
Well. That time again. Hitting mental roadblocks, and asking again for feedback to help (has the last few times!) Right now I'm also a bit slow actually enjoying a game for once (ff9. First game I've really been happy to keep playing, all the new stuff I've tried has been... mnng... and darksouls 3 is currently broken.) Enough of explaining distractions though!
Lets get some of the plans out of the way:
-Paige dragon boss: TBD It's mostly a boatload of animation work, but that's fine. I just need to get up and actually do it. Ai is easy as well. The cutscenes that bookend her fight though I kinda want to put off if I can.
-rat boss: Maybe some polish? There are a few things that irk me mildly. A few animations with tail gaps. Maybe a tweak to his ending jump. An intro perhaps?
-equipment screen: TBD It's mostly new art and menus to go with it. The current hamfisted approach doesn't feel right. So it's likely going to be super metroid like in both function and design. As well as give some more detail on siera. EX: those aren't feathers. She's kinda a weird goo/energy covered in metal plates, but the game has no clear way of showing that off yet.
-transformations: Need more art for them, and a boss fight to gift them (or maybe something else. They are a little ways off.
-Talking enemies: Maybe. I'm still rolling the idea around. The main issue is repetitiveness. Hell I worry if Seira's lines are too repetitive.
-general map expansion: always happening somehow. I try to toss in a few new rooms as I go. Just to give lil tastes of ideas I have. Though a lot of stuff isn't too fleshed out, and I kinda see it a bit hollow. This brings us to:
The feedback part of this. I'm looking for direction. Something to experiment, and in a sense... Base the core of the game off of. I've been working around the idea of metroidvania games, but also collectathons. Can that work in the current system? Super metroid is inherently about exploring and finding things to explore more. What would excessive world filling pickups add (notes or coins like mario) when at most they reveal to you that you've not explored everything, and even make areas impossible to complete without certain upgrades. Unlike BK I can't ensure you have certain upgrades for each "world" due to the free roaming nature.
Second on the chopping block is story. I've been against the idea of going balls deep heavy rpg. Though I feel I've also been too harsh. Maybe a balance? Hit it like banjo, but I don't feel I'm too good at humor. I don't want to be too serious either. At most I liked the idea of Siera as a failed hero, but didn't want to dwell and turn it into a sob story. When the core of the game has you repeatedly eaten by bat crotches. The clash is a bit too hard to justify. A lot of me wants to avoid cutscenes. Even more so if they have extended dialog. Mostly due to time i could have spent working on an enemy or ability. Instead I'm sitting waiting for my slow ass text boxes to roll past to make sure nothing is cut off.
Npcs have been a thing I'm also rolling around. I don't want to create a large story, and then not really have an ending beyond "you win" at the end. Growing it too complex in a game that's not really built for the story doesn't help. I could always make the characters a bit one note, but do they become boring? Siera is kinda meant to be this Kazooie like bird with a upbeat personality then Kazooie's bitchyness. She's more disappointed you got eaten then snarking at you. ( even if there is some snark lines in there. :V ) Plus, she is made to be the game's unwilling pred hehehe.
Maybe adding dialog will help it out a little? Get some banter from enemies and Siera going? Liven things up a bit somehow? I'm unsure how I'll handle collectables. If at all. I've just not got a clear goal of "what is the player going to do to reach the end of this game." The only clue so far is "find a way to escape." I want to avoid grinding somehow as well. No "beat 1000 enemies to beat da game." Maybe some kind of secret room deep in each area where you need to bring something or break something?
Toss ideas at me. I'm open for anything when it comes to possible directions to go.
Lets get some of the plans out of the way:
-Paige dragon boss: TBD It's mostly a boatload of animation work, but that's fine. I just need to get up and actually do it. Ai is easy as well. The cutscenes that bookend her fight though I kinda want to put off if I can.
-rat boss: Maybe some polish? There are a few things that irk me mildly. A few animations with tail gaps. Maybe a tweak to his ending jump. An intro perhaps?
-equipment screen: TBD It's mostly new art and menus to go with it. The current hamfisted approach doesn't feel right. So it's likely going to be super metroid like in both function and design. As well as give some more detail on siera. EX: those aren't feathers. She's kinda a weird goo/energy covered in metal plates, but the game has no clear way of showing that off yet.
-transformations: Need more art for them, and a boss fight to gift them (or maybe something else. They are a little ways off.
-Talking enemies: Maybe. I'm still rolling the idea around. The main issue is repetitiveness. Hell I worry if Seira's lines are too repetitive.
-general map expansion: always happening somehow. I try to toss in a few new rooms as I go. Just to give lil tastes of ideas I have. Though a lot of stuff isn't too fleshed out, and I kinda see it a bit hollow. This brings us to:
The feedback part of this. I'm looking for direction. Something to experiment, and in a sense... Base the core of the game off of. I've been working around the idea of metroidvania games, but also collectathons. Can that work in the current system? Super metroid is inherently about exploring and finding things to explore more. What would excessive world filling pickups add (notes or coins like mario) when at most they reveal to you that you've not explored everything, and even make areas impossible to complete without certain upgrades. Unlike BK I can't ensure you have certain upgrades for each "world" due to the free roaming nature.
Second on the chopping block is story. I've been against the idea of going balls deep heavy rpg. Though I feel I've also been too harsh. Maybe a balance? Hit it like banjo, but I don't feel I'm too good at humor. I don't want to be too serious either. At most I liked the idea of Siera as a failed hero, but didn't want to dwell and turn it into a sob story. When the core of the game has you repeatedly eaten by bat crotches. The clash is a bit too hard to justify. A lot of me wants to avoid cutscenes. Even more so if they have extended dialog. Mostly due to time i could have spent working on an enemy or ability. Instead I'm sitting waiting for my slow ass text boxes to roll past to make sure nothing is cut off.
Npcs have been a thing I'm also rolling around. I don't want to create a large story, and then not really have an ending beyond "you win" at the end. Growing it too complex in a game that's not really built for the story doesn't help. I could always make the characters a bit one note, but do they become boring? Siera is kinda meant to be this Kazooie like bird with a upbeat personality then Kazooie's bitchyness. She's more disappointed you got eaten then snarking at you. ( even if there is some snark lines in there. :V ) Plus, she is made to be the game's unwilling pred hehehe.
Maybe adding dialog will help it out a little? Get some banter from enemies and Siera going? Liven things up a bit somehow? I'm unsure how I'll handle collectables. If at all. I've just not got a clear goal of "what is the player going to do to reach the end of this game." The only clue so far is "find a way to escape." I want to avoid grinding somehow as well. No "beat 1000 enemies to beat da game." Maybe some kind of secret room deep in each area where you need to bring something or break something?
Toss ideas at me. I'm open for anything when it comes to possible directions to go.
Category Artwork (Digital) / Vore
Species Unspecified / Any
Size 492 x 394px
File Size 41.6 kB
Listed in Folders
While Paige looks so enticing, working on another boss so soon will slow you down on everything else.
Polishing, the rat boss? Not a bad idea since it's pretty much done and if you were to skip on this you won't be able to do so later, like if you work on the 2nd boss, polishing the 1rst will only cause stress.
Equipment screen? Seems due but kinda might take a lot of work to get the desire look for one. Still this is just my opinions on what you should do 1st to maximize the amount of time you can put on each project. Leaving the longest and hardest for last.
As for the story...it feels strange at the beginning, but the giant bird thing does say to pleasure her otherwise she will start eating the world? I dunno that's the gist I understood.
Anyways that's what I got in mind...........and unbirthing, too much unbirthing. Especially from Ms.bootleg Blaziken*swoon*
Polishing, the rat boss? Not a bad idea since it's pretty much done and if you were to skip on this you won't be able to do so later, like if you work on the 2nd boss, polishing the 1rst will only cause stress.
Equipment screen? Seems due but kinda might take a lot of work to get the desire look for one. Still this is just my opinions on what you should do 1st to maximize the amount of time you can put on each project. Leaving the longest and hardest for last.
As for the story...it feels strange at the beginning, but the giant bird thing does say to pleasure her otherwise she will start eating the world? I dunno that's the gist I understood.
Anyways that's what I got in mind...........and unbirthing, too much unbirthing. Especially from Ms.bootleg Blaziken*swoon*
As a player, the thing I'm most selfishly excited for is new areas with new enemies/traps/etc. above all else. exploring is fun, bosses are fun, fighting enemies are fun, and I'm just dying for a nice big chunk of more of that~
"Hell I worry if Seira's lines are too repetitive. " - admittedly, my reaction to the first time Sierra spoke was "Oh nice! I wonder if she says different things?" - second time was "Oh she does! but wait..." then third time was "Oh... they're just pulled from a generic pool of reactions that aren't particularly set to the current situation going on..." and pretty much didn't think of them much after that...
It's really easy to identify patterns like that unfortunately... I think Seira is an interesting character already, I'd just love to hear more specific reactions from her! Even maybe just... keep some generics for some times, but add in some specifics for others? Hilarious things could be said if the player gets a bad end to a silly "trap" (i.e. elevators), or maybe some other dynamic could be involved when a game over is involved....
I think the game has an -excellent- base to start from as is - the game feels wonderful in all aspects. If anything I could suggest considering... it would be some more interesting gameplay scenarios, different challenges, with different ways to succeed... or fail spectacularly. more things to dodge, attack, run from, etc etc. etc.
"Hell I worry if Seira's lines are too repetitive. " - admittedly, my reaction to the first time Sierra spoke was "Oh nice! I wonder if she says different things?" - second time was "Oh she does! but wait..." then third time was "Oh... they're just pulled from a generic pool of reactions that aren't particularly set to the current situation going on..." and pretty much didn't think of them much after that...
It's really easy to identify patterns like that unfortunately... I think Seira is an interesting character already, I'd just love to hear more specific reactions from her! Even maybe just... keep some generics for some times, but add in some specifics for others? Hilarious things could be said if the player gets a bad end to a silly "trap" (i.e. elevators), or maybe some other dynamic could be involved when a game over is involved....
I think the game has an -excellent- base to start from as is - the game feels wonderful in all aspects. If anything I could suggest considering... it would be some more interesting gameplay scenarios, different challenges, with different ways to succeed... or fail spectacularly. more things to dodge, attack, run from, etc etc. etc.
I'd personally love to see more interactions between enemies. seeing them getting locked up is funny every now and then but then they just repeat the same animation forever. this could also be applied to their interactions with the main character. currently the naga is my favorite of the enemies since she forces you down if you wait even before you're on your last HP.
perhaps some lines could be added to bosses with funny comments like in banjo-kazooie. the thing is, I feel that since all of this is an illusion, the monsters shouldn't be able to talk unless they're real. you could maybe introduce a rival or NPC that is real, or a level (probably near the end of the game) where you're in the real world.
you could add puzzles to secret pieces, which would only be obtained with the new power you get from the level. also, perhaps each world could also have a hidden boss perhaps that can be reached with the new powers.
perhaps some lines could be added to bosses with funny comments like in banjo-kazooie. the thing is, I feel that since all of this is an illusion, the monsters shouldn't be able to talk unless they're real. you could maybe introduce a rival or NPC that is real, or a level (probably near the end of the game) where you're in the real world.
you could add puzzles to secret pieces, which would only be obtained with the new power you get from the level. also, perhaps each world could also have a hidden boss perhaps that can be reached with the new powers.
I have to agree with
dainsleft on working on another boss so soon. just focus on one boss, for now, and not stress yourself out, ya know?
as for the Paige fight: I honestly curious as to what kind of attacks she'll have. I'm sure crushing is one of them, considering her size. And, if I may suggest some attack ideas (you don't have to take them, but I'm just throwing them out there), I'd like to see some anal vore (which'll most likely be a thing already lol), and maybe some unbirthing. oral vore is most likely a given lol
as for the rat boss polishing, that's a good idea, as well ^^
transformations? I like the idea of transformations, but if & when you do end up making the boss to give them up, I have another idea. have Siera pull our nameless hero inside of her womb (maybe her butt, even), and have them transform THAT way
talking enemies? depends on which ones
equipment screen? interesting idea ^^
general map expansion? yes, please. I so wanna see the rest of this here game x3

as for the Paige fight: I honestly curious as to what kind of attacks she'll have. I'm sure crushing is one of them, considering her size. And, if I may suggest some attack ideas (you don't have to take them, but I'm just throwing them out there), I'd like to see some anal vore (which'll most likely be a thing already lol), and maybe some unbirthing. oral vore is most likely a given lol
as for the rat boss polishing, that's a good idea, as well ^^
transformations? I like the idea of transformations, but if & when you do end up making the boss to give them up, I have another idea. have Siera pull our nameless hero inside of her womb (maybe her butt, even), and have them transform THAT way
talking enemies? depends on which ones
equipment screen? interesting idea ^^
general map expansion? yes, please. I so wanna see the rest of this here game x3
I think you have to take a step back and figure out exactly what you want this game to be for the player. Right now, for me, this game is primarily fetish fuel - fap material - with a cute little story and a few characters thrown in. And don't get me wrong, that's not a bad thing! Heck, selfishly, I'd love if it didn't become anything more than that. But that's ultimately your decision, and I think making that decision is one of the most important things you can do to figure out your direction.
The thing that motivates me to explore most is just finding new enemies/bad ends. Finding new abilities to toy with enemies is good too, I suppose. Hell, you could do a Megaman thing where you take a fetish ability from each boss you defeat, though that might be a bit corruptive to the main character.
Hm...
Well I've never played the Banjo games so I wouldn't know if it'd fit in a Metroidvania style or not.
Maybe if done right? But you'd need to make a BIIIIG world for that, also make it engaging, making the players WANT to explore.
Give them a reason. Be it unlocking secret items by exploring and collecting or even a secret boss like in the KH games.
It's nice you want to cut down on cutscenes, but I would like to learn more about this game actually, the character and the bird friend with her.
It's your choice but I think it'd at least be necessary for a cut scene to be in a few parts.
Like the rat boss for example. I felt it was like "We're droppin you in here no shirt or anything, okay now fight this rat boss, he's evil can you see that?"
But that's me.
Last on the NCPS' not all games need them? They can help at times. In Castlevania they were limited, which I liked and disliked. It depends on the game actually.
First of all you should have a merchant. Without a doubt.
If you want something to keep going after end game, aren't that what side quests are for?
I think you should do an Order of Ecclesia and make a bunch of NPCS' with different quests, different and unique to each character.
I'm just sharing my ideas. I think you're doing great already.
Keep it up~
Well I've never played the Banjo games so I wouldn't know if it'd fit in a Metroidvania style or not.
Maybe if done right? But you'd need to make a BIIIIG world for that, also make it engaging, making the players WANT to explore.
Give them a reason. Be it unlocking secret items by exploring and collecting or even a secret boss like in the KH games.
It's nice you want to cut down on cutscenes, but I would like to learn more about this game actually, the character and the bird friend with her.
It's your choice but I think it'd at least be necessary for a cut scene to be in a few parts.
Like the rat boss for example. I felt it was like "We're droppin you in here no shirt or anything, okay now fight this rat boss, he's evil can you see that?"
But that's me.
Last on the NCPS' not all games need them? They can help at times. In Castlevania they were limited, which I liked and disliked. It depends on the game actually.
First of all you should have a merchant. Without a doubt.
If you want something to keep going after end game, aren't that what side quests are for?
I think you should do an Order of Ecclesia and make a bunch of NPCS' with different quests, different and unique to each character.
I'm just sharing my ideas. I think you're doing great already.
Keep it up~
Some random thoughts.
1- Wouldn't it be tragic if by absorbing all that corrupting power, your friend turned into another boss you'd have to deal with.
Her reaction could change to a new set of dialog the worse it gets.
2- Could it make sense that you absorb a bosses power/corruption turning them back to another failed adventurer?
3- Maybe each boss has an enemy type associated with them, and once they are dealt with, that enemy gets modified somehow.
Kind of thinking of Clive Barkers Jericho, where every time the box closes it takes a part of our reality with it. And each of them has a pivotal figure that, once destroyed, collapses that pocket of the alternate reality, along with all the horrors that their corruption had spawned.
1- Wouldn't it be tragic if by absorbing all that corrupting power, your friend turned into another boss you'd have to deal with.
Her reaction could change to a new set of dialog the worse it gets.
2- Could it make sense that you absorb a bosses power/corruption turning them back to another failed adventurer?
3- Maybe each boss has an enemy type associated with them, and once they are dealt with, that enemy gets modified somehow.
Kind of thinking of Clive Barkers Jericho, where every time the box closes it takes a part of our reality with it. And each of them has a pivotal figure that, once destroyed, collapses that pocket of the alternate reality, along with all the horrors that their corruption had spawned.
if you want to ad an npc an idea i had was to have one that "travels" from camp to camp that the player would run into randomly if they appeared there and maybe gave a hint about the area or upcomeing boss. needless to say it would be nice to have a way to turn cutsenes off if you just want to rush through thow its not needed at the moment at there are realy only 2 real cut senes in the game. anyways game is looking great so far i look forwatd to what you have planned
Hmm, I hope this isn't too much of a text wall, but I just wanted to throw a few of my ideas/suggestions out there to see how you like them, especially since I really like where this game is going. ^_^
For the story, I actually like the idea of there not being much of one beyond the very simplest of concepts. The way I've seen it, this is essentially a story about a rat who was simply unlucky enough to catch the wandering eye of a phoenix deity, and the whole purpose of the game is to survive and ultimately escape the world inside while avoiding corruption or capture. The other enemies and NPCs in the game could be people like her who were previously taken by the Phoenix, and were likely corrupted or otherwise transformed either by the powerful amorous magic filling the air inside the Phoenix's body, or by one another as they obsessively sought to sate their newly developed and insatiable desires. If there are other friendly NPCs like Sierra, then it's likely that they've simply managed to control their urges or are immune to the corruption.
In that sense, you wouldn't need very many talking enemies with the exception of the few who've managed to retain some of their senses among their lust-filled minds. In fact, you could probably just have one or two NPCs explain this near the beginning (like Sierra, for example) and that could make up for a the vast majority of non-talking enemies.
For direction, I also like the idea of an collect-a-thon, maybe have several items that must be found throughout the entire world in order to open the door to the Phoenix's innermost areas (possibly items that represent pleasure and sensuality for the Phoenix deity), leading to a battle with a pleasure core or spirit, or something representing a similar idea. Heh, the game could end with the rat succeeding in the challenge and being reborn as a smaller phoenix, ultimately repeating the very same process herself when she is driven by instinct to capture other creatures within her own body...essentially revealing that this is how the Phoenix deity reproduces, by taking in hundreds, maybe thousands of creatures at a time until one of them finally succeeds in being reborn.
Hm...as for Siera, maybe she was a hero who had been searching for the Phoenix after one of her friends or loved ones (or a person of authority like a king, princess or the master that trained her) was captured by the Phoenix many years earlier. After years of searching, she finally catches up to the Phoenix and allows herself to be unbirthed in hopes of finding the person in question somewhere inside. After years pass, even her mind's started to fade a bit, enough that she doesn't even remember her original target's face. And she's been inside long enough to realize that even if she did, that person has very likely long since been corrupted and transformed, so there was no longer any point in searching for them.
That's what I have so far, and if you want any other ideas/suggestions/etc, I'd be more than happy to help anyway I can. Keep up the good work!
For the story, I actually like the idea of there not being much of one beyond the very simplest of concepts. The way I've seen it, this is essentially a story about a rat who was simply unlucky enough to catch the wandering eye of a phoenix deity, and the whole purpose of the game is to survive and ultimately escape the world inside while avoiding corruption or capture. The other enemies and NPCs in the game could be people like her who were previously taken by the Phoenix, and were likely corrupted or otherwise transformed either by the powerful amorous magic filling the air inside the Phoenix's body, or by one another as they obsessively sought to sate their newly developed and insatiable desires. If there are other friendly NPCs like Sierra, then it's likely that they've simply managed to control their urges or are immune to the corruption.
In that sense, you wouldn't need very many talking enemies with the exception of the few who've managed to retain some of their senses among their lust-filled minds. In fact, you could probably just have one or two NPCs explain this near the beginning (like Sierra, for example) and that could make up for a the vast majority of non-talking enemies.
For direction, I also like the idea of an collect-a-thon, maybe have several items that must be found throughout the entire world in order to open the door to the Phoenix's innermost areas (possibly items that represent pleasure and sensuality for the Phoenix deity), leading to a battle with a pleasure core or spirit, or something representing a similar idea. Heh, the game could end with the rat succeeding in the challenge and being reborn as a smaller phoenix, ultimately repeating the very same process herself when she is driven by instinct to capture other creatures within her own body...essentially revealing that this is how the Phoenix deity reproduces, by taking in hundreds, maybe thousands of creatures at a time until one of them finally succeeds in being reborn.
Hm...as for Siera, maybe she was a hero who had been searching for the Phoenix after one of her friends or loved ones (or a person of authority like a king, princess or the master that trained her) was captured by the Phoenix many years earlier. After years of searching, she finally catches up to the Phoenix and allows herself to be unbirthed in hopes of finding the person in question somewhere inside. After years pass, even her mind's started to fade a bit, enough that she doesn't even remember her original target's face. And she's been inside long enough to realize that even if she did, that person has very likely long since been corrupted and transformed, so there was no longer any point in searching for them.
That's what I have so far, and if you want any other ideas/suggestions/etc, I'd be more than happy to help anyway I can. Keep up the good work!
I guess some of my suggestion will be a bit dark souls-y since its fresh in memory.
Warping: I might have missed something but the ability to move from save points that you have visited before would be a nice touch and and make traveling around a little easier.
NPC: I like Rayverak's idea about bosses being converted back into possible NPCs that have failed in the past. Interactions don't have to be that deep either, maybe just use them for some fun interactions or background of how they came to be there.
Hub: Perhaps a singular hub area that you can go to from any save point. You could use this to house some NPCs that you have met throughout the game and possibly have them provide some tips or additional scenes.
Status Effect: Have some lingering effects of interacting with certain enemies? Such as being slowed by being filled by a slime. Possibly have some things that could spice up interactions with other enemies.
Other(guilty pleasures): More rat av =P It just sorta puts you in the stomach, why not have the boss do something with the character kinda like with the cv?
Hopefully this helps a little or is at least coherent.
Warping: I might have missed something but the ability to move from save points that you have visited before would be a nice touch and and make traveling around a little easier.
NPC: I like Rayverak's idea about bosses being converted back into possible NPCs that have failed in the past. Interactions don't have to be that deep either, maybe just use them for some fun interactions or background of how they came to be there.
Hub: Perhaps a singular hub area that you can go to from any save point. You could use this to house some NPCs that you have met throughout the game and possibly have them provide some tips or additional scenes.
Status Effect: Have some lingering effects of interacting with certain enemies? Such as being slowed by being filled by a slime. Possibly have some things that could spice up interactions with other enemies.
Other(guilty pleasures): More rat av =P It just sorta puts you in the stomach, why not have the boss do something with the character kinda like with the cv?
Hopefully this helps a little or is at least coherent.
I don't really have a lot of ideas, but I'm loving the ones you are mentioning. Mostly the dialogue with the enemies. Would be pretty interesting seeing them with personalities and Siera conversing with them. Pretty much just love everything you do with this game. Keep up the awesome work!
Transformations seems like it would help with talking enemies - perhaps enemies only talk to you if you are one of them?
which brings me to - the longer you are transformed AS an enemy the more you urge to BE the enemy - staying transformed to long making you go crazy is a potential idea...
which brings me to - the longer you are transformed AS an enemy the more you urge to BE the enemy - staying transformed to long making you go crazy is a potential idea...
Take your time on the bosses I'd say, no need to jump ahead too much at once if you're working on something already.
As for polishing the rat boss, yeah I'd say do that before working too much more on the 2nd one.
TF could be fun I suppose, I mean I'm not into ladies myself, to F/F tf doesn't really do much for me in that sense, but it usually can be a fun mechanic.
As for polishing the rat boss, yeah I'd say do that before working too much more on the 2nd one.
TF could be fun I suppose, I mean I'm not into ladies myself, to F/F tf doesn't really do much for me in that sense, but it usually can be a fun mechanic.
If you do put NPCs or merchants into the game, you can tie them in with collectables from monsters. You can probably code in a way to get items from monsters that are matched in sex, using an item other then the egg launcher to 'condense' the energy into a useful item? It would have a really long timer and you could only carry a couple of these items because of them being dense energy. That would encourage the player to try and mix-and-match monsters for special items? It could be a whole lot of work if there get to be too many creatures in the game, but given that there are zones where things are limited to, you could trim back the number of combinations.
As for story, I really want there to be some kind of hinting at what the goddess wants, and the only way for us to know that, what she wants, is through her constructs/projections, the only way to get out, to fight her 'designs' is to know what she wants. Having some key monsters, posted in areas where you can't bypass them, talking with Siera would be interesting. It would also give you a way to give the boss for the area more hype, when you hear about the "Big boss" by one of the rats, or the Kracken from the harpies, Or the Gryphon from the Nagas.
As for story, I really want there to be some kind of hinting at what the goddess wants, and the only way for us to know that, what she wants, is through her constructs/projections, the only way to get out, to fight her 'designs' is to know what she wants. Having some key monsters, posted in areas where you can't bypass them, talking with Siera would be interesting. It would also give you a way to give the boss for the area more hype, when you hear about the "Big boss" by one of the rats, or the Kracken from the harpies, Or the Gryphon from the Nagas.
Honestly, the idea of siera and enemies talking once you've been eaten/inflated/ect, that'd be hilarious, though it might work best with bosses like the rat, because if the entirety of that world is an illusion then most would be mindless "AI's" created by the Phoenix (who's name I can't remember sadly) but the bosses would likely be more advanced ones designed to help keep the smaller ones in line so the Phoenix doesnt have to waste her time directly controlling her creatures, idk, in the end its your choice, but thats just my idea :3
NPCs: I'd be inclined against that. If the goddess of will implies that it's been a while since she's had any of "your kind", it would seem odd if her insides were well populated, even if there isn't another rat. I mean, if she has a number of people running around in her, what did she need you for? I honestly prefer to keep it to the pair and focus on them. While a part of me wants to suggest that the enemies that populate the game are those who have failed the goddess's challenge, I think the "phantasms of will", or however Siera phrased it in the game is honestly the more interesting approach. The game I think should focus on just the two main characters. Friendly NPCs, while often interesting to interact with, just feel unnecessary here, as I'm not really sure what exactly they'd add, other than potentially allowing players to see completed vore scenes without a game over (which I think might be better handled by some kind of "monster capture" acquisition for Siera that allows non-damaging full vore scenes with captured enemies in some manner, like some kind of special room granted by the goddess or something).
Story: I can agree that you don't need to go all out RPG with the story, as that depth does feel perhaps a touch unnecessary. However, I can see something of a simple "buddy film" thing going on between the two protagonists. I, for one, think a game tends to be stronger with a story. Not all games need that level of context, I admit, but here, I think even a basic story helps elevate this from "just another vore game", and makes for a more entertaining presentation. What you've included so far has certainly greatly upped my enjoyment of your little game. I mean, if you already have a background idea for Siera, then you already have something for character development, and it'd kinda be a shame if it was restricted to the design notes.
For a potential story set-up: The primary Heroine, the rat lady, seeks to escape the realm of the goddess of will to return to her ordinary life. Siera, the failed hero sidekick, seeks to perhaps escape herself, or perhaps to redeem what made her a fallen hero by helping the Heroine to escape. Along the way, the two go from allies of circumstance to friends. That, I think, is all the story you really need, and shouldn't need too much to get across.
Another idea is that you can make a player's interaction with the story largely optional outside cut scenes after boss fights. While you can hit key moments after boss fights, like Siera's explanation of the goddesses "gifts" after the rat boss, perhaps the player can optionally engage in conversation with Siera while resting at a camp? Get more banter, and deeper story, for those interested, without forcing those who are in it just for the vore and stuff to sit through various cut-scenes. Those dialogues can wait until late development polish; when you're not coding and animating, you can write material down without putting it into the game until you're ready.
As for waiting for the slow dialogue movement, is there no way you can make dialogue "press to continue" instead of on sliders? I know nothing of the guts of what you're using.
End Game: Well, if story end and game end are in sync, then the end goal has already been implied. As you say, the character's aim is to escape. And how is she to escape? Well, she's been challenged to please a goddess. Implicitly, that means if you can please the goddess of will, she'll let you go. Now, how do you please the goddess of will? I suppose that is the question, isn't it? What would please her enough that she would admit you to leave? My first impression would be some kind of "test of will", though I'm not sure off hand how to represent that, and you don't sound like you're inclined towards "beat final boss, win game". Double Jump is needed to explore anywhere beyond the pit, and it sounds like there's plans for transformation to allow access into small spaces, so perhaps there are other abilities to facilitate travel, and each major area has at least one room/area that requires an ability acquired from each of the other areas? Maybe those rooms contain an item that, once all gathered, creates a portal in the Shrine of Will? So if there's five areas, there's maybe 20 of these items scattered around that need to be collected and brought to the Shrine?
Kinda reaching, as I'm trying to avoid trying to make your story into my story. I just keep coming back around to "what would please the goddess other than watching you fail?", and center the end-game accomplishment around that, whether it be a boss, item collection, or something else.
Story: I can agree that you don't need to go all out RPG with the story, as that depth does feel perhaps a touch unnecessary. However, I can see something of a simple "buddy film" thing going on between the two protagonists. I, for one, think a game tends to be stronger with a story. Not all games need that level of context, I admit, but here, I think even a basic story helps elevate this from "just another vore game", and makes for a more entertaining presentation. What you've included so far has certainly greatly upped my enjoyment of your little game. I mean, if you already have a background idea for Siera, then you already have something for character development, and it'd kinda be a shame if it was restricted to the design notes.
For a potential story set-up: The primary Heroine, the rat lady, seeks to escape the realm of the goddess of will to return to her ordinary life. Siera, the failed hero sidekick, seeks to perhaps escape herself, or perhaps to redeem what made her a fallen hero by helping the Heroine to escape. Along the way, the two go from allies of circumstance to friends. That, I think, is all the story you really need, and shouldn't need too much to get across.
Another idea is that you can make a player's interaction with the story largely optional outside cut scenes after boss fights. While you can hit key moments after boss fights, like Siera's explanation of the goddesses "gifts" after the rat boss, perhaps the player can optionally engage in conversation with Siera while resting at a camp? Get more banter, and deeper story, for those interested, without forcing those who are in it just for the vore and stuff to sit through various cut-scenes. Those dialogues can wait until late development polish; when you're not coding and animating, you can write material down without putting it into the game until you're ready.
As for waiting for the slow dialogue movement, is there no way you can make dialogue "press to continue" instead of on sliders? I know nothing of the guts of what you're using.
End Game: Well, if story end and game end are in sync, then the end goal has already been implied. As you say, the character's aim is to escape. And how is she to escape? Well, she's been challenged to please a goddess. Implicitly, that means if you can please the goddess of will, she'll let you go. Now, how do you please the goddess of will? I suppose that is the question, isn't it? What would please her enough that she would admit you to leave? My first impression would be some kind of "test of will", though I'm not sure off hand how to represent that, and you don't sound like you're inclined towards "beat final boss, win game". Double Jump is needed to explore anywhere beyond the pit, and it sounds like there's plans for transformation to allow access into small spaces, so perhaps there are other abilities to facilitate travel, and each major area has at least one room/area that requires an ability acquired from each of the other areas? Maybe those rooms contain an item that, once all gathered, creates a portal in the Shrine of Will? So if there's five areas, there's maybe 20 of these items scattered around that need to be collected and brought to the Shrine?
Kinda reaching, as I'm trying to avoid trying to make your story into my story. I just keep coming back around to "what would please the goddess other than watching you fail?", and center the end-game accomplishment around that, whether it be a boss, item collection, or something else.
As a suggestion, the bosses could provide several 'utility' functions aside from power-ups, such as the Rat Boss letting the player summon lesser Rats to aid them for platforming, etc.
An example could be a rat being summoned to unveil hidden, narrow pathways, or hidden sewer entrances.
An example could be a rat being summoned to unveil hidden, narrow pathways, or hidden sewer entrances.
My thoughts on the rat boss:
I like his various vore animations, but honestly I don't get the sensation that he's cumming when you are let out from the CV because he opens his mouth the same way as from releasing you from all the others; keeping his mouth closed or having a different expression would make it a little nicer. I know, extra animation work.
And when he kills via CV, I think he should be rubbing his member instead of his belly as he lays down.
Speaking of CV and transformations, I think the feral rat you get turned into from that transformation should have the same color scheme as your normal form. I just kinda figure using the enemy sprite is a placeholder (and a good one at that).
I like his various vore animations, but honestly I don't get the sensation that he's cumming when you are let out from the CV because he opens his mouth the same way as from releasing you from all the others; keeping his mouth closed or having a different expression would make it a little nicer. I know, extra animation work.
And when he kills via CV, I think he should be rubbing his member instead of his belly as he lays down.
Speaking of CV and transformations, I think the feral rat you get turned into from that transformation should have the same color scheme as your normal form. I just kinda figure using the enemy sprite is a placeholder (and a good one at that).
I'm a sucker for a story. It does not need to be complex. Maybe after every boss and at campsites you can have a conversation with Sierra. You don't need to comment on the lore either, just talk about the current situation. I would personally like if you could build a relationship between our protagonists as the game went on. Becoming friends doesn't need to be talked about however. You can imply it with how they talk to each other. Starting formal and informational, but gradually become friendly and emotional as they experience more together is a good way to pull that off.
NPC's are not a bad idea, but I would recommend limiting the amount to less than 10. The game would run the risk of becoming over cluttered if to much is going on. The boss-to-npc conversion mentioned above is an idea. They don't need to be important. Maybe a NPC hub room would work.
Dialogue with the enemies would be a nice touch, but is not nessecary at this stage, if you did add this, you would need to add a lot of stuff to stop repeats to often.
Overall this is your game, you can do what you like. Honestly, this is the most polished (non text based)vore game I have ever seen, as it is now. Your doing great. I look forward to whatever you decide.
NPC's are not a bad idea, but I would recommend limiting the amount to less than 10. The game would run the risk of becoming over cluttered if to much is going on. The boss-to-npc conversion mentioned above is an idea. They don't need to be important. Maybe a NPC hub room would work.
Dialogue with the enemies would be a nice touch, but is not nessecary at this stage, if you did add this, you would need to add a lot of stuff to stop repeats to often.
Overall this is your game, you can do what you like. Honestly, this is the most polished (non text based)vore game I have ever seen, as it is now. Your doing great. I look forward to whatever you decide.
Hmm... depending on the actual direction of the game itself (and the whole point) You could try your hand at the protagonist DOING the nomming, with accompanying effects. Perhaps after one of the boss fights the ability is unlocked, as one of Pandora's "gifts"? The ability to vore a pred (varies by choice, position, etc. A jump attack would be Anal Vore/ Unbirth, and a frontal would be Oral... or CV, if one of the changes added the option.
One avenue to this would be that in nomming a certain amount, you'd change the appearance to the protagonist. Or perhaps have some world objects like eggs or such that one can eat (in any ways) that would leave a bulge, before absorbing into her and granting temporary (Or permanent) transformations.
For Story... I wouldn't mind seeing a vorish game with good story. :P Take Monster Girl Quest for example, it has an arguably good story... but is loaded with porn as well.
One avenue to this would be that in nomming a certain amount, you'd change the appearance to the protagonist. Or perhaps have some world objects like eggs or such that one can eat (in any ways) that would leave a bulge, before absorbing into her and granting temporary (Or permanent) transformations.
For Story... I wouldn't mind seeing a vorish game with good story. :P Take Monster Girl Quest for example, it has an arguably good story... but is loaded with porn as well.
First part the nature of the game. The game currently is an exploration game. There is an emphasis on exploring, unlocking ability, and then exploring some more possibly in an area that was unreachable before. I would hate there to be garbage pick ups that do next to nothing like coins or some other thing that doesn't really hold much value to it other than it's own existence. I think you can use collectathon to a great degree here if you base it off of something tangible. To be more specific about something tangible I just mean that it has importance more than just being there to fill a percent. Notes are fine to this regard but I might have a better suggestion later.
second part story. I think that the open nature of the game gives it more when there's less. Being in Pandora has an air of mystery that I think giving out a little story is fine but if you gave too much out too quickly it would ruin the sense of discovery. I feel like the story should loosely come up and should probably be centered on Sierra and Pandora and possibly the enemies.
Part three NPCs. I think NPCs are a thing that could be very useful here. I think you could even tie them into your collectathon idea. I guess I should explain the line of thought I got. The player exists in Pandora and they are attacked by all sorts of things that may not even be real. What if some of them were real? That some of the enemies you run into are figments based on someone in Pandora with you. They are hidden somewhere for the player to find and possibly even help them to return to their senses. Possibly by finding a significant item to reawaken them. It could give a facet to explain story or even a possible goal to the player. Maybe helping earlier victims could weaken Pandora slightly. I would recommend adding at least a few NPCs past sierra who aren't enemies.
Part four dialogue. I would love to see more banter from sierra and possibly from enemies too. I don't know how much enemies should talk as the player might encounter a lot of them along the way. Perhaps they could also be in the pool of lines where instead of sierra saying something its the enemy that devoured you. Perhaps even dialogue sets where sierra asks whoever eats the player to let them out and then a response from enemy? I would love to see a slight more dialogue thrown in even if it amounts to a little here and a little there. Even though exploration assumes physically walking around, trying to find unique or interesting things like the combination vores and even the quirky dialogue also counts as exploration.
As for what the player goal should be at the end of the day? I think it should honestly be as straight forward as possibly just finding a way out. I suppose I should call this the best case scenario. This idea would work well if there were multiple endings. Giving the player a you escaped ending if the only thing they do is beeline for the exit is fine. You could also include a few other ending variants perhaps based on how the player played the game or if they complete extra objectives. Certainly doing so would mean extra work depending on how complex you wanted it to be.
A singular ending could be fine as well and would work well as long as it did indeed have a bit more depth than just escaping. Perhaps A chat with Pandora who might elaborate. Maybe Siera and Pack gain something from their trials. Mayhaps you ascend to something more than just a rat who cowered in your city walls. Possibly still you wake up the next day in Pandora's bathroom after such a thrilling adventure(A very comedic ending to be sure). As long as the game doesn't end with "YOU WIN" scrolling up then I'll be happy.
At the end of the day I hope you make something that you enjoy. Fan feedback is good and helps tailor a product so others will enjoy it but just remember to make sure you enjoy the final product too.
second part story. I think that the open nature of the game gives it more when there's less. Being in Pandora has an air of mystery that I think giving out a little story is fine but if you gave too much out too quickly it would ruin the sense of discovery. I feel like the story should loosely come up and should probably be centered on Sierra and Pandora and possibly the enemies.
Part three NPCs. I think NPCs are a thing that could be very useful here. I think you could even tie them into your collectathon idea. I guess I should explain the line of thought I got. The player exists in Pandora and they are attacked by all sorts of things that may not even be real. What if some of them were real? That some of the enemies you run into are figments based on someone in Pandora with you. They are hidden somewhere for the player to find and possibly even help them to return to their senses. Possibly by finding a significant item to reawaken them. It could give a facet to explain story or even a possible goal to the player. Maybe helping earlier victims could weaken Pandora slightly. I would recommend adding at least a few NPCs past sierra who aren't enemies.
Part four dialogue. I would love to see more banter from sierra and possibly from enemies too. I don't know how much enemies should talk as the player might encounter a lot of them along the way. Perhaps they could also be in the pool of lines where instead of sierra saying something its the enemy that devoured you. Perhaps even dialogue sets where sierra asks whoever eats the player to let them out and then a response from enemy? I would love to see a slight more dialogue thrown in even if it amounts to a little here and a little there. Even though exploration assumes physically walking around, trying to find unique or interesting things like the combination vores and even the quirky dialogue also counts as exploration.
As for what the player goal should be at the end of the day? I think it should honestly be as straight forward as possibly just finding a way out. I suppose I should call this the best case scenario. This idea would work well if there were multiple endings. Giving the player a you escaped ending if the only thing they do is beeline for the exit is fine. You could also include a few other ending variants perhaps based on how the player played the game or if they complete extra objectives. Certainly doing so would mean extra work depending on how complex you wanted it to be.
A singular ending could be fine as well and would work well as long as it did indeed have a bit more depth than just escaping. Perhaps A chat with Pandora who might elaborate. Maybe Siera and Pack gain something from their trials. Mayhaps you ascend to something more than just a rat who cowered in your city walls. Possibly still you wake up the next day in Pandora's bathroom after such a thrilling adventure(A very comedic ending to be sure). As long as the game doesn't end with "YOU WIN" scrolling up then I'll be happy.
At the end of the day I hope you make something that you enjoy. Fan feedback is good and helps tailor a product so others will enjoy it but just remember to make sure you enjoy the final product too.
Well this happens to be fetish-oriented game and is most-likely the reason as to why most people are playing it in the first place (I assume)... I'd say some depth would be nice but not too necessary. Making the game complete and functional would obviously a must, but storytelling and added complexity? I'd prioritize sound effects and, as you suggested, dialogues for enemies instead! That would be lovely, especially if they're taunting/teasing you before and/or after vore!
Collect enemy parts to unlock extra description lines in a enemy manual, getting one part will lower the chance to get another, but for each time you don't find one the chance increase, chance = kills_without_finding/(parts*5) as example, that will make sure you get all the parts at some point .. enemy variations, so you keep track of the min-max size you have come across.
Revisit bosses and have some challenges for that, time, health, method of finishing.
Now, exploration of keypoints or collectibles in an area could unlock enchantments to that area or reveal shortcuts/ hidden wonders, creatures that are local to the area suddenly react to you differently.
Revisit bosses and have some challenges for that, time, health, method of finishing.
Now, exploration of keypoints or collectibles in an area could unlock enchantments to that area or reveal shortcuts/ hidden wonders, creatures that are local to the area suddenly react to you differently.
Maybe I'm just weird and no one will agree, but you know what would be awesome?
Enemies who heal you with their vore. You could use them in place of camp rooms. Their vore methods would be alot gentler, and maybe some hugs/cuddles thrown in before/after?
And on that note, how about hungry enemies who will befriend you if you can lure enough enemies into their bellies? They start off trying to nom you, but if you trick others into getting stuff inside them, they follow you around, but won't try to eat you!(Like "Hey, this guy is like a golden ticket to effort free food! I'll follow him!)
You could even make is so that you have to feed a friendly enemy with enough mobs in order to proceed past an area(Imagine something like filling up a pred's belly until it's so big that he topples over, and you can use his belly as a bounce-pad to reach a super high platform)
Enemies who heal you with their vore. You could use them in place of camp rooms. Their vore methods would be alot gentler, and maybe some hugs/cuddles thrown in before/after?
And on that note, how about hungry enemies who will befriend you if you can lure enough enemies into their bellies? They start off trying to nom you, but if you trick others into getting stuff inside them, they follow you around, but won't try to eat you!(Like "Hey, this guy is like a golden ticket to effort free food! I'll follow him!)
You could even make is so that you have to feed a friendly enemy with enough mobs in order to proceed past an area(Imagine something like filling up a pred's belly until it's so big that he topples over, and you can use his belly as a bounce-pad to reach a super high platform)
I don't have too many ideas but...
For polishing the rat boss, I did mention possibly making the av less on purpose. being under the rat for it to happen is very rare to be on accident. It might be weird... But, since you get the energy siphon ability from the rat and Siera does suck through the back end for it, why not have the rat do the same? Since most attacks you avoid by going the opposite direction, why not trick the player with it? Have him jump over and as the player is heading in that direction to attack again, they may get unwittingly sucked in? The "tell" being that the rat doesn't switch directions in midair.
With talking enemies, I'd imagine they'd talk as they were attacking you. Maybe some would talk before. Not much I could think of here.
Storywise, I was thinking, that since you're in the stomach of the Phoenix, perhaps not all of it is what it seems. It mentioned that it wanted pleasure, so that's the reason to avoid the enemies since it's part of the phoenix in a way. You're on a journey to escape before getting into the weirdness of it all.
That's all I got at the moment. I do recommend the rat boss thing though.
For polishing the rat boss, I did mention possibly making the av less on purpose. being under the rat for it to happen is very rare to be on accident. It might be weird... But, since you get the energy siphon ability from the rat and Siera does suck through the back end for it, why not have the rat do the same? Since most attacks you avoid by going the opposite direction, why not trick the player with it? Have him jump over and as the player is heading in that direction to attack again, they may get unwittingly sucked in? The "tell" being that the rat doesn't switch directions in midair.
With talking enemies, I'd imagine they'd talk as they were attacking you. Maybe some would talk before. Not much I could think of here.
Storywise, I was thinking, that since you're in the stomach of the Phoenix, perhaps not all of it is what it seems. It mentioned that it wanted pleasure, so that's the reason to avoid the enemies since it's part of the phoenix in a way. You're on a journey to escape before getting into the weirdness of it all.
That's all I got at the moment. I do recommend the rat boss thing though.
Honestly, I think that developing personality is huge, but story as you've mentioned is probably best taking a back seat. As for collectibles, I think several small health upgrades (Think heart-tanks from megaman x) could be great, as well as some ways to find hidden rooms/doors, or possibly break walls, floors, etc. Also, possibly some sort of currency to buy and upgrade weapons/armor?
Also, not quite what you asked about, but I think a neat way to extend the content could be to have enemy variants (either palette swaps, or modified, flashier sprites) that also have additional moves, so it still feels fresh.
Also, not quite what you asked about, but I think a neat way to extend the content could be to have enemy variants (either palette swaps, or modified, flashier sprites) that also have additional moves, so it still feels fresh.
I usually test only the new stuff, but a couple of days ago i did a "Clean Run" to see what is lacking from the metroidvania point of view, and i noticed that i rarely got hit.
The point of the game is vore, but I think it lacks a little bit of "challenge", my suggestion would be to add minor enemies that do not kill/vore you, they simply make you vulnerable to other enemies, either by adding debuffs or reducing your health/defense. Maybe even themed after current enemies/areas: Small bats for the Succubus, small birds for the NotBlaziken, spiders in the sewers, frogs in the swamp, idk.
The point of the game is vore, but I think it lacks a little bit of "challenge", my suggestion would be to add minor enemies that do not kill/vore you, they simply make you vulnerable to other enemies, either by adding debuffs or reducing your health/defense. Maybe even themed after current enemies/areas: Small bats for the Succubus, small birds for the NotBlaziken, spiders in the sewers, frogs in the swamp, idk.
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