
Hey, guess what! I made a vore game!
It's a really simple little thing, made with the PICO-8 (a "fantasy console" dev kit that lets you develop games with the kinds of limitations that Atari-era developers had.) It's a pretty basic, pred-focused game, where you play as a dragon who terrorizes a village and gulps down peasants. It's also very short! It'll probably take about 10-20 minutes to play through it, at most.
But still, it's a game, and I made it, and I finished it! I'm really proud of myself! I'm not planning on adding any more features to this, but I will fix bugs if people report them (you can email me or comment here.) There may be an expanded version of the game in the future, but that'll be a separate project. If you'd like to check it out, I've uploaded it to Itch. It's free, and you can play it in-browser!
https://rabbitinafoxden.itch.io/become-dragon
I'm looking forward to hearing what you think!
It's a really simple little thing, made with the PICO-8 (a "fantasy console" dev kit that lets you develop games with the kinds of limitations that Atari-era developers had.) It's a pretty basic, pred-focused game, where you play as a dragon who terrorizes a village and gulps down peasants. It's also very short! It'll probably take about 10-20 minutes to play through it, at most.
But still, it's a game, and I made it, and I finished it! I'm really proud of myself! I'm not planning on adding any more features to this, but I will fix bugs if people report them (you can email me or comment here.) There may be an expanded version of the game in the future, but that'll be a separate project. If you'd like to check it out, I've uploaded it to Itch. It's free, and you can play it in-browser!
https://rabbitinafoxden.itch.io/become-dragon
I'm looking forward to hearing what you think!
Category Artwork (Digital) / Vore
Species Dragon (Other)
Size 512 x 512px
File Size 3.6 kB
You should be able to click that link, then click on the big "play" button in the middle of the screen on the page that takes you to! Here's the link again: https://rabbitinafoxden.itch.io/become-dragon
Ooooh!
So - you absolutely should be proud of yourself for making this. It was really good. I like playing as a pred, I like the sort of "rampage" scenario, so this plays to my preferences. The graphics are simple, but charming, and honestly? I thought that, for the resolution you were working with, the swallowing animation was actually pretty fluid and really charming.
I will say it took me a few playthroughs to really "get" what the game was going for - I wasn't sure if I was expected to devour every single peasant in the countryside (and after playing it, I don't think it's even possible without a lot more effort than its worth). But once I got into the groove, it was fun tromping through town and trying to eat as many townsfolk as I could!
Spoilered in case anyone perusing the comments wants to go in fresh...
Because its short and charming, I ended up playing the game four times in one sitting. The first time I just ate everyone, then tried out a pacifist one, then ate everyone but the princess, then only ate the princess. I was very pleased to see that the game's endscreen responded to each scenario! I wonder if there was any more that I missed, ha~
It's short, it's sweet, it's vore-y, and I'm very grateful to you for having made and shared this!
So - you absolutely should be proud of yourself for making this. It was really good. I like playing as a pred, I like the sort of "rampage" scenario, so this plays to my preferences. The graphics are simple, but charming, and honestly? I thought that, for the resolution you were working with, the swallowing animation was actually pretty fluid and really charming.
I will say it took me a few playthroughs to really "get" what the game was going for - I wasn't sure if I was expected to devour every single peasant in the countryside (and after playing it, I don't think it's even possible without a lot more effort than its worth). But once I got into the groove, it was fun tromping through town and trying to eat as many townsfolk as I could!
Spoilered in case anyone perusing the comments wants to go in fresh...
Because its short and charming, I ended up playing the game four times in one sitting. The first time I just ate everyone, then tried out a pacifist one, then ate everyone but the princess, then only ate the princess. I was very pleased to see that the game's endscreen responded to each scenario! I wonder if there was any more that I missed, ha~
It's short, it's sweet, it's vore-y, and I'm very grateful to you for having made and shared this!
Oh gosh, thank you so much! Your comment really made my night. This is the kind of comment that creators live for. ^^
I'm sorry if it wasn't clear enough at first, but yeah, it sounds like you got the rhythm down! The intention was never for you to try to eat everyone, but to tromp through and terrorize and grab as many as you can. ^^
I'm also so glad to hear that you actually tried the different runs! I honestly wasn't sure if people were actually going to try things like a pacifist run or the "only eat the princess" run! You have, in fact, hit all the endscreens -- I don't think you missed any.
I'm sorry if it wasn't clear enough at first, but yeah, it sounds like you got the rhythm down! The intention was never for you to try to eat everyone, but to tromp through and terrorize and grab as many as you can. ^^
I'm also so glad to hear that you actually tried the different runs! I honestly wasn't sure if people were actually going to try things like a pacifist run or the "only eat the princess" run! You have, in fact, hit all the endscreens -- I don't think you missed any.
ok, here's my thoughts dissecting a vore game for some reason
1. my first, casual playthrough was pretty standard, i just ate the ones i could get my hands on and that's that. However my second run I decided to try going for every last person, and it was surprisingly fun! By far the best level (in my opinion) was level 7, as it had me stumped longer than the other puzzles. It wasn't until I finally thought about trying to clear out the 3rd column before going in to clear the 2nd that i finally finished it. I don't think much needs to be "added" as much as I'd rather what's already there be improved upon.
2. The game feels too reliant on rng. The randomized entity layouts are a great addition that adds a good amount of replayability to a short game, but i feel it drives more of the game than it should. This can especially be felt when waiting for their idle movements to get into ideal spots. The best idea i can think of off of the top of my head is increasing the size between walls while making them keep towards the center of that empty space, making being detected around walls less likely.
3. The enemy AI itself could use a bit of work. I've often found myself questioning whether the boulders count as walls. Through playing, the best I can come up with is that while moving, boulders do not prevent detection. I'm not sure whether or not this is intentional, but an easy way to communicate if this is is via the splash screen showing the controls and objects at the start.
4. Just a few nitpicks. I only ever found myself using the stunning roar once, and even when i did, it felt more like i was just circumventing the AI's rng rather than a legitimate step towards the solution (if that makes any sort of sense). The level requiring you to interact with the sliding crates(?) was a great introduction, however the level immediatley afterwards required no interaction with the prior gimmick. This could be due to the randomized entity layout, but at that point it would be more of a hindrance to keep it in. Lastly, I know i wasn't the only person who tried to walk back into the cave expecting a secret, right? I'm actually kinda surprised there wasn't one there, but it's pretty understandable, since that wouldn't seem like the highest priority thing to implement into a game
as for the things I do like
1. the artstyle is actually fairly great! I never felt confused about what was a wall, an entity, a pushable object, etc. Not to mention it's actually really cute. Plus it feels really rewarding to actually capture someone. All around a great job.
2. the level design was fairly coherent throughout. There was a consistent sense of the difficulty ramping up (for the most part), and the game wanted you to learn and apply its mechanics at a reasonable pace. My only complaint is how the last few levels were easier than they should of been, considering the context and change of scenery.
3. the game's really simple to get a grip of. I don't think many people are gonna have issues with how to control and interact in this game. Locking the boulder movements to the grid was an unsuspected, but frankly well made decision, as there's no ambiguity in whether they actually block off a path or not.
In summary: Great job! You made a good, short little romp that was fun to play through multiple times. There's still some obvious spots to improve in, but nothing that compromises the structure of the game as a whole. I'm interested to see where you decide to go in the future, and good luck with those future endeavors
1. my first, casual playthrough was pretty standard, i just ate the ones i could get my hands on and that's that. However my second run I decided to try going for every last person, and it was surprisingly fun! By far the best level (in my opinion) was level 7, as it had me stumped longer than the other puzzles. It wasn't until I finally thought about trying to clear out the 3rd column before going in to clear the 2nd that i finally finished it. I don't think much needs to be "added" as much as I'd rather what's already there be improved upon.
2. The game feels too reliant on rng. The randomized entity layouts are a great addition that adds a good amount of replayability to a short game, but i feel it drives more of the game than it should. This can especially be felt when waiting for their idle movements to get into ideal spots. The best idea i can think of off of the top of my head is increasing the size between walls while making them keep towards the center of that empty space, making being detected around walls less likely.
3. The enemy AI itself could use a bit of work. I've often found myself questioning whether the boulders count as walls. Through playing, the best I can come up with is that while moving, boulders do not prevent detection. I'm not sure whether or not this is intentional, but an easy way to communicate if this is is via the splash screen showing the controls and objects at the start.
4. Just a few nitpicks. I only ever found myself using the stunning roar once, and even when i did, it felt more like i was just circumventing the AI's rng rather than a legitimate step towards the solution (if that makes any sort of sense). The level requiring you to interact with the sliding crates(?) was a great introduction, however the level immediatley afterwards required no interaction with the prior gimmick. This could be due to the randomized entity layout, but at that point it would be more of a hindrance to keep it in. Lastly, I know i wasn't the only person who tried to walk back into the cave expecting a secret, right? I'm actually kinda surprised there wasn't one there, but it's pretty understandable, since that wouldn't seem like the highest priority thing to implement into a game
as for the things I do like
1. the artstyle is actually fairly great! I never felt confused about what was a wall, an entity, a pushable object, etc. Not to mention it's actually really cute. Plus it feels really rewarding to actually capture someone. All around a great job.
2. the level design was fairly coherent throughout. There was a consistent sense of the difficulty ramping up (for the most part), and the game wanted you to learn and apply its mechanics at a reasonable pace. My only complaint is how the last few levels were easier than they should of been, considering the context and change of scenery.
3. the game's really simple to get a grip of. I don't think many people are gonna have issues with how to control and interact in this game. Locking the boulder movements to the grid was an unsuspected, but frankly well made decision, as there's no ambiguity in whether they actually block off a path or not.
In summary: Great job! You made a good, short little romp that was fun to play through multiple times. There's still some obvious spots to improve in, but nothing that compromises the structure of the game as a whole. I'm interested to see where you decide to go in the future, and good luck with those future endeavors
Hey, thank you for the in-depth thoughts! I much appreciate the feedback.
A lot of these things come from the limitations of the PICO-8 -- there really wasn't room for me to add much of an "AI," so the people behavior was pretty basic. And some of it probably amounts to inexperience -- I'll get better at level design as I make more games. I did do my best to have the difficulty slowly increase as the game went along, and keeping the boulders locked to the grid was a conscious decision meant to make a lot of the design and gameplay easier.
The rng may have been a bit of a crutch, meant to drive replayability and take some burden off of me regarding designing puzzles (which I don't have a ton of experience in.) It may also be worth noting that the NPC's idle movements will never move them more than a tile or so away from where they started. But if I ever do make an expanded version of this game, top of the list would be improving NPC behaviors and AI to make their movement more realistic/reasonable, and adding tools to control or anticipate it.
Regarding the roar, honestly I ended up toning down the stunning roar so it wouldn't be too powerful. The stun is short enough that there are really very few scenarios where it's actually useful, and one of the main reasons I included it was to have a way to bypass certain specific scenarios (like if multiple guards were to happen to spawn in a way that they're blocking your progress.)
Regarding people seeing you through the boulders -- you may have actually found a bug. They're not supposed to become see-through when they're moving, but the way I coded it, that may actually be the case. I won't be able to look at the code and fix it until tomorrow evening, though. However, it's also possible that you ran into the fact that people can see you through corners (two objects sitting at a diagonal will not count as a "solid wall" on that diagonal.)
And, I never even thought of walking back into the cave for a secret! Sorry for the disappointment. T.T
Overall, though, I'm glad you enjoyed it! It's my first foray into making a little game like this, and I've definitely learned a lot that I hope I'll be able to apply to my next project!
A lot of these things come from the limitations of the PICO-8 -- there really wasn't room for me to add much of an "AI," so the people behavior was pretty basic. And some of it probably amounts to inexperience -- I'll get better at level design as I make more games. I did do my best to have the difficulty slowly increase as the game went along, and keeping the boulders locked to the grid was a conscious decision meant to make a lot of the design and gameplay easier.
The rng may have been a bit of a crutch, meant to drive replayability and take some burden off of me regarding designing puzzles (which I don't have a ton of experience in.) It may also be worth noting that the NPC's idle movements will never move them more than a tile or so away from where they started. But if I ever do make an expanded version of this game, top of the list would be improving NPC behaviors and AI to make their movement more realistic/reasonable, and adding tools to control or anticipate it.
Regarding the roar, honestly I ended up toning down the stunning roar so it wouldn't be too powerful. The stun is short enough that there are really very few scenarios where it's actually useful, and one of the main reasons I included it was to have a way to bypass certain specific scenarios (like if multiple guards were to happen to spawn in a way that they're blocking your progress.)
Regarding people seeing you through the boulders -- you may have actually found a bug. They're not supposed to become see-through when they're moving, but the way I coded it, that may actually be the case. I won't be able to look at the code and fix it until tomorrow evening, though. However, it's also possible that you ran into the fact that people can see you through corners (two objects sitting at a diagonal will not count as a "solid wall" on that diagonal.)
And, I never even thought of walking back into the cave for a secret! Sorry for the disappointment. T.T
Overall, though, I'm glad you enjoyed it! It's my first foray into making a little game like this, and I've definitely learned a lot that I hope I'll be able to apply to my next project!
What a nice little pixel masterpiece! You did a great job no doubt! You've proven that to make a good game you don't have to be messing with UE4, Unity or something else! I just finished the game my 1st time, happily digested the princess and feeling like it's not gonna be the only time I'm playing it! Also love that the derg rapidly digests everyone he eats, even the nights in the armor (can't help myself - I love rapid digestion). Gonna recommend my fellow vore-loving friends as well :3 Thank you so much for sharing this lovely game with us!
P.S. pffahaha, just realized there were 2 endings, lol, hilarious! It be like:
- Hey, you filled your hunger and defeated all the knights, well done! Did you try to save the princess in the end?
- *BuuUOOORP!* - Did I what?
I sbsolutely adore your game! ^3^
P.S. pffahaha, just realized there were 2 endings, lol, hilarious! It be like:
- Hey, you filled your hunger and defeated all the knights, well done! Did you try to save the princess in the end?
- *BuuUOOORP!* - Did I what?
I sbsolutely adore your game! ^3^
Sometimes, putting limits on oneself can increase creativity! I'm glad you enjoyed it, and please feel free to share it with anyone you think would be interested!
And yeah, that was basically the idea. I knew it wouldn't necessarily be obvious that you can even try to save the princess, so I put that status message on the final screen as a tip-off.
And yeah, that was basically the idea. I knew it wouldn't necessarily be obvious that you can even try to save the princess, so I put that status message on the final screen as a tip-off.
It is definitely a curious piece of videogame art. It is simplistic, but complete; not very detailed, yet fully comprehensive and beautiful; not difficult and does not introduce many mechanics, but they all function properly and give the player satisfaction in process. I think it is definitely a great success!
The concept of multiple endings, I must begrudgingly accept, was discovered by me by looking through a spoiler before playing the actual game through. However, it is implied through the report at the end. Also, it is implied by the princess's behavior: she does not try to escape. Finally, the player can see the exit trigger being attached to grabbing the princess, not eating her. It is a very good approach to using implicit game language to interact with a player and make them understand your message!
However, the other side of this concept is thrilling too: it adds several "game modes" to the game without making them game mechanics. Oh, the irony of restricted programming making game even more poetic and beautiful! It urges to replay the game and study it more, and I was willing to do so. I think even more endings would be even better (what if you make a speedrun, or an "Only Devouring Knights" run, or possibly, even "Not Spotted Once" (by anyone, except princess) run?). There is so much field for even more creativity, ideas and jokes, that it becomes really important to know, where to stop!
Concerning bug reports, I have none. I was moving the boulders and boxes every time to prevent filthy peasants from running away or to hide my presence, using roars to scare the peasants away (so they would not ruin the "Picky Eater" run) and attract the guards, including the case where I would try to move them into the space of people, making the said people answer with a visible confusion (?), and I never was spotted on such occasions. I also never encountered people spawning in places, that are not possible to reach or anything like this. To me this game works like a watch made in Switzerland!
To sum it all up, I really enjoyed the experience you have offered to your players and this game is really precious. You have proven yourself to be artistic on more levels, then before: now it is not only visual art and writing art, it is interactive art too! I hope you have enjoyed working on it, and in case you will happen to get inspired and make another game: I can only say it is safe to follow such an inspiration. Thank you very much for sharing this game with us, have fun expanding your creativity even further and be happy! Godspeed!
The concept of multiple endings, I must begrudgingly accept, was discovered by me by looking through a spoiler before playing the actual game through. However, it is implied through the report at the end. Also, it is implied by the princess's behavior: she does not try to escape. Finally, the player can see the exit trigger being attached to grabbing the princess, not eating her. It is a very good approach to using implicit game language to interact with a player and make them understand your message!
However, the other side of this concept is thrilling too: it adds several "game modes" to the game without making them game mechanics. Oh, the irony of restricted programming making game even more poetic and beautiful! It urges to replay the game and study it more, and I was willing to do so. I think even more endings would be even better (what if you make a speedrun, or an "Only Devouring Knights" run, or possibly, even "Not Spotted Once" (by anyone, except princess) run?). There is so much field for even more creativity, ideas and jokes, that it becomes really important to know, where to stop!
Concerning bug reports, I have none. I was moving the boulders and boxes every time to prevent filthy peasants from running away or to hide my presence, using roars to scare the peasants away (so they would not ruin the "Picky Eater" run) and attract the guards, including the case where I would try to move them into the space of people, making the said people answer with a visible confusion (?), and I never was spotted on such occasions. I also never encountered people spawning in places, that are not possible to reach or anything like this. To me this game works like a watch made in Switzerland!
To sum it all up, I really enjoyed the experience you have offered to your players and this game is really precious. You have proven yourself to be artistic on more levels, then before: now it is not only visual art and writing art, it is interactive art too! I hope you have enjoyed working on it, and in case you will happen to get inspired and make another game: I can only say it is safe to follow such an inspiration. Thank you very much for sharing this game with us, have fun expanding your creativity even further and be happy! Godspeed!
This is a well-made game. The art is good and clear.
Pacifist runs seem tricky (as do eat-absolutely-everyone runs). As far as I can tell it's very hard to avoid some knights spotting you.
I got the endings for:
full and ate princess,
full and saved princess
hungry and saved princess
Pacifist runs seem tricky (as do eat-absolutely-everyone runs). As far as I can tell it's very hard to avoid some knights spotting you.
I got the endings for:
full and ate princess,
full and saved princess
hungry and saved princess
I found a bug! It’s a ridiculously minor one, but as a beta tester for other games, I feel I wouldn’t be doing my job if I didn’t report it. <.< >.> <.<;
If you catch somebody and are still holding them when you try moving a boulder onto the spot where they were standing, you get the question mark reaction and the boulder doesn’t move.
Fun piece of work, this. The multiple endings was a great touch, too. ^.^
If you catch somebody and are still holding them when you try moving a boulder onto the spot where they were standing, you get the question mark reaction and the boulder doesn’t move.
Fun piece of work, this. The multiple endings was a great touch, too. ^.^
I just played this game for what I can only describe as the umpteenth time. I really enjoyed this game when I first played it, and I keep enjoying it every time I replay it. The game is infinitely replayable for me. I find myself always coming back to this game whenever I find myself wanting to enjoy a nice enjoyable vore game.
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