eventually ending in
a Game Over if you stay in there for too long? That would add to the
bosses as it'd give them something further unique AND make them more
dangerous compared to regular mobs, since you can take your time in
breaking their bonds but you are far weaker against a boss, loosing your
energy far faster or something. =)
It is rarely good for a game to suffer from an identity crisis and
forget what it is or is trying to be.
Firstly, I'd say that your current path is fairly solid. A puzzle-former
with Fetish as the Center and mechanics built around them to add a
very rare type of puzzles! Giving the game a unique personality and
style that is completely based of Game Feel, rather than relying on
Famous Characters or Deep Lore. A rare thing for games of today.
I'd say that you should first think of what fetishes could be FUN and
then work them into the game, just like you've already done =)
And that could work with the Collectables part too.
I noticed in the feedback of the Review that not everyone was quick
to notice that Enemies can interact with each other, and since then
you've constructed areas early in the game that MAKES people aware
of it through game-play! It is a very Megaman thing to do, teaching
by game-play rather than text. Show, don't tell.
And with that part suddenly learned by people, people who play start
to experiment. Trying to find hidden combinations or secrets in mere
Enemy Interaction! Again, a rare thing in games these days! I think
that THAT could be the key for secrets. If the player manages to get
enemy X and X to interact with X, something drops or a unique piece
of animation shows.
And I don't think that the quality OF said secrets is all that important
compared to just HAVING them. Giving people a REASON to explore
and test, to try and reload until they finally find it. Maybe it is just a
Dildo that forever adds said Dildo to female foes as they catch you and
titty-fucks them with just a few frames of animation, maybe it is just
a re-skin for your Sword or Shield, maybe an alternate skin for the
character, maybe a unique animation... anything goes!
But in the end, the game IS a Fetish Game.
It isn't a Platformer involving Fetishes, it is a Fetish Game involving
Platforms and Puzzles built AROUND the Fetishes. And as long as the
game doesn't get a confused personality and tries to be something it
isn't? I think it'll keep doing just fine! It is already well balanced, fun
and feeds that inner Porn-Seeker in us all that wants to explore every
nook and cranny in games like these in hopes of finding new scenes
or hidden interaction. For Pleasure and Completion alike. =D
Also, I think that a Health Bar COULD work, but this is a far better
system for a game like this. It is more clear how much "life" you have
and you don't need to worry about bosses being overly powered and
fake-hard just because they do a shit-tonne of damage. Every creature
does the same damage, and difficulty is set by Patterns and Puzzles.
That's well enough.
The only reason I can see to vote FOR a HP-Bar would be for the Fetish
itself, as being devoured or stomped or whatever and slowly Seeing the
bar tick down is often a large turn-on for many. It gives a certain sense
of Struggle or Surrender that the current system can't offer by its very
nature. If anything, why not merge the two?
For regular enemies, do no changes. But for Bosses who are stronger or
more potent? Why not add a HP-bar of sorts upon being devoured that
takes off 1 peg of your Life System if it ticks down? Eventually ending in
a Game Over if you stay in there for too long? That would add to the
bosses as it'd give them something further unique AND make them more
dangerous compared to regular mobs, since you can take your time in
breaking their bonds but you are far weaker against a boss, loosing your
energy far faster or something. =)
I've honestly always wondered if there was a story behind the shield and orb that seem to just show up once you've sat down at a fire, the sword's inclusion had some context given at the beginning but was the shield just waiting inside the goddess to be found, and is the orb an artifact, is it an arcane construct or something to that effect? I kind of feel like the gameplay is pretty solid as is, and I honestly liked the Ghosts n' goblins aesthetic to be honest. Though because of the double jump powerup I was kind of getting a metroidvania feel from it, and I'm a pretty big fan of that style of game to be honest so I'm more than a little biased. Though from how I thought things would go is that you'd use the hub to get to places, earn abilities that would let you navigate other places in the hub, possibly by breaking barriers, different jumping techniques and the like and then using that to access different points in the hub to gain access to different areas, and would be an easy way to take shortcuts through places and I felt that was a fine way to do things and allowed for a bit of ease in returning to old areas for exploration of areas and animations. Something I'd definitely like to see is more context for how new items come into play and who the protagonist is. I want to know why he is where he is, why he's the one to do what needs to be done, and so on.
I suppose I could jump to conclusions if I wanted to but I kind of want to see what you come up with, you've done an excellent job with the work and ideas so far that I would rather give vague suggestions and see where you guide those, I mean everything I said here might not help but if it inspires an idea or two I'd be glad I helped.
I suppose I could jump to conclusions if I wanted to but I kind of want to see what you come up with, you've done an excellent job with the work and ideas so far that I would rather give vague suggestions and see where you guide those, I mean everything I said here might not help but if it inspires an idea or two I'd be glad I helped.
I've taken this comment all in, don't be worried about this short response. It added onto an idea I was already putting together~ I've updated the shield in game as well to act as sort of a teaser for what I might do soon~ I think I've solved that "how to make upgrades make sense" problem I was having.
Oh never worry about short responses or anything, I'm glad I could offer some valuable insight to you to use for your game! Wish I could have been around for the teaser, but life can be eventful at times, haha. Can't wait to see how your game has grown, thanks though for letting me know I was a little help.
I honestly think the visible hit item (shield) as health just like in crash bandicoot (mask) and sly cooper (horseshoe) works for this game. Unless it becomes a very difficult game, this suffices perfectly fine for the current difficulty of enemies. I think its great hud-less to be honest. If anything just press tab to pull up a list of collectables or something. Otherwise hud-less always looks better to me at least.
I've been getting a heavy "Metroid" vibe from the game thus far. The map system, the mechanics, the manner of progression (as far as I can tell from what I've experienced so far) are all reminiscent of entries in the "Metroid" series, which I like a lot. I'm fond of the lack of direct guidance as to where to go--to me, it adds to the sense of adventure. I'd say, from what I've gleaned thus far, that there's a strong "adventure platformer" genre going here, with a fantasy theme and vore as an underlying feature.
Personally, I see a lot of potential here in various ways. As far as the "health system" goes, it would be appealing to an audience that likes the concept of digestion, mostly because collectible health expansions (like in Castlevania: Circle of the Moon, or the Metroid series) would increase the amount of time the player could spend in an enemy's belly, losing health while inside. (I have no idea how difficult/easy that would be to program, though.)
Keeping the armor system a la Ghouls and Ghosts increases the risk factor, as there's little to no way to garner more hit points, making getting hit something the player wants to avoid.
The enemies-interacting-with-each-other mechanic could be good for solving puzzles, or combos if you included a point system. Or, it could be used as a way to avoid damage, as it seems easier to bring enemies together via getting caught by one while another is aggro'd towards the player (at least in my case).
Transformations, like what happens after the rat boss CV could be used as a way of accessing other areas, as well. Seeing as Pack (I refer to the player character as Pack) can't duck or crawl, being able to turn into a grey rat could allow access through narrow passages. Transformation into a bat could allow access to higher areas, as well. One could find incentive for collecting transformation types there, too. Maybe through exposure to enemy grabs or something.
As for small creature species, all I can think of that isn't here already is maybe snakes, insects, birds, small mammals, reptiles, or amphibians. A lot has already been covered. ^^
What it comes down to is what you as the developer want to create. It's your vision, so all we can do is provide suggestions. It's all up to you, in the end. I hope I've helped in some way! Best of luck to ya!
Personally, I see a lot of potential here in various ways. As far as the "health system" goes, it would be appealing to an audience that likes the concept of digestion, mostly because collectible health expansions (like in Castlevania: Circle of the Moon, or the Metroid series) would increase the amount of time the player could spend in an enemy's belly, losing health while inside. (I have no idea how difficult/easy that would be to program, though.)
Keeping the armor system a la Ghouls and Ghosts increases the risk factor, as there's little to no way to garner more hit points, making getting hit something the player wants to avoid.
The enemies-interacting-with-each-other mechanic could be good for solving puzzles, or combos if you included a point system. Or, it could be used as a way to avoid damage, as it seems easier to bring enemies together via getting caught by one while another is aggro'd towards the player (at least in my case).
Transformations, like what happens after the rat boss CV could be used as a way of accessing other areas, as well. Seeing as Pack (I refer to the player character as Pack) can't duck or crawl, being able to turn into a grey rat could allow access through narrow passages. Transformation into a bat could allow access to higher areas, as well. One could find incentive for collecting transformation types there, too. Maybe through exposure to enemy grabs or something.
As for small creature species, all I can think of that isn't here already is maybe snakes, insects, birds, small mammals, reptiles, or amphibians. A lot has already been covered. ^^
What it comes down to is what you as the developer want to create. It's your vision, so all we can do is provide suggestions. It's all up to you, in the end. I hope I've helped in some way! Best of luck to ya!
I like the idea of transformation to progress through the game, like what
elricmysteryshifter said.
While transformed though, maybe you could vore other creatures the way they would do to you if you were untransformed, depending on what size you are.. or just have different vore animations the other characters do to you.

While transformed though, maybe you could vore other creatures the way they would do to you if you were untransformed, depending on what size you are.. or just have different vore animations the other characters do to you.
I've seen a lot of folks have already put their opinion out there. Mine isn't anywhere nearly as detailed, but I'll go ahead and put mine as well.
First and foremost, you want this game to be more than just a vore gallery. You've introduced that goddess, and going based off the text she offers, I think you can make a story of sorts out of it. Example being, the main character was set out on a quest to defeat said goddess (somehow), because the rest of the main character's kind got tired of always hiding and such, living in fear of the goddess.
This'd mean the MC would be equipped with a sword and shield to begin with, the little blue thingy being an item you would have at a later part of the game (and also that double jump).
Now, about the whole HUD thing and the question about bringing health and stuff into the game, I think it'd be a neat idea. I mean, the armor part can stay (One point of armor per any hit, regardless of damage), whereas the health portion, should the MC be touched/grabbed by an enemy, the typical "game over" animation would play, quickly draining the health of the MC as the "idle game over animation(s)" play, where the player can press the movement buttons to escape (it'll get harder with each attempt, until rested at a fire). Suppose this could mean you can also implement a bit of a "stamina" system, like seen in the popular vore game "Fromage", but attacks and stuff from the MC will also drain it. And maybe even attacks from enemies, should you implement use of the shield (not sure how that'd affect the Armor system (maybe keep the shield as the last piece of armor to fall off, and only usable with a certain amount of stamina?)).
That being said, possible upgrades you can bring in would increase said health and stamina. Or in the case of more "enemy on enemy" interactions, have a replenishment of either be "discharged" from the enemy that won between the two?
And I figure this is worth mentioning; I'd love to see some vore stuff go on without it having to be a game over. Not that it seems particularly punishing :P
First and foremost, you want this game to be more than just a vore gallery. You've introduced that goddess, and going based off the text she offers, I think you can make a story of sorts out of it. Example being, the main character was set out on a quest to defeat said goddess (somehow), because the rest of the main character's kind got tired of always hiding and such, living in fear of the goddess.
This'd mean the MC would be equipped with a sword and shield to begin with, the little blue thingy being an item you would have at a later part of the game (and also that double jump).
Now, about the whole HUD thing and the question about bringing health and stuff into the game, I think it'd be a neat idea. I mean, the armor part can stay (One point of armor per any hit, regardless of damage), whereas the health portion, should the MC be touched/grabbed by an enemy, the typical "game over" animation would play, quickly draining the health of the MC as the "idle game over animation(s)" play, where the player can press the movement buttons to escape (it'll get harder with each attempt, until rested at a fire). Suppose this could mean you can also implement a bit of a "stamina" system, like seen in the popular vore game "Fromage", but attacks and stuff from the MC will also drain it. And maybe even attacks from enemies, should you implement use of the shield (not sure how that'd affect the Armor system (maybe keep the shield as the last piece of armor to fall off, and only usable with a certain amount of stamina?)).
That being said, possible upgrades you can bring in would increase said health and stamina. Or in the case of more "enemy on enemy" interactions, have a replenishment of either be "discharged" from the enemy that won between the two?
And I figure this is worth mentioning; I'd love to see some vore stuff go on without it having to be a game over. Not that it seems particularly punishing :P
Sorry for the wall of text. I took some quotes and put my two cents on them I'm a HUGE fan of what has been done so far and I would LOVE to see it keep going and evolve. If you ever need art or mob ideas as well I think you could open that to the public as well as I'm sure MANY people including myself would be more then willing to help with that as well.
"Would the inclusion of health instead of a armor system add to the game?"- That depends on what people like personality I think the rat (I forget her name sorry) using a sword and shield when there are mobs that vore you in game was a weird design choice. Instead having her only use the "orb" for magic or having her wear clothing as a "shield" and the more damage you take the more clothing she loses until well there is nothing left to protect her from being bred, eaten, transformed and so on. Would much rather see that system in then a flat Health system (as I find them boring) but once again that comes down to personal tastes.
"Would a hud add to the game?" - I think no, a simple map system would be good enough with how the art direction with the game has been moving (but only if it stays open exploration) make it liner and you might as well take it away) I like the barren setup as it matches the current art direction.
"Would collectables add to the game? - "I don't want this to just be a vore gallery."- Adding Collectables as a means for people to earn a gallery would be an interesting idea as you have a save system, and would make people want to explore without you having to think to hard how to make collectables worth it from a game play standpoint instead of a player want standpoint.
"Do the upgrades add to the game?"- That's personal preference again, as I LOVE Castlevaina games (old school and the medriodvania style) a lot of people love to see a personal avatar gain strength as others like the challenge from a fixed game play perspective. I would like a lot of upgrades IF mobs evolved around them aka getting the ability to fly would have mobs in the air or snatch you from the air as swimming would add underwater mobs found nowhere else etc. However that would be a GREAT undertaking from a design stand point so that would be on you. As having fixed abilities would let you finish the game faster and have an easier time fine tuning and polishing the game but could lead to a more dull or bland designs as there might not be enough variation.
"Would the game benefit more from a more linear, but still branching design?"- See the last statement you asked for that. Linear means you get to add what you want or take away from an area what you want EASY as it would be from a single "level" design standpoint. Having open would means you remove one thing from the game you might have to remove 10 more things from different area's as well aka double jump.
"Is it possible to still have a connected geography with the shrine woven in?"- With the story in place already? Yes. Remove the story and I think it would be MUCH harder considering the geography you have right now aka mountains, desert, swamp etc .
"What about weapons and items? Transformations and their affect on game play?" As i said before the sword seems out of place for mobs somehow eating a metal pointy object and yet somehow staying intact I LOVE the orb as weapon making it lose it's ranged ability after taking damage is a GOOD idea so building on that would be interesting as well for example full health you get the beam mid health you get a melee ability from the orb and low health you gain more damage from said melee ability.
"Items"- that depends on how you add them and their purpose If you had flat health mechanic and you had a pot to heal health makes sense other wise I like how the game is now itemless.
"Transformations"- THIS is the big one you need to look as it could go back to the "Upgrade" mechanics. Metroidvaina games have the ability for you to transform into a bat. HOW you add that in is the question, do you kill a Bat boss and gain the ability that way? Or have a mob transform you?(A color pallet change on the female bat and making it a vampire bat so it feeds off you to change the player into a bat for example, which would fit into the whole vore theme) do you make it a level to level thing as first level you play a bat? Next level you transform into a fish to swim, then get transformed back to the basic rat form for the next level? Once again that could add SOOOO much to the game from game play and design perspectives BUT ONLY if the game incorporates it so once again that's ALL on you. I like the current setup and I think adding those for the player to use freely for exploration in an open level environment is more fun.
"Would the inclusion of health instead of a armor system add to the game?"- That depends on what people like personality I think the rat (I forget her name sorry) using a sword and shield when there are mobs that vore you in game was a weird design choice. Instead having her only use the "orb" for magic or having her wear clothing as a "shield" and the more damage you take the more clothing she loses until well there is nothing left to protect her from being bred, eaten, transformed and so on. Would much rather see that system in then a flat Health system (as I find them boring) but once again that comes down to personal tastes.
"Would a hud add to the game?" - I think no, a simple map system would be good enough with how the art direction with the game has been moving (but only if it stays open exploration) make it liner and you might as well take it away) I like the barren setup as it matches the current art direction.
"Would collectables add to the game? - "I don't want this to just be a vore gallery."- Adding Collectables as a means for people to earn a gallery would be an interesting idea as you have a save system, and would make people want to explore without you having to think to hard how to make collectables worth it from a game play standpoint instead of a player want standpoint.
"Do the upgrades add to the game?"- That's personal preference again, as I LOVE Castlevaina games (old school and the medriodvania style) a lot of people love to see a personal avatar gain strength as others like the challenge from a fixed game play perspective. I would like a lot of upgrades IF mobs evolved around them aka getting the ability to fly would have mobs in the air or snatch you from the air as swimming would add underwater mobs found nowhere else etc. However that would be a GREAT undertaking from a design stand point so that would be on you. As having fixed abilities would let you finish the game faster and have an easier time fine tuning and polishing the game but could lead to a more dull or bland designs as there might not be enough variation.
"Would the game benefit more from a more linear, but still branching design?"- See the last statement you asked for that. Linear means you get to add what you want or take away from an area what you want EASY as it would be from a single "level" design standpoint. Having open would means you remove one thing from the game you might have to remove 10 more things from different area's as well aka double jump.
"Is it possible to still have a connected geography with the shrine woven in?"- With the story in place already? Yes. Remove the story and I think it would be MUCH harder considering the geography you have right now aka mountains, desert, swamp etc .
"What about weapons and items? Transformations and their affect on game play?" As i said before the sword seems out of place for mobs somehow eating a metal pointy object and yet somehow staying intact I LOVE the orb as weapon making it lose it's ranged ability after taking damage is a GOOD idea so building on that would be interesting as well for example full health you get the beam mid health you get a melee ability from the orb and low health you gain more damage from said melee ability.
"Items"- that depends on how you add them and their purpose If you had flat health mechanic and you had a pot to heal health makes sense other wise I like how the game is now itemless.
"Transformations"- THIS is the big one you need to look as it could go back to the "Upgrade" mechanics. Metroidvaina games have the ability for you to transform into a bat. HOW you add that in is the question, do you kill a Bat boss and gain the ability that way? Or have a mob transform you?(A color pallet change on the female bat and making it a vampire bat so it feeds off you to change the player into a bat for example, which would fit into the whole vore theme) do you make it a level to level thing as first level you play a bat? Next level you transform into a fish to swim, then get transformed back to the basic rat form for the next level? Once again that could add SOOOO much to the game from game play and design perspectives BUT ONLY if the game incorporates it so once again that's ALL on you. I like the current setup and I think adding those for the player to use freely for exploration in an open level environment is more fun.
I've been playing this game as you have been working on it for a few weeks now, not quite a month. I find the vore to be both a reason to play and explore to see new interactions but at the same time it IS a punishment for taking a hit or whatever which conflicts with the desire to see the vore animations. So you have to play the game either balancing vore experiences with health management or avoid it all together to explore further which makes the game into a somewhat dull action platformer OR you intentionally let yourself a die, a lot.
As far as interactions go with enemies one thing i'd like you to address is the goat/deer things with the cockvore. they seem to be 50% approach, 50% retreat with their AI and that can be maddening as you try to get their placement right to trigger an interaction with other enemies, like a harpy caught by a slime. if you could pick one or the other as the preferred interaction so i could better set up interactions that would be great. this is especially true if you plan to set up multi-pronged interactions to solve puzzles.
for the end goal i think a fun quest to slay bosses (or alternatively sate their lust by "feeding" them other enemies) for power-ups or whatever for further exploration until you finally encounter the end boss, that giant phoenix thing, but i was a tad disappointed in her design as it is completely asexual. giantess with lots of breasts or cocks or pussy or any combination thereof would be cool. especially if they are all vore interactable (e.g. getting vored by her giant phoenix breasts, maybe even with lipples!)
I think the protagonist himself, packedrat, could use some fleshing out. why he is invested in the mission, why he is only ever a victim and not sexual himself. if you were to add to the HUD, perhaps a life and lust bar could be present, lust filling up as you get vored but health going down, adding to that balancing act of keeping yourself alive while also being encouraged to interact with enemies when possible for potential bonuses to damage or mobility or something. maybe a special attack at full lust related to orgasming,
as always more enemy interactions would be great, like the walking lazer shooting pussy vore desert birds who i don't think interact with anything but the player. i'd personally enjoy more cockvore and balls expansion, and bosses are my favorite cause of their multiple vore options.
lastly, what is barbfighter? where can i find it, i've never heard of it.
As far as interactions go with enemies one thing i'd like you to address is the goat/deer things with the cockvore. they seem to be 50% approach, 50% retreat with their AI and that can be maddening as you try to get their placement right to trigger an interaction with other enemies, like a harpy caught by a slime. if you could pick one or the other as the preferred interaction so i could better set up interactions that would be great. this is especially true if you plan to set up multi-pronged interactions to solve puzzles.
for the end goal i think a fun quest to slay bosses (or alternatively sate their lust by "feeding" them other enemies) for power-ups or whatever for further exploration until you finally encounter the end boss, that giant phoenix thing, but i was a tad disappointed in her design as it is completely asexual. giantess with lots of breasts or cocks or pussy or any combination thereof would be cool. especially if they are all vore interactable (e.g. getting vored by her giant phoenix breasts, maybe even with lipples!)
I think the protagonist himself, packedrat, could use some fleshing out. why he is invested in the mission, why he is only ever a victim and not sexual himself. if you were to add to the HUD, perhaps a life and lust bar could be present, lust filling up as you get vored but health going down, adding to that balancing act of keeping yourself alive while also being encouraged to interact with enemies when possible for potential bonuses to damage or mobility or something. maybe a special attack at full lust related to orgasming,
as always more enemy interactions would be great, like the walking lazer shooting pussy vore desert birds who i don't think interact with anything but the player. i'd personally enjoy more cockvore and balls expansion, and bosses are my favorite cause of their multiple vore options.
lastly, what is barbfighter? where can i find it, i've never heard of it.
As for the player stuff, you'll get a scale between two extremes of people who'd play your game:
- For the vore.
- For the gameplay.
The former is pretty easy to satisfy, just polish up your enemy room some and you get to show off all those juicy animations.
The latter is a lot harder to do of course as you have to build a whole game! :D Honestly I think you've got what it takes to go all out with collectibles etc - the game is really fun so far, so adding a bit of stuff like that, searching secrets, etc, would really be neat.
Personalliy I'd definitely like to see more enemy interaction! MY favourte part of it so far is luring the bat enemies into the worms to progress through the caves that lead to the rat boss.
I don't know how easy it would be to implement, but for as the game progresses even some kinda pickups could be fun - better sword, stuff like that.
And for when the game gets longer: Do you plan on a save feature?
- For the vore.
- For the gameplay.
The former is pretty easy to satisfy, just polish up your enemy room some and you get to show off all those juicy animations.
The latter is a lot harder to do of course as you have to build a whole game! :D Honestly I think you've got what it takes to go all out with collectibles etc - the game is really fun so far, so adding a bit of stuff like that, searching secrets, etc, would really be neat.
Personalliy I'd definitely like to see more enemy interaction! MY favourte part of it so far is luring the bat enemies into the worms to progress through the caves that lead to the rat boss.
I don't know how easy it would be to implement, but for as the game progresses even some kinda pickups could be fun - better sword, stuff like that.
And for when the game gets longer: Do you plan on a save feature?
health bar: Eh... It's your choice.
HUD : At least a small mini map on a corner and the "up" arrow key can pause the game and bring up the innovatory. (You can add options to it if you want.)
collectibles: Hmm... Maybe.
Boss items/weapons/upgrades: People NEED a reward from defeating a boss.
level designs: Keep it as is.
transformations: At the start of the game, the player can choose to be a male or a female. But, in the game itself, at least something you can get from a random chance of defeating a normal enemy (Like Castlevania: Aria/Dawn of sorrow!), or a half chance from being unbirthed. But only in the story. So none of the enemies in the enemy testing room(if you decide to keep it.).
As for new enemies, I think a Greninja would be good. The gender can be a male(signified by his cock and balls.), female(signified by her breasts), or a herm(Signified by hir cock, balls and breasts.). He, she, or shi can attack from the trees or from shadowy areas in the screen when the player is in range. But the Greninja has to attack the player from his, her, hir hiding place only once. All genders have a random chance on the enemy. The Greninja, depending on its gender, can OV, AV, BV, CV, UB, or have sex with the player. For sex, the Greninja enemy can have receiving vaginal if it's a female or herm and the player is male. Receiving anal with any gender for it but player is male. Giving vaginal if the Greninja is male or herm and player character is female. Giving anal for any gender except female for the Greninja and the player is ether male or female. Cock sex if both player and enemy has a cock and balls. And that's all for me!
HUD : At least a small mini map on a corner and the "up" arrow key can pause the game and bring up the innovatory. (You can add options to it if you want.)
collectibles: Hmm... Maybe.
Boss items/weapons/upgrades: People NEED a reward from defeating a boss.
level designs: Keep it as is.
transformations: At the start of the game, the player can choose to be a male or a female. But, in the game itself, at least something you can get from a random chance of defeating a normal enemy (Like Castlevania: Aria/Dawn of sorrow!), or a half chance from being unbirthed. But only in the story. So none of the enemies in the enemy testing room(if you decide to keep it.).
As for new enemies, I think a Greninja would be good. The gender can be a male(signified by his cock and balls.), female(signified by her breasts), or a herm(Signified by hir cock, balls and breasts.). He, she, or shi can attack from the trees or from shadowy areas in the screen when the player is in range. But the Greninja has to attack the player from his, her, hir hiding place only once. All genders have a random chance on the enemy. The Greninja, depending on its gender, can OV, AV, BV, CV, UB, or have sex with the player. For sex, the Greninja enemy can have receiving vaginal if it's a female or herm and the player is male. Receiving anal with any gender for it but player is male. Giving vaginal if the Greninja is male or herm and player character is female. Giving anal for any gender except female for the Greninja and the player is ether male or female. Cock sex if both player and enemy has a cock and balls. And that's all for me!
Also, I would like to see the player character have the ability to vore an enemy after he/she knocks the enemy out(signified buy the enemy flatbon the ground with birds or stars over the enemy's head.) sometime in the future. But that's your choice too. But I don't think the player character can vore the big enemies like the rat boss or the blue griffon, just the small ones like the bat lady and the bootleg blaziken.
You want to make it an actual game ? Good to know! Too many things are dubbed "game" while they are just an interactive-vore-thingy.
I would say yes for upgrades and/or items. Basically, I dislike platformers because I don't feel any progression, I feel like I'm doing the same thing again and again, so, yes, upgrades could solve it. Also, and this is just my opinion, I found the control a bit hard. I have a hard time dodging enemies, and if I lose the ranged attack I'm doomed.
The health system if fine, and I don't think you really need an HUD. A windows when you wait/rest should be enough.
About the map, I have no clue, sorry.
I would say yes for upgrades and/or items. Basically, I dislike platformers because I don't feel any progression, I feel like I'm doing the same thing again and again, so, yes, upgrades could solve it. Also, and this is just my opinion, I found the control a bit hard. I have a hard time dodging enemies, and if I lose the ranged attack I'm doomed.
The health system if fine, and I don't think you really need an HUD. A windows when you wait/rest should be enough.
About the map, I have no clue, sorry.
In general I actually liked the hud-less design rather than health, but I'm not sure about the implementation. I just found it strange that having a shield protects you even though you drop it instantly if you get grabbed. And also the fact that it kind of disappears during the grab the first time when you lose the orb. If it were me, I'd just have the shield as a tool/secondary weapon you can find, and have something else function as the armor, preferably something that wouldn't get in the way of grab animations and such so that it can stay on the player until it's "used" when they escape. It could be the helmet, or boots(my first thought since the player always seems to get vored feet-first), maybe some magical bracers or an amulet... small stuff like that that you wouldn't be surprised if it accidentally came off during a scuffle(and maybe make the orb stick around until you actually escape too, then make it glow or something to show that it "saved" you somehow before it leaves). Anyway, that's just my 2 cents. Like I said it's already better than having a health system regardless, it gives the game a sort of unique charm to it.
As far as progression/level design, I think you're doing pretty well on that already. Game has kind of a metroidvania/side-scrolling adventure and exploration feel to it that works really well. As far as "collectibles" go, I would suggest having those as a reward for pulling off certain enemy lure combinations. Like for example, you could make it so that every rat or kobold you help catch a bat (once per spawn) will drop some kind of token of their appreciation, and if you get enough you can unlock new stuff with it related to that creature, like a clothing that looks like them or a transformation, weapons, whatever fits really. We can also have hidden collectibles as well, but I'd rather it be something with a use (even if just cosmetic) rather than just a counter going up or some trinket to look at in a treasures menu.
Small creatures? I dunno what it's for, but... Bunny?
That's all I can think of right now... By the way I'm really impressed with this game so far and I've been checking bidaily for updates for a week or two now XD
As far as progression/level design, I think you're doing pretty well on that already. Game has kind of a metroidvania/side-scrolling adventure and exploration feel to it that works really well. As far as "collectibles" go, I would suggest having those as a reward for pulling off certain enemy lure combinations. Like for example, you could make it so that every rat or kobold you help catch a bat (once per spawn) will drop some kind of token of their appreciation, and if you get enough you can unlock new stuff with it related to that creature, like a clothing that looks like them or a transformation, weapons, whatever fits really. We can also have hidden collectibles as well, but I'd rather it be something with a use (even if just cosmetic) rather than just a counter going up or some trinket to look at in a treasures menu.
Small creatures? I dunno what it's for, but... Bunny?
That's all I can think of right now... By the way I'm really impressed with this game so far and I've been checking bidaily for updates for a week or two now XD
Hmm, I kinda like the no-hud style, and the dark souls bonfire system (but for all I know, that too could be ghouls and ghosts), so I guess that'd be good the way it is. As for collectibles...not sure really. Maybe just gold to buy stuff? Only thing I can think of buying is health/mana potions, but considering magic is tied into armor... I dunno.
As for small species, depends on what you mean by small. I think "normal" nagas would be cool, course I'm mainly recalling the ones from Milia Wars, so you can obviously do whatever. Wrap the player and oral vore, maybe. Or maybe a drider, small wyvern, etc etc. I'm also thinking of some sort of vampire bat anthro different to the UB bats, where "death" is being seduced with small floating hearts and everything. BUT that might just be my own preferences of vampirism, there, but just throwing an idea.
Two creature ideas I rather like are pakkun lizards and flammies from the Mana series, but I'm, like, STUPIDLY obsessed with them. Anthro lizard with a long tongue, and a bipedal fluffy dragon? Could fit as some sort of enemy and miniboss respectively (though, I dunno what vores the Flammie would do, gender's sorta up to choice there; if it were me I'd totally do UB though). So that's...something I guess?
As for small species, depends on what you mean by small. I think "normal" nagas would be cool, course I'm mainly recalling the ones from Milia Wars, so you can obviously do whatever. Wrap the player and oral vore, maybe. Or maybe a drider, small wyvern, etc etc. I'm also thinking of some sort of vampire bat anthro different to the UB bats, where "death" is being seduced with small floating hearts and everything. BUT that might just be my own preferences of vampirism, there, but just throwing an idea.
Two creature ideas I rather like are pakkun lizards and flammies from the Mana series, but I'm, like, STUPIDLY obsessed with them. Anthro lizard with a long tongue, and a bipedal fluffy dragon? Could fit as some sort of enemy and miniboss respectively (though, I dunno what vores the Flammie would do, gender's sorta up to choice there; if it were me I'd totally do UB though). So that's...something I guess?
I'd very much like to see something to allow the player to be a pred, like, maybe running up to an enemy after hitting them or something, or add in a grab attack on C. with each enemy being a different type of vore. maybe also gender swapping on the player so that you can include things like CV, and UB for the player.
It would indeed be nice if the game starts feeling more like an actual game, its already much more of a game then many other vore games out there. Though its still a bit easy to me, then again, I guess the level that is currently in the game is the first level, so its obviously not going to be hard.
A health bar could make it feel more like a game, since it might allows you to add things like health upgrades.
The hud would as well, nice for item selection and stuff like that.
Collectibles might add to the game feeling as well, maybe the could also be used to unlock stuff, maybe like rooms with a certain enemy inside for quick access to some enemies that are hard to access normally, maybe even unlock something like a challenge room full of a certain enemy, and if you make it, you unlock an enemy that normally isn't accessible. That way, some of the vore can also be used a reward for finding secrets or finishing challenges.
Upgrades are definitely something that would add to it feeling like a game. maybe some upgrades will help in combat, like the laser, cause in its current state, it feels kinda op for something you get from the start. other upgrades could help accessing new areas, like the double jump
the shrine of will seems fine to me as it is, and the whole world being interconnected is something I definitely like. It makes it feel more like a world instead of just a bunch of roads you follow.
Weapons and Items would also be nice, maybe even make it so that certain weapons are more effective against certain enemies, or maybe have certain weapons have more knokback. Items could also be something that restores your health, or maybe has some other effects.
Transformation would also be nice, it could be used as a way to get to areas that are normally impossible to acces. Or maybe it would make some enemies not attack you cause your the same specie, it would of course also be nice to see some enemies able to grab you without you transforming back to the normal player model.
The gate thing could indeed be nice. As for room size, well I think variation would be the best, some small rooms, and some bigger ones.
As for new monsters, well pretty sure most stuff is mentioned by now. Maybe a snake for the jungle, a dragon and/or a wyvern for the mountain, and a large cat for the dessert area (cause cats where considered divine by the ancient Egyptians).
A health bar could make it feel more like a game, since it might allows you to add things like health upgrades.
The hud would as well, nice for item selection and stuff like that.
Collectibles might add to the game feeling as well, maybe the could also be used to unlock stuff, maybe like rooms with a certain enemy inside for quick access to some enemies that are hard to access normally, maybe even unlock something like a challenge room full of a certain enemy, and if you make it, you unlock an enemy that normally isn't accessible. That way, some of the vore can also be used a reward for finding secrets or finishing challenges.
Upgrades are definitely something that would add to it feeling like a game. maybe some upgrades will help in combat, like the laser, cause in its current state, it feels kinda op for something you get from the start. other upgrades could help accessing new areas, like the double jump
the shrine of will seems fine to me as it is, and the whole world being interconnected is something I definitely like. It makes it feel more like a world instead of just a bunch of roads you follow.
Weapons and Items would also be nice, maybe even make it so that certain weapons are more effective against certain enemies, or maybe have certain weapons have more knokback. Items could also be something that restores your health, or maybe has some other effects.
Transformation would also be nice, it could be used as a way to get to areas that are normally impossible to acces. Or maybe it would make some enemies not attack you cause your the same specie, it would of course also be nice to see some enemies able to grab you without you transforming back to the normal player model.
The gate thing could indeed be nice. As for room size, well I think variation would be the best, some small rooms, and some bigger ones.
As for new monsters, well pretty sure most stuff is mentioned by now. Maybe a snake for the jungle, a dragon and/or a wyvern for the mountain, and a large cat for the dessert area (cause cats where considered divine by the ancient Egyptians).
Would the inclusion of health instead of a armor system add to the game?
No I think the equipment loss on hit is one of this game's strengths.
Would a hud add to the game?
No, only add one if it provides information that the player needs to know most of the time that can't be conveyed in some other method. Like health being your remaining pieces of equipment and if there's different weapons/armor choices, make them visually distinct. I think most of the other information can be given via a similar 'menu' as the map.
Would collectables add to the game?
Not without some reward that we know if we want before we decide to commit to collecting.
The prospect of finding an upgrade to get to more enemies may be a reward in itself? Do the upgrades add to the game?
Yes, most (I think) of the upgrades in these 2D platformer games are based on mobility or accessing a new area (or both) in one way or another and even just moving ends up being more enjoyable as you progress.
And on the subjects of armor/equipment as health and upgrades, I suggest you make the armor/equipment part of the upgrade system if you aren't already. Like having at least one of the mobility upgrades tied to a piece of equipment.
Transformations and their affect on game play?
Well, so far the transformation's functional use is an alternative to crawling.
Did/Do you have a plan for what the transformations were going to be used for? Mobility? Combat? I initially thought it was just going to be a quirk of the rat boss.
Anyway, congrats on your progress so far and on getting all these walls of text. You've great potential here.
No I think the equipment loss on hit is one of this game's strengths.
Would a hud add to the game?
No, only add one if it provides information that the player needs to know most of the time that can't be conveyed in some other method. Like health being your remaining pieces of equipment and if there's different weapons/armor choices, make them visually distinct. I think most of the other information can be given via a similar 'menu' as the map.
Would collectables add to the game?
Not without some reward that we know if we want before we decide to commit to collecting.
The prospect of finding an upgrade to get to more enemies may be a reward in itself? Do the upgrades add to the game?
Yes, most (I think) of the upgrades in these 2D platformer games are based on mobility or accessing a new area (or both) in one way or another and even just moving ends up being more enjoyable as you progress.
And on the subjects of armor/equipment as health and upgrades, I suggest you make the armor/equipment part of the upgrade system if you aren't already. Like having at least one of the mobility upgrades tied to a piece of equipment.
Transformations and their affect on game play?
Well, so far the transformation's functional use is an alternative to crawling.
Did/Do you have a plan for what the transformations were going to be used for? Mobility? Combat? I initially thought it was just going to be a quirk of the rat boss.
Anyway, congrats on your progress so far and on getting all these walls of text. You've great potential here.
I'd say it's a Metroidvania style voregame and the biggest motivator of those games are pickups and collectibles which offer more freedom. It's a mix of "Oh what's this do?" and "What do I get next?" that drives those games Granted i'm not sure how you could implement so much variety unles you either provide various swords or like alters that can empower your sword or your little orb thing using auras or pallette swaps to indicate what is what. Other than that it's enemy variety whih is also super important in an adult game. I've seen too many greatly style and animated adult games just fall flat because they offered no variation or unique spin on what an enemy would do to you once they had you which quickly created a "Seen it already" type of mentality.
Section 1: advice
Here is possibly the best book on game design ever written: http://vk.com/doc-55569780_205363340
Its called "the art of Game Design: A book of Lenses by Jesse Schell
In short, it talks about the conception of a game and what it means.
Othewise I picked up some advice on a video I can't remember the link for, but it went something like:
Break your game down into the simplest components and circle all the verbs. Something like mario would have "run" and "jump" as its core mechanics. Focus on making these mechanics as good as you can get them.
Another favorite of mine is the story of Portal and how it was developed. They basically completed the game in a few months but it took them nearly 2 years to get the visual aesthetic solid. Then again, this was all behind closed doors and doesn't fit well with regular updates in a public beta.
My personal advice is to just do what you feel is correct for the movement and challenge yourself using only that. Try building obstacle courses with as much terrible traps and enemies as you can. You can always trim the fat away afterwards. Heck, for new enemy ideas, leave them as blocks and just get the mechanics down.
section 2: ideas: (on its way later)
Here is possibly the best book on game design ever written: http://vk.com/doc-55569780_205363340
Its called "the art of Game Design: A book of Lenses by Jesse Schell
In short, it talks about the conception of a game and what it means.
Othewise I picked up some advice on a video I can't remember the link for, but it went something like:
Break your game down into the simplest components and circle all the verbs. Something like mario would have "run" and "jump" as its core mechanics. Focus on making these mechanics as good as you can get them.
Another favorite of mine is the story of Portal and how it was developed. They basically completed the game in a few months but it took them nearly 2 years to get the visual aesthetic solid. Then again, this was all behind closed doors and doesn't fit well with regular updates in a public beta.
My personal advice is to just do what you feel is correct for the movement and challenge yourself using only that. Try building obstacle courses with as much terrible traps and enemies as you can. You can always trim the fat away afterwards. Heck, for new enemy ideas, leave them as blocks and just get the mechanics down.
section 2: ideas: (on its way later)
On the subject of "Click button receive vore is NOT what I am aiming for." - so far, I believe the game is set up in such a way that this is not something you have to worry about. The controls are solid, and the game feels "big", with many things to do, and the way that enemies interact with each others and traps adds a layer of complexity that makes it feel like they're not just "oh hey walk into this hitbox to receive vore lol".
Likewise, with the multiple paths, and mechanics getting from place to place (love the elevator squish, hah!) - the windmill, the different locations, it's all building up such a strong foundation that I would find it hard pressed at all to consider the game anywhere -close- to "click button receive vore".
That said, with such a strong foundation, I think you have room for even more creativity when it comes to "kink" based mechanics. If you consider what the opposite of "click button receive vore" would be - progressing in the game, exploring, encountering/defeating bosses, going deeper into trap-filled pyramids, etc. would gradually reward the player with more interesting encounters.
Kind of like... when the difficulty teeters more towards "oh hey this is more difficult so I kind of have to focus, but this is doable" is where you put "oh but if I trip up something REALLY fun is going to happen"
Likewise, with the multiple paths, and mechanics getting from place to place (love the elevator squish, hah!) - the windmill, the different locations, it's all building up such a strong foundation that I would find it hard pressed at all to consider the game anywhere -close- to "click button receive vore".
That said, with such a strong foundation, I think you have room for even more creativity when it comes to "kink" based mechanics. If you consider what the opposite of "click button receive vore" would be - progressing in the game, exploring, encountering/defeating bosses, going deeper into trap-filled pyramids, etc. would gradually reward the player with more interesting encounters.
Kind of like... when the difficulty teeters more towards "oh hey this is more difficult so I kind of have to focus, but this is doable" is where you put "oh but if I trip up something REALLY fun is going to happen"
If you want my 2 cents worth:
No hud - there are so many games where the hud just serves to block what you NEED to see ... perhaps a menu but I wouldn't do a hud here
Collectables: It might be a little late for this - but a metroidvania styled vore game might be rather interesting... I don't think I've ever seen a metroidvania vore game where you lose collectibles visibly as you take damage.Possibly some secrets, but mostly given via boss (that either in the grand scheme of things make you be able to take more damage/dish out more damage/or excape-navigate easier)
Health: Possibly add in another layer of armor over the shield (The poor girl needs SOMETHING to protect her crotch...) - see collectables - but outside of something you have to collect latter I think your good.
Inclusion of health IN armor (a la: this armor can take two hits instead of one - still need to regain it at campsite) might be a good idea, but health and lose stuff on hit ... I don't think they would mix personally.
upgrades/collectables ... I'ld go collectables in this case, upgrades has a RPG feel to it that I personally think would just be a distraction
Design: More branching (possibly to secrets and stuffs) potentially requiring collectables you get in another area to actually collect - I really feel Metroid design could do this game good.
Shine of will: I'ld personally make it a LITTLE bigger (IE: You have the screen you land on, the screen that connects to, and 1 screen per area you make so that it doesn't end up FEELING cramped) bit you don't need to add much. - and obvious answer to connected geography with shrine woven in is Majora's mask - put the shrine in the smack middle of where everything else is... although I'm not sure 'connected geography' and 'linear gameplay' mix well...
Banjo Kazooie: ... The MAIN issue with making it Banjo Kazooie styled is that then you need collectables EVERYWHERE! I'm not sure your going to be able to make a banjo Kazooie styled game with the gates opening up in a proper story way when you may only have 10 areas and 20/30 total things to collect. I would lean more towards metroid where you still HAVE one path you can go - but there are things back where you started that require something you get in the new area if you want it. This way you don't have to worry about 'how do I make sure that any x levels have y collectables in them in such a way you can choose z collectables from them to eventaully be able to get to the final level, also I have to design each level without knowing even generally which of the collectables the player has if they got the minimum... which can be gotten in several ways'
No hud - there are so many games where the hud just serves to block what you NEED to see ... perhaps a menu but I wouldn't do a hud here
Collectables: It might be a little late for this - but a metroidvania styled vore game might be rather interesting... I don't think I've ever seen a metroidvania vore game where you lose collectibles visibly as you take damage.Possibly some secrets, but mostly given via boss (that either in the grand scheme of things make you be able to take more damage/dish out more damage/or excape-navigate easier)
Health: Possibly add in another layer of armor over the shield (The poor girl needs SOMETHING to protect her crotch...) - see collectables - but outside of something you have to collect latter I think your good.
Inclusion of health IN armor (a la: this armor can take two hits instead of one - still need to regain it at campsite) might be a good idea, but health and lose stuff on hit ... I don't think they would mix personally.
upgrades/collectables ... I'ld go collectables in this case, upgrades has a RPG feel to it that I personally think would just be a distraction
Design: More branching (possibly to secrets and stuffs) potentially requiring collectables you get in another area to actually collect - I really feel Metroid design could do this game good.
Shine of will: I'ld personally make it a LITTLE bigger (IE: You have the screen you land on, the screen that connects to, and 1 screen per area you make so that it doesn't end up FEELING cramped) bit you don't need to add much. - and obvious answer to connected geography with shrine woven in is Majora's mask - put the shrine in the smack middle of where everything else is... although I'm not sure 'connected geography' and 'linear gameplay' mix well...
Banjo Kazooie: ... The MAIN issue with making it Banjo Kazooie styled is that then you need collectables EVERYWHERE! I'm not sure your going to be able to make a banjo Kazooie styled game with the gates opening up in a proper story way when you may only have 10 areas and 20/30 total things to collect. I would lean more towards metroid where you still HAVE one path you can go - but there are things back where you started that require something you get in the new area if you want it. This way you don't have to worry about 'how do I make sure that any x levels have y collectables in them in such a way you can choose z collectables from them to eventaully be able to get to the final level, also I have to design each level without knowing even generally which of the collectables the player has if they got the minimum... which can be gotten in several ways'
So far I've found the game as a whole quite fun. Something I think that may be a neat addition would be a mob that instead of damaging the player with their vore instead allows the player to reach areas normally inaccessible, like a tunneling worm that can take you beyond a wall or something. This in itself can lead to interesting puzzles, like having to choose the right one or be made to backtrack through a area to get back to it.
As for suggestions on smaller critters some I can think of are lizards of varying sizes, ferrets, squirrels, owls, smaller bats, snakes, frogs, certain bugs like dragonflies and butterflies and fireflies
As for suggestions on smaller critters some I can think of are lizards of varying sizes, ferrets, squirrels, owls, smaller bats, snakes, frogs, certain bugs like dragonflies and butterflies and fireflies
This is definitely coming along as a cute project!
I think the armor system is fine. If you want to have 'more' health or HP upgrades, you could always add a helmet, or a two-hit-to-destroy-shield (IE gets all beaten/battered on the first) or something.
Collectables vs Upgrades... I'm going to call upgrades as "things you need to complete the game" (IE beat the boss to get double jump which enables you to go to the next area) vs collectibles being entirely optional...
I'd certainly like to see a big 'metroidvania' upgrade-locked world, but collectibles I could probably do without. I don't think I'd actually mind them either, just not sure I'd go for them.
I think it's more satisfying to get a big upgrade from a boss fight, than piece together the same upgrade by collecting X widgets of it.
Minor Enemies: Snaaaaaakes >..> Various scalies: gators, lizards, either anthro or non.
I think the armor system is fine. If you want to have 'more' health or HP upgrades, you could always add a helmet, or a two-hit-to-destroy-shield (IE gets all beaten/battered on the first) or something.
Collectables vs Upgrades... I'm going to call upgrades as "things you need to complete the game" (IE beat the boss to get double jump which enables you to go to the next area) vs collectibles being entirely optional...
I'd certainly like to see a big 'metroidvania' upgrade-locked world, but collectibles I could probably do without. I don't think I'd actually mind them either, just not sure I'd go for them.
I think it's more satisfying to get a big upgrade from a boss fight, than piece together the same upgrade by collecting X widgets of it.
Minor Enemies: Snaaaaaakes >..> Various scalies: gators, lizards, either anthro or non.
As a fellow individual who enjoys making games I can really only offer a small bit of advice... don't bite off more than you can chew. Depending on what you're currently working on sometimes simpler is better, it really all comes down to what you want to achieve in the end, that and good judgment... something which I believe you have in spades. In all honesty I doubt you'd have any problems creating a surprisingly fun vore-themed game, especially since I've enjoyed playing your creation so far. Just go with what you think feels right for what you're trying to achieve, and of course always be open to suggestions as they can spark some pretty sweet ideas!
And now I bid you good day.
And now I bid you good day.
Ahh, based on what I've played, at its core it feels like a game of exploration and discovery. Where am I? What am I doing here? What's beyond the next door/screen? How do I solve the next challenge/puzzle laid before me? Vore is present, but it doesn't really feel like the main focus to me, just another aspect of gameplay. The central mechanics are clearly the platforming and the thoughtful combat (fight, avoid, or trick enemies into one another).
On luring enemies into each other...
It is certainly amusing. X3 It took a big for me to realize I could even do it, but after that I wanted to do it as much as I could because I rarely see anything like that. It is a very unique way of removing obstacles from your path. Also, I do remember having to do it once just to get back up onto a higher ledge, meaning it has puzzle solving applications and that really intrigued me.
On collectables...
I'd say there should be collectibles, yes, but I'd probably limit them primarily to things you get from bosses. Then also limit them mostly to things that improve your mobility and the ability to explore, like the double jump (which you're probably getting a bit early right now) and whatever you need to squeeze through that tiny gap into the room beyond, etc, etc. Upgrades like that are probably best for the type of game you've been developing. Direct offensive or defensive upgrades (more armor, better weapon, more/better glowy orbs, etc) I would probably shy away from for the most part. You could still have a few, but maybe hide them behind the toughest bosses or in hard to reach secret areas... something that feels more optional.
On the hud...
I think this is fine how you have it. The visual style works quite well as it is and I never had any problems telling how much "health" I had at any given time. At least after I learned what was what. Adding a health bar or the like on top of that would just clutter the screen. Looking back at the previous question, later in development you might consider making the glowing orb thing you pick up at camps into an item you earn/find later instead of just having at the start of the game, since right now its kind of just given to you without context at the first campsite you stop at. And it would add another step to character progression.
On luring enemies into each other...
It is certainly amusing. X3 It took a big for me to realize I could even do it, but after that I wanted to do it as much as I could because I rarely see anything like that. It is a very unique way of removing obstacles from your path. Also, I do remember having to do it once just to get back up onto a higher ledge, meaning it has puzzle solving applications and that really intrigued me.
On collectables...
I'd say there should be collectibles, yes, but I'd probably limit them primarily to things you get from bosses. Then also limit them mostly to things that improve your mobility and the ability to explore, like the double jump (which you're probably getting a bit early right now) and whatever you need to squeeze through that tiny gap into the room beyond, etc, etc. Upgrades like that are probably best for the type of game you've been developing. Direct offensive or defensive upgrades (more armor, better weapon, more/better glowy orbs, etc) I would probably shy away from for the most part. You could still have a few, but maybe hide them behind the toughest bosses or in hard to reach secret areas... something that feels more optional.
On the hud...
I think this is fine how you have it. The visual style works quite well as it is and I never had any problems telling how much "health" I had at any given time. At least after I learned what was what. Adding a health bar or the like on top of that would just clutter the screen. Looking back at the previous question, later in development you might consider making the glowing orb thing you pick up at camps into an item you earn/find later instead of just having at the start of the game, since right now its kind of just given to you without context at the first campsite you stop at. And it would add another step to character progression.
I think that the game works best with the vore as a hazard, or a reward from making an enemy run into another. The game presently seems like a Metroidvania style, but the idea of merging that sort of ovararching world with the relentless difficulty of a Ghost'N'Goblins or Ghouls'N'Ghosts game could be very fun, and make the game more than just click-bait gratification. You would really need a much higher threat density than is presently there to reach that difficulty standard, though. Presently you've got the base for a strong game here, with the vore element integrated quite well without unduly hindering the game. I think a couple other base capabilities (or early-acquired skills) would be a great help. The path over into the area that was marked red in the map already is an indicator that you plan to do this, whether that is a Metroid-like morph ball, a Castlevania-style slide, or if you're going to make a transformation like what the rat boss does if he cv's you as something you can do at will. Since you've already got an example of it, and you alluded to it in your post above, the transformation route will also make the game stand out more.
One other suggestion in that vein would be to expand each of the zones. Since their maps have been broken up now, that also frees you up to significantly expand each area, adding more hidden rooms like the pathway hidden under one of the worms in the mine, or adding more areas to each zone, perhaps that you have to come back to later using abilities from other areas to access to get to other bosses or item rooms.
If you go with a HUD and a life bar, I would suggest a minimalist HUD, keeping most of the information to the Map/Inventory screen. That would allow you to do an actual transition to a menu with the map screen...and if it leaves enemies active while you do that (and one of them grabbing you pulling you out of it) would add another element of caution. That also would allow you to implement being able to collect transformations for situational use, as well as track collectibles and/or money. Perhaps have certain points on the life bar cause the nameless rat gal to lose control over that magical orb that's her ranged weapon, and at another point her shield breaks. One reason I like the life bar is it would allow you to conditionally survive certain interactions. For example, if the deer is cving the rat and the bat drops on him, usually you get ejected while by the visuals of the animations you'd probably end up in the middle. It would require more animations (which you already have quite a full plate of), but having non-fatal interactions between enemies like that one eventually finish and have the pair go back about their business would both allow surviving in the middle of it if you had enough strength left, as well as it would make the interactions both more important and more dangerous since once they completed they're a danger to the player again. Certain interactions (like the slime invading the bat/deer or the nagas eating the deer, and the gryphon's interactions once he makes his way out of the test room) would eliminate an enemy entirely, but you'd eventually have the other one active in the room again.
Regarding the Shrine of Will, presently it is alright. Mostly it's a fast travel system. I think you can do better with it though. Perhaps that is where you can get those permanent transformations? Maybe after a certain point in the game you could go pray at a little statue or something within the Shrine of Will to use money/offering/whatever to contact the goddess of will that eats you to send you there in the first place and she could grant you transformations that you have unlocked. That seems like it would work with the tone of the game, and with her initial admonishment to appease her and show her the rat's will. Perhaps there is also a shop there with some avatar of hers to gift the rat gal with better weapons, shields, orbs, and maybe armor as she progresses and gets the money. Though in that, you don't want grinding to allow someone to obtain the best gear at the beginning, so probably either make them prohibitively expensive, or make it so that the needed currencies are only found in hidden rooms and/or chests. Alternatively, just hide the better gear there.
Side note for small creature species: You've already got the rats. Typical ones would usually be non-anthro bats, non-anthro birds (often ravens or falcons), snakes, or spiders. A more interesting one with many possible uses might be turtles, though. If you're talking about other smaller enemy size stuff like the deer or bats, I'd usually suggest bats first but you've got that already, so would suggest skunk, ferret, or some sort of feline.
A note on difficulty and why I mentioned it when with your allusion to Ghouls'N'Ghosts. Presently the game is very easy, at least for me. Enemy placement isn't dense enough to get hit without it being deliberate. If the bats flew faster than the rat can run, then the bridge where there are five or six bats could get hard to cross, but all the rest are too slow moving to get hit by accidentally at current density. Perhaps once you are much further down the line towards completion, you could add an advanced difficulty level with more and/or faster enemies.
One other suggestion in that vein would be to expand each of the zones. Since their maps have been broken up now, that also frees you up to significantly expand each area, adding more hidden rooms like the pathway hidden under one of the worms in the mine, or adding more areas to each zone, perhaps that you have to come back to later using abilities from other areas to access to get to other bosses or item rooms.
If you go with a HUD and a life bar, I would suggest a minimalist HUD, keeping most of the information to the Map/Inventory screen. That would allow you to do an actual transition to a menu with the map screen...and if it leaves enemies active while you do that (and one of them grabbing you pulling you out of it) would add another element of caution. That also would allow you to implement being able to collect transformations for situational use, as well as track collectibles and/or money. Perhaps have certain points on the life bar cause the nameless rat gal to lose control over that magical orb that's her ranged weapon, and at another point her shield breaks. One reason I like the life bar is it would allow you to conditionally survive certain interactions. For example, if the deer is cving the rat and the bat drops on him, usually you get ejected while by the visuals of the animations you'd probably end up in the middle. It would require more animations (which you already have quite a full plate of), but having non-fatal interactions between enemies like that one eventually finish and have the pair go back about their business would both allow surviving in the middle of it if you had enough strength left, as well as it would make the interactions both more important and more dangerous since once they completed they're a danger to the player again. Certain interactions (like the slime invading the bat/deer or the nagas eating the deer, and the gryphon's interactions once he makes his way out of the test room) would eliminate an enemy entirely, but you'd eventually have the other one active in the room again.
Regarding the Shrine of Will, presently it is alright. Mostly it's a fast travel system. I think you can do better with it though. Perhaps that is where you can get those permanent transformations? Maybe after a certain point in the game you could go pray at a little statue or something within the Shrine of Will to use money/offering/whatever to contact the goddess of will that eats you to send you there in the first place and she could grant you transformations that you have unlocked. That seems like it would work with the tone of the game, and with her initial admonishment to appease her and show her the rat's will. Perhaps there is also a shop there with some avatar of hers to gift the rat gal with better weapons, shields, orbs, and maybe armor as she progresses and gets the money. Though in that, you don't want grinding to allow someone to obtain the best gear at the beginning, so probably either make them prohibitively expensive, or make it so that the needed currencies are only found in hidden rooms and/or chests. Alternatively, just hide the better gear there.
Side note for small creature species: You've already got the rats. Typical ones would usually be non-anthro bats, non-anthro birds (often ravens or falcons), snakes, or spiders. A more interesting one with many possible uses might be turtles, though. If you're talking about other smaller enemy size stuff like the deer or bats, I'd usually suggest bats first but you've got that already, so would suggest skunk, ferret, or some sort of feline.
A note on difficulty and why I mentioned it when with your allusion to Ghouls'N'Ghosts. Presently the game is very easy, at least for me. Enemy placement isn't dense enough to get hit without it being deliberate. If the bats flew faster than the rat can run, then the bridge where there are five or six bats could get hard to cross, but all the rest are too slow moving to get hit by accidentally at current density. Perhaps once you are much further down the line towards completion, you could add an advanced difficulty level with more and/or faster enemies.
Jesus Christ, there's so many comments, I'd actually drown for an hour or two trying to get a glimpse of what all of these people think.
Personally, I think enabling an SFW version of the game might work in your favor, even if it means Heart of Darkness'ing it a bit. With the current state of the game, some SFX will do wonders (not sure if I've missed a point you've previously made in that regard), And sooner or later, people who don't specifically share these fetishes, or this site in general (Read in a very disgusting nasal voice: NORMIES) are definitely going to pick up the game just out of curiosity, so keeping a tame version might work in your favor.
But I'm not a goddamn game developer and all that I'm saying might take up to a year to be actually implemented if I were to have a swing at this.
Personally, I think enabling an SFW version of the game might work in your favor, even if it means Heart of Darkness'ing it a bit. With the current state of the game, some SFX will do wonders (not sure if I've missed a point you've previously made in that regard), And sooner or later, people who don't specifically share these fetishes, or this site in general (Read in a very disgusting nasal voice: NORMIES) are definitely going to pick up the game just out of curiosity, so keeping a tame version might work in your favor.
But I'm not a goddamn game developer and all that I'm saying might take up to a year to be actually implemented if I were to have a swing at this.
Collectables is a good idea. I like the idea of stronger (or just cooler looking) swords being optained through points or finding them. I like the armor system over health, because sometimes on your last hit, you get grabbed by an enemy and then another one jumps in and in doing, actually saved you. Gives you incentive not to just run in and kill literally everything. An enemy you ignored could save you from one later. Well, that's part of why I ignore some.
As for collectables. I don't just want it to be something I grabbed for the sake of saying I found everything. More like the way they are in the later Castlevania games. They unlock new powers which turn into traversing the world, getting to new areas, beating enemies that were previously immune to me etc. Maybe add something that lets you edit your own look (minor alterations like Alucard's cape was in SotN)?
An idea I really like is maybe getting some new abilities unlocked by beating a set number of certain enemies (like new skills in RPGs), or a relic that lets you eat an enemy to temporarily get a trait of theirs for a number of uses, or until you decide to discard. The relic idea though, I'd say starts out weak and only lets you get the small enemies like the rats and slimes. Maybe slime leds you slide fast or be immune to squishing. Rats let your crawl under areas that are normally inaccessible. Then when that gets upgraded, the bats give you temporary flight or something.
Those are things I think would make the game more fun as a game and not just amusing me with just the vore. I already like it more than other games like this. Mostly because it seems like you are actually trying to make it fun outside of just being a vore thing.
As for collectables. I don't just want it to be something I grabbed for the sake of saying I found everything. More like the way they are in the later Castlevania games. They unlock new powers which turn into traversing the world, getting to new areas, beating enemies that were previously immune to me etc. Maybe add something that lets you edit your own look (minor alterations like Alucard's cape was in SotN)?
An idea I really like is maybe getting some new abilities unlocked by beating a set number of certain enemies (like new skills in RPGs), or a relic that lets you eat an enemy to temporarily get a trait of theirs for a number of uses, or until you decide to discard. The relic idea though, I'd say starts out weak and only lets you get the small enemies like the rats and slimes. Maybe slime leds you slide fast or be immune to squishing. Rats let your crawl under areas that are normally inaccessible. Then when that gets upgraded, the bats give you temporary flight or something.
Those are things I think would make the game more fun as a game and not just amusing me with just the vore. I already like it more than other games like this. Mostly because it seems like you are actually trying to make it fun outside of just being a vore thing.
After reading through the comments, everything that I wanted to say has already been said. I really enjoy this fast passed combat and how the enemy vore dosen't skow gameplay that much. One thing I REALLY wish this game had would be a vore ability of some sort. You have stuff for any type of prey lover out there, but nothing for the preds. Maybe add a butt pound move that AVs enemies or a shrinking spell to make enemies bite sized, or whatever, that's up to you.
Here is an enemy idea: The boss of the Magma area could be a giant Dragon/Pheonix that flies around and scoops up the player with it's muzzle/beak. and it could also fall down to Anal Vore or Unbirth the player.
Here is an enemy idea: The boss of the Magma area could be a giant Dragon/Pheonix that flies around and scoops up the player with it's muzzle/beak. and it could also fall down to Anal Vore or Unbirth the player.
Honestly I'd say if you want to add collectables, go for it, just try not to get too cluttered about it I suppose. Although it would be neat for it to be a more metroidvania type game so that there's a better option for going where you know enemies you like are, rather than having to go in a set order just to get to them.
I don't know if the game needs a hud or not, that depends on how you do things, but if you add one, try to keep it clear, and non-intrusive.
As for species Frog is always a good one in vore games heheh, maybe a nice big Clydesdale? Or could go for some of the less common preds, [course I'm hoping for more male ones but I'm biased like that] Oh, one minor note about the rat, I'm not sure if this is something that'd help or not, but rats actually have a small plug/bulge partway up the penis, to limit backflow around them, like a knot but not really enough to lock them in.
I don't know if the game needs a hud or not, that depends on how you do things, but if you add one, try to keep it clear, and non-intrusive.
As for species Frog is always a good one in vore games heheh, maybe a nice big Clydesdale? Or could go for some of the less common preds, [course I'm hoping for more male ones but I'm biased like that] Oh, one minor note about the rat, I'm not sure if this is something that'd help or not, but rats actually have a small plug/bulge partway up the penis, to limit backflow around them, like a knot but not really enough to lock them in.
Metroid-vania esque upgrades where you can get farther and farther along because of the upgrades you're getting seems like a good idea. I'm not sure whether a HUD is a good idea or a bad idea, but I will say I like your current hit system where there's clear indications of how many more times you can get eaten before you have to retry from checkpoint. Collectables could be interesting, are you interested in making puzzles like that for people to go through? That would probably be the most important part on that front I suppose, though making it worthwhile to actually find them might be a bit trickier.
Well dang, there's already a toooon of input for this game, so I'm not sure if what I have in mind would be of any value, or even if it's already been brought up, but here it goes.
You mentioned comparing the map to Dark Souls, which is I think a good direction to take it in, combined with some of the comments ideas of a metroidvania like style of hidden rooms, items, power-ups, etc. With bringing up Dark Souls, however, another idea came to mind. The Shrine of Will is basically Firelink Shrine, and to take a page from DS, you could find NPCs throughout the game, and rescuing them (tasks ranging from defeating certain enemies, making enemies attack each other, or bringing a certain item or power to use to free them) and have them follow you back to the Shrine of Will. Once there, you might could talk to them and hear more about the world, themselves, and if you complete certain tasks, perhaps even unlock scenes with them, like sex scenes or non-damaging vore?
You mentioned comparing the map to Dark Souls, which is I think a good direction to take it in, combined with some of the comments ideas of a metroidvania like style of hidden rooms, items, power-ups, etc. With bringing up Dark Souls, however, another idea came to mind. The Shrine of Will is basically Firelink Shrine, and to take a page from DS, you could find NPCs throughout the game, and rescuing them (tasks ranging from defeating certain enemies, making enemies attack each other, or bringing a certain item or power to use to free them) and have them follow you back to the Shrine of Will. Once there, you might could talk to them and hear more about the world, themselves, and if you complete certain tasks, perhaps even unlock scenes with them, like sex scenes or non-damaging vore?
Based on the text in the beginning, it seems like the motives behind the creatures you face are trying to make you give in to some sort of pleasure. Perhaps that could make a nonstandard game over of sorts. Like, the rat boss for example can fill said gauge with some of his moves and maybe a move dedicated to that.
Well, my reply I was going to post here got really long-winded and semi-side-tracking, so I'll rather post a link to the text-document rather than just "wall'o'text" this page:
https://docs.google.com/document/d/.....it?usp=sharing
But let's at least (re-)mention the small'ish critter idea here: Raccon-dog / tanuki, because in my opinion there isn't enough of these having more or less major-role in video-games.
https://docs.google.com/document/d/.....it?usp=sharing
But let's at least (re-)mention the small'ish critter idea here: Raccon-dog / tanuki, because in my opinion there isn't enough of these having more or less major-role in video-games.
Hmmm to elaborate more on "vore-gallery." heart of darkness is absolutely filled to the brim with massive amounts of played death as well as noms included! but to progress through the game is a challenge. When i talk about a vore-gallery, I mean there is no progression. There is no skill to grow from the player(timings, dodging, enemy patterns, puzzle elements,) and there is no player to grow through upgrades or learning abilities you had from the start but didn't know,(ala wall jump/shinespark.)
The game exists as a way to showcase animations (not that they are bad animations! Just that there no true "game" there.) You can hit an enemy for the same damage with three different heights, and the enemy walks to you, attacks, or eventually grabs you for vore. Where most players will select what they want, and wait for the noms to happen. Before closing it, or watching another at the press of a button.
Packedrat and heart of darkness different in that they have a progression (even if the difficulties are day and night) Heart of darkness is entirely player skill and memory based. Learning enemy patterns, Avoiding obvious risks. Being fast at the same time to avoid trailing enemies. Ultimately, if you want to see something specific (like the swamp plants for instance) you need to progress that far in the game for them. There is no button to take you to the swamp, and the plants certainly don't come to you!
While I am fine giving out hints on where enemies may be, or providing some kind of unlock able arena for enemies. The core of the game is exploring and finding things. Part of that is also finding new enemies. Using new items to reach new places, or learning of new enemy interactions to reach new areas all together! Imagine a player that learns they can pass the griffons on the mountain by feeding them bats, only to find secret items or even a new enemy type hidden beyond them!
As for the rest, with all of the feedback here. I've taken it into account, and am using it to bounce ideas off, and spawn new creations.
The game exists as a way to showcase animations (not that they are bad animations! Just that there no true "game" there.) You can hit an enemy for the same damage with three different heights, and the enemy walks to you, attacks, or eventually grabs you for vore. Where most players will select what they want, and wait for the noms to happen. Before closing it, or watching another at the press of a button.
Packedrat and heart of darkness different in that they have a progression (even if the difficulties are day and night) Heart of darkness is entirely player skill and memory based. Learning enemy patterns, Avoiding obvious risks. Being fast at the same time to avoid trailing enemies. Ultimately, if you want to see something specific (like the swamp plants for instance) you need to progress that far in the game for them. There is no button to take you to the swamp, and the plants certainly don't come to you!
While I am fine giving out hints on where enemies may be, or providing some kind of unlock able arena for enemies. The core of the game is exploring and finding things. Part of that is also finding new enemies. Using new items to reach new places, or learning of new enemy interactions to reach new areas all together! Imagine a player that learns they can pass the griffons on the mountain by feeding them bats, only to find secret items or even a new enemy type hidden beyond them!
As for the rest, with all of the feedback here. I've taken it into account, and am using it to bounce ideas off, and spawn new creations.
I seem to have missed quite a few important updates. I was away at a convention but I wish to leave my thoughts here and a few other places if only the fact that maybe they are still relevant.
In regards to the first points, I think that if the game played like a vore gallery I would not enjoy it as much. Barbftr is good but I rarely like using the button commands to get the predators to do the vore moves I like. If an enemy has a lot of moves or a rare one that almost never happens then I usually cave but I would prefer enemies to feel more organic. For them to be something I have little control over. Personally it lets me pretend that I am flirting with danger when I try to tease them or underestimate them.
I say luring enemies to interact is incredibly fun. The animations are gorgeous and in some cases complex. I also enjoy the idea of giving out a benefit for causing these interactions. Not that I want there to always be a benefit. If I always had to do that then it may become tiring or tedious. The swamp buds are a good example. Only one of the buds helped the player get to a higher elevation in that one map zone. There could be other situations where an enemy that is normally bad is rarely helpful. As an example, a ceiling plant that pulls the player up to it. You lose a hit but now you are at a higher elevation for what ever benefit that may give. You could even use that same hypothetical example to add more challenge to an area. Like if the player was dragged through a one way tile and then had to run back and try again. I think some form of interaction is a bonus, whether good or bad, and that you should at least consider ways to possibly include it.
The idea of gaining an ability to get to new places doesn't make this any worse of a vore game. I would love to see some form of progress to the game. It does depend on how the upgrade works though. By that I mean if the upgrades scattered around were just a generic bonus then I would say no. If they actually did something that modifies game play, example being double jump, then I would say yes. I don't mind generic bonuses but I would like them to be important or useful. None of those situations where it's like "Oh boy, missile upgrade. Now I can hold 105 missiles instead of just 100. Woo." For a hud the only thing I would like to see is a player status perhaps indicating how they are faring. I will inform you the specifics in the next answer.
As far as adding in health I would like to see it in the game. I know you stated you wanted it to be ambiguous if the vore was fatal or endo. So my suggestion is a health-like system where its player energy or will or something. Where being in a predator too long could potentially game over. It keeps the ambiguity of what happens to the player. I personally would want to see it where sitting around not escaping actually does affect the players status. The hud application could be represented by a player icon, maybe the characters face, to show how tired you. A sort of vague health bar similar to resident evil or silent hill where you don't know how close you can go before you go over the edge. I don't mind the current armor system and you could probably work in both.
For map layout I do enjoy the branching design. I think a hub does work with it and that not every place needs to be connected but I think it would be cool to have them all be. The hub could act as a way to travel around quicker. especially if the map continues to sprawl out and around.
For weapons, I think you don't need more than what you got. I think the sword and projectile fill a large amount of roles.
For items I am not opposed but I have no good ideas on what types of items to expect to be viable in this game. Maybe a fake dummy item that you can throw out to distract a predator. They eat the dummy and then you can pass unhindered. though that would require a button to use it most likely. hmm, well maybe you have some items in mind.
I would love to see transformations in. I don't quite expect to see many though because that could be a lot of work. Especially if the transformation was reflected in the animations of enemies that grab you. A transformation that makes the player tiny would be one that I would like to see. I will at least hope for them but I don't need them.
Some small creatures.
I would love to see rabbits or goats. Also Armadillo, otter and Skunk. Those are high up on my list.
In regards to the first points, I think that if the game played like a vore gallery I would not enjoy it as much. Barbftr is good but I rarely like using the button commands to get the predators to do the vore moves I like. If an enemy has a lot of moves or a rare one that almost never happens then I usually cave but I would prefer enemies to feel more organic. For them to be something I have little control over. Personally it lets me pretend that I am flirting with danger when I try to tease them or underestimate them.
I say luring enemies to interact is incredibly fun. The animations are gorgeous and in some cases complex. I also enjoy the idea of giving out a benefit for causing these interactions. Not that I want there to always be a benefit. If I always had to do that then it may become tiring or tedious. The swamp buds are a good example. Only one of the buds helped the player get to a higher elevation in that one map zone. There could be other situations where an enemy that is normally bad is rarely helpful. As an example, a ceiling plant that pulls the player up to it. You lose a hit but now you are at a higher elevation for what ever benefit that may give. You could even use that same hypothetical example to add more challenge to an area. Like if the player was dragged through a one way tile and then had to run back and try again. I think some form of interaction is a bonus, whether good or bad, and that you should at least consider ways to possibly include it.
The idea of gaining an ability to get to new places doesn't make this any worse of a vore game. I would love to see some form of progress to the game. It does depend on how the upgrade works though. By that I mean if the upgrades scattered around were just a generic bonus then I would say no. If they actually did something that modifies game play, example being double jump, then I would say yes. I don't mind generic bonuses but I would like them to be important or useful. None of those situations where it's like "Oh boy, missile upgrade. Now I can hold 105 missiles instead of just 100. Woo." For a hud the only thing I would like to see is a player status perhaps indicating how they are faring. I will inform you the specifics in the next answer.
As far as adding in health I would like to see it in the game. I know you stated you wanted it to be ambiguous if the vore was fatal or endo. So my suggestion is a health-like system where its player energy or will or something. Where being in a predator too long could potentially game over. It keeps the ambiguity of what happens to the player. I personally would want to see it where sitting around not escaping actually does affect the players status. The hud application could be represented by a player icon, maybe the characters face, to show how tired you. A sort of vague health bar similar to resident evil or silent hill where you don't know how close you can go before you go over the edge. I don't mind the current armor system and you could probably work in both.
For map layout I do enjoy the branching design. I think a hub does work with it and that not every place needs to be connected but I think it would be cool to have them all be. The hub could act as a way to travel around quicker. especially if the map continues to sprawl out and around.
For weapons, I think you don't need more than what you got. I think the sword and projectile fill a large amount of roles.
For items I am not opposed but I have no good ideas on what types of items to expect to be viable in this game. Maybe a fake dummy item that you can throw out to distract a predator. They eat the dummy and then you can pass unhindered. though that would require a button to use it most likely. hmm, well maybe you have some items in mind.
I would love to see transformations in. I don't quite expect to see many though because that could be a lot of work. Especially if the transformation was reflected in the animations of enemies that grab you. A transformation that makes the player tiny would be one that I would like to see. I will at least hope for them but I don't need them.
Some small creatures.
I would love to see rabbits or goats. Also Armadillo, otter and Skunk. Those are high up on my list.
Hmmm In general I'm happy to see it growing into something bigger and bigger that hasn't broken out of the scope I can handle. Though you've given me a few ideas on things to potentially do. The ceiling plant idea seems almost natural for the swamp and jungle. Possibly being not even a grab, but rather a 0 damage "sticky" thing you can break out of with a few sword swings and jump to secret passages with.
When it comes to items, expansions to "ammo" are likely going to be minimal, as ammo is going to be easy to replenish anyhow ( with what I have planned heheheh.) The upgrades will likely be more of a mix between banjo kazooie and metroid. Double jumping, High jumping, feral rat morphball, bat form space jump. All the players abilities having a metroid like vibe. With Siera's having more of a kazooie aim. Launch able eggs, barriers, getting over dangerous surfaces and areas. You are more likely to find a new egg type for her to use, then an expansion for her total egg count.
Transformations will likely be a bit touch and go. I don't want to add a ton of different animations for each tf unless I can make it "generic". A lot of enemies already have some compatibility for that though. I just feel bad going back over the bat lady's animation to make it use the easy vore stuff. I may just do a different animation if I make tf specific noms.
Lastly. The small creature ideas were actually for Siera's form. I was at a toss up between several ideas before settling on her current mechanical shape.
When it comes to items, expansions to "ammo" are likely going to be minimal, as ammo is going to be easy to replenish anyhow ( with what I have planned heheheh.) The upgrades will likely be more of a mix between banjo kazooie and metroid. Double jumping, High jumping, feral rat morphball, bat form space jump. All the players abilities having a metroid like vibe. With Siera's having more of a kazooie aim. Launch able eggs, barriers, getting over dangerous surfaces and areas. You are more likely to find a new egg type for her to use, then an expansion for her total egg count.
Transformations will likely be a bit touch and go. I don't want to add a ton of different animations for each tf unless I can make it "generic". A lot of enemies already have some compatibility for that though. I just feel bad going back over the bat lady's animation to make it use the easy vore stuff. I may just do a different animation if I make tf specific noms.
Lastly. The small creature ideas were actually for Siera's form. I was at a toss up between several ideas before settling on her current mechanical shape.
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