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Suggestions / Feedback Sticky

A topic by Pthalo created Dec 27, 2024 Views: 27,378 Replies: 228
Viewing posts 1 to 20 of 122Next pageLast page
Developer (2 edits) (+5)

Leave suggestions and feedback here!

Suggestion rules:

  • Do not try and submit OCs or existing characters as suggestions. This would break world consistency, and start turning the game into something it's not aiming to be.
  • Please try to keep suggestions within the range of existing animation toggles. 
  • Loose ideas are just as good if not better than more specific ones. 
  • All major zones in the game are already planned out, but suggestions for smaller side locations are welcome.
  • Enemy ideas are encouraged; areas have been fully planned out, but only a handful of non-boss foes.

less a sugestion about mechanics but could we get a roadmap for what you planned to add? also inspired by packedrat eh? thats a name ive not heard in a long time, shame how that ended up. wishing you luck in the project.

Developer(+1)

I've got the entirety of locations already planned out, but not really an exact order for which ones will be implemented first. I'm trying to do them roughly in the same order as how you'd encounter them since it makes it a lot easier to update the game area by area. Other than that, things are still a bit loose, especially in the enemy department, but I'll probably get around to uploading some sort of broad update plan at some point, as well as more detailed plans for each update as they roll around. Updates from here should probably be in 2-3 area chunks since a lot of the framework is already done at this point, it's more just art assets and enemy ai.

(+1)

Why not a zone based around packs where many of the enemies are tied together like all different kobolds with a kobold brood mother miniboss and a dragon final boss with many bad ends for them themed around the idea that you become part of the pack maybe a few where you end up as one of the normal enemies roaming about or being laid as an egg by a breeder to hatch latter. if you want to be extra could have them monster you interacting with the other enemies in different activities to really sell your part of the pack.

Developer(+1)

This is almost exactly 1:1 with what I have planned for the Harpies, down to the point that one of the bosses is literally named 'Avian Brood Mother'. It's sort of a mid/lategame area though, so it probably won't be implemented for a while.

(+1)

Since this is taking inspiration from Packedrat I have a few ideas based on what I think worked well for it that could also work here. Of course I have no idea where you intend on going with the story so many of these might not fit but here they are anyway.

- Being able to bait certain enemies into each other causing them to grapple and use each other like you could with the kobolds in Packedrat.

- Wide variety of enemy types, not just bipedal. I see you've already got a flower type thing which is a nice start. Some ideas for other enemy types could be Insects, Ghosts, Plants, Dragons, Corrupt Machines, living latex (Changed comes to mind) etc,

- Themed zones to house different enemy types. Cursed forest, Slime cave, Abandoned Factory, etc.

Developer(+1)

The way that I have the entity system coded does allow enemies to go after other specific enemies, I just haven't implemented any yet because it would be extra animation work (+ the first area is already meant to be kind of easy, and that would make things probably even easier). 

As for everything else though, a good portion of what you suggested is planned to some degree. A Cursed Forest (ghost enemies / sort of living latex equivalent bog creature) and Slime Cave are both planned as early midgame areas, and while it might not be a factory, there is a location planned with mechanical enemies. There's likely going to be an area that's heavily plant themed either in the next update or the one following as well. Additionally, one of the main 4 bosses' areas is going to be bug themed, so that's a checkmark for insects too.

(+1)

are genders fixed or will there be male, female and others as options

Developer(+1)

Player gender is fixed, just because I would have to make alternate sprites for every player animation and grab animation otherwise. I would do it if it didn't create such a large amount of extra work.

could use layering to add either breasts and vagina or a cock and balls, otherwise the body shape can stay the same between the two

Developer(+1)

Yes, but I'd still have to animate them to match each player animation and grab, which isn't any better.

(+1)

Some general feedback time!

-The content filters are appreciated, but feel a little half baked when you can't disable things like the dick sprites on the rat or bear and/or simply disable enemies focused on unwanted vore types entirely.

-Sandbox mode is really great to see in a fetish game, so people who want a quick fix can see all the things they're interested in and cherry pick. I wasn't able to figure out how to damage the bear or it had super high health, so it seemed like you're forced to return to the main menu to get him out of your sandbox? A clear enemies keybinding or button in the room might be handy for such things. 

-The charged attack doesn't seem very worth it vs just spamming. Maybe increase the range and knockback, or the damage, to make it feel more worth it?

-Wolf is my favorite.

Maybe you aren't looking to go this route due to work or your vision and the game won't ultimately be my cup of tea, but best of luck either way!

Developer

Character sprites aren't going to be filtered, because that would require a significant amount of extra work to create alternate sprites for baseline content, and removing them entirely would affect the difficulty and progression.

Warden has significantly higher health than other enemies because it is a boss character, and can only be damaged while it is in it's flashing stun state. It can also be parried while it's lunging (going to give more indication for this in the next update), which is part of why you can ready attacks. The charge attack will also become a heavy attack after getting an upgrade, making it a lot more worth it. At the moment's it's mostly intended to be a way to counter high speed enemies by waiting for the right moment to hit, but knockback definitely needs a slight rework. The current planned change is to make it so that it just sends them in the other direction with a set velocity instead of modifying their current velocity.

Please add an option to disable music. It overpowers everything else.

Developer(+3)

Music volume can be lowered in settings.

God I feel dumb. Sorry.

Developer(+1)

You're good lol

Are there plans to implement a map feature down the line? I would assume so, given the Metroidvania genre is applicable here.
Also the little fire collectables I've seen around, are those... well, collectables? Or like hidden powerups?

As for suggestions, well folks have already mentioned a lot. I guess maybe adding on to the object transformation I saw in the content settings, maybe there could be places where you can be turned into stuff that litters haunted house areas. Maybe either turned into a painting, or perhaps the painting can come alive and "eat" you to have a new portrait be displayed?
And perhaps some enemies with tails that can be used to eat could be like demons/succubus? I'm not really sure the range of enemies you plan to have for the game, but those are the first creatures to come into mind for tail vore.

Developer(+1)

A map is planned, but it's intended to be an unlockable that you get from doing a search and find quest around mid-late game. The fire collectibles are actually health pickups, so I guess you just didn't get hit lol. They're going to be a random chance drop from breakables at some point, I just wanted to throw some in in case the save run was a little lengthy in a couple places.

The painting idea is really neat, I'll definitely keep that one in mind.

(+1)

Wanted to ask a question for the game oustide of it, which will make sense in a sec, hopefully.
Would you be okay if I shared this game on something like Eka's Portal? Of course not a direct re-upload of the game, but linking to your itch.io and furaffinity.

Developer(+1)

Sure! As long as it's on a site that it would naturally be found on, that's fine by me.

(1 edit)

Will we be seeing post vore animations for all enemies? If so whats curretnly in the game? and in terms of suggestion, maybe a submit button.

Developer

Probably not all of them, but like most of them. I'll try to include one if it makes sense for the regular animation, as opposed to enemies like the Curseflower that don't really have anything they could do after.

I had someone on my FA DM me about adding a one-shot mode so that you don't have to wait for your health to reach 0, but I like the submit button a bit better. I could also add a little extra dialogue for that.

(1 edit) (+1)

The movement system in your game feels really fluid! That's fairly uncommon for a lot of itch platformer games and is pretty exciting to see.

I noticed a blind-spot: would strongly suggest implementing coyote time and input queueing  mechanics to your jump, as it felt very hit-or-miss when running towards an edge  (especially noticeable in the sandbox). If you plan to have much platforming in your project it's going to be a source of frustration as-is.

Developer(+1)

Thank you!

Will do, good movement is a high priority thing for me personally.

(+1)

If you'd like any input on how to implement those mechanics in C# Godot, it's something we did for our vore game four weeks ago that I'd be willing to share info on! 

I'm very curious to see how VScroller develops, it seems like you're making a game complete with a proper plot/world/storyline which is very refreshing to see.

Male/Female Predator/Intercourse Toggle. Like if someone wants AV on, just not for males. Or if they don't want female/female secks scenes in their gameplay. Instead of their grapple, maybe they just hit you? 

When you take the defeating blow, a nearby enemy of your preference has their fun with you instead. Or maybe if one of your preferences isn't nearby, they drag you off to them, or instead offscreen. Or maybe they throw you down to one of your preferences? Maybe they tie you up as an implied present for someone? If it's too much work, maybe just break the atmosphere with a toggle for individual enemies.

Some of these ideas look like a lot of extra unnecessary effort, but it would be a big QoL for players. 馃槶 

It's your game, of course. I just hope you enjoy the development process. I understand if it doesn't fit into your vision for the game. I am a big fan of your work.

Developer(+2)

Being able to filter enemy gender for grabs and finishers is probably a good idea, though the 'pass along' mechanic is a little out of my scope right now. 

Suggestions like this are appreciated while I'm early into development, because there's only a small handful of enemies that I'd have to set new variables for.

(+1)

I feel that this game still needs to iterate more on the vore aspect of the gameplay. Like Packedrat, this is a vore game where you have to avoid vore in order to progress. I suppose it fills a certain niche, but I'd like to see some new ideas in this space.

Here's some ideas:

  • How about persistent vore. Like if you get digested, the enemy stays full, or at least for a while. Could be useful for puzzles, like you feed a wolf to make them lay down on a button.
  • Or what if you can take control of an enemy when they swallow you, Mario Odyssey style, in order to use their unique abilities. Perhaps a digestion timer controls how long you can sustain this.
  • What about more complex behavior or interactivity? Right now, the only interactivity the vore scenes have is pred dialogue based on whether you struggle or don't. There are quite a few vore flash animations with more interactivity than this game.

Ok, on the actual game part of this game. I understand that this is only the first beta release, but I have some thoughts.

  • Right now, most of the enemies sort of just walk toward and instantly grab you. I think they need more variety in their behavior and attacks. The rat sort of goes into a run, which is a start. You could add a lunge attack to the wolf, or maybe have the squirrel try to jump on you.
  • Currently there isn't any reason to fight enemies other than defense, and given they won't chase you through any doors, platforms or other obstacles, its really easy to avoid combat. Consider improving enemy AI and adding some enemy drops.
  • I feel that certain content settings should adjust the level scenery.
  • I cannot smash the boxes, coins do not spray out like blood from a fresh wound. This is a clear error.

Overall, any game where my character can run around topless is a good game. You have a very great start here.

Developer(+1)

I am hoping to include more vore stuff that's relevant to main gameplay, it's just a little difficult to do this in a way that respects the content filters without potentially breaking things by removing mechanics. That's also why I'm hesitant to have filters remove scenery in the case that it becomes a necessary part of the level design. Interactivity in the finishers just isn't really that big of a focus for me, but it's not off the table entirely. I will say that one of the big things I'm going to be working on is reworking the finisher script so that each stage is it's own state instead of it all being one script. This should allow finishers to get a lot more complex, allow for randomized animations, and make it so that they don't all follow the same framework. From there it's just a matter of how much time I want to spend on a single enemy's animations. 

As for enemies and combat, it's in a bit of an awkward spot right now because this is intended to be a very easy area, and player combat is top priority for things I need to work on. After this location enemies are supposed to have more unique AI, kind of along the lines of the warden in actual avoidance difficulty. The Squirrel for instance will be able to throw projectiles that stun you for a period of time, making it easier for other enemies to get you, or for them to rush you. The current plan for player attacks is either to remove the flurry combo entirely, or to make it so that only the first hit does knockback (allowing you to parry fast enemies if you time it well).

Also can confirm that breakables are in the works, and enemies will have money / energy drops.

i like it . intresting gameplay and mechanik. i hope you make more casual (lesbian and hetero sex) scene 

(+1)

Hi, the game is already at this stage awesome. It would be really cool if enemies could interact with more than just the player, maybe there could be random characters that can be caught by predators. For example a wolf girl could catch someone else and lie down to digest it, and the player could jump on her stomach, it would also be cool if at some point she could open her mouth and the player could accidentally fall there and be swallowed. Anywat, the game is amazing and has a lot of potential.

Developer(+1)

Enemies are coded in a way that lets them target other specific enemies, so it's definitely possible.

(+1)

I'd loooove to see some sizeplay mechanics. Either with shrinking bolt enemies like packed rat or a giantess boss :)

(2 edits)

Do you plan to add "size changing" mechanics? For example shrinking yourself to get a puzzle done or getting vored in the proccess. And yeah, I got inspired by packedrat, but I personally would like to see how it fits with this awesome game, as it was incredibly fun back at that time.

Developer(+2)

To reply to this and also the one above:

Yes, but only in a couple of boss scenarios.  One is a macro fight that requires damaging them from the inside (extremely similar to the one in packedrat actually), and another is a magic user that may potentially shrink the player, but I'm still working out their fight details.

(+1)

Been following this for a bit on FA and thought the first build was pretty great. It looks like everyone else has already touched on most of these topics, but I'll reiterate over them anyways.

  • Player movement was predictable and wonderfully smooth. Seriously, no complaints here. 
  • The combat definitely has a good base, but enemy movements and attack patterns make the game a little too easy, especially with the knock back. Beyond the boss, every enemy could be defeated by mashing the attack button. Giving enemies a way to respond to player attacks would help create more engaging combat.
  • There's currently no incentive to fight the non-boss enemies, and also easy to get around them. After the first encounter or two of a given species, I found myself skipping battles frequently since walking past enemies took less time than fighting. Given how early on things are, I'm sure this will get addressed later on though.

Onto more suggestion like feedback...

  • One tap escape from grapples makes them seem a little pointless. I think it would be better if you took normal damage until an attack incapacitates the player.  Or perhaps require several button presses to escape, and maybe let the player get devoured if they don't escape in time, making escaping even harder or completely preventing it.

I wasn't going to mention bugs since I played on a non-target OS (MacOS via Crossover) which can cause bugs not actually present in the game, but I'll drop them just in case.

  • In sandbox, if you respawn after the harpy files off, the harpy sprite remains hidden until defeated. The harpy can still attack and grapple the player when its sprite is hidden.
  • Sometimes after breaking free from a grapple, you can stand where the enemy is and become unreachable by the enemy. The enemy will rapidly switch which direction it's looking, but will not move away.

Great job so far, can't wait to see where this goes!

Developer

Thank you!

player combat and enemy behavior are the two biggest things for me to address right now, but I am working on changing them so that they make a little more sense. This area in particular is also intended to have really easy enemies, since it's kind of a tutorial area meant to teach about other mechanics like switches, locks and backtracking over combat. Enemies going forward should be more difficult, ideally similar to the Warden in engagement with less damage and health.

Others have mentioned the struggle damage thing, which will probably be getting a rework. The intent was to make it so that it keeps the player on their toes about breaking out of grabs, but it doesn't work very well when it's in intervals. The current plan is to change it do a steady damage rate so that it can chip away at your health if you're not careful about quick breaks. Aside from that, it's the one-tap break just because I like the 3-strikes-you're-out method that Packedrat did, but wanted to give enemies varied damage.

Enemies will start dropping energy and money on defeat once those are implemented, which should hopefully create more of a reason to fight or flee, especially if a harder enemy drops more.

Both of those bugs are something that I'm aware of, so you're emulation otherwise seems like it should be working fine.

Make it so we can use wasd insted of arrow keys 

Hi, really good game on godot, even in 0.1 version:3

Can you add farts?(Especially on pred, which lays on the table ><)

Is adding struggling system a good suggestion? (I know some people didn't like mashing button so, maybe adding in as an option?)

Developer

I'm not planning on adding a struggle system, partially because this is really intended to be a spiritual successor to Packedrat, and because it would break up the flow a bit too much in my eyes. I'm picturing getting grabbed by an enemy, struggling for like 10 seconds, and then immediately getting grabbed by another enemy that was already nearby, which wouldn't be super great. Plus it would make bonfire runs a LOT more obnoxious down the line.

(1 edit)

I see... Struggling system become annoying when:

1) Enemy's grab on contact without attack.

2) MC without invincibility.

3) Possible stuck in the same area.

Thank you! I've learn a lot from your explanation.

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