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Suggestions / Feedback Sticky

A topic by Pthalo created Dec 27, 2024 Views: 26,515 Replies: 225
Viewing posts 21 to 40 of 121 · Next page · Previous page · First page · Last page

i have two suggestions, though idk if they where suggested
1, alt scenes for some enemys,  mainly the super common ones and ones with niche scenarios. for example with the four enemys in game, the wolf should probably some variantion since shes in every room, while the rat is alot less common and probably doesnt need a second animation, though a cv scene with them would be fun, and im alittle bias since harpys are some of my favorite speices, but a stanard vore game over for them would be nice.
2, permavore mode, or just a hard mode with 1 life, could be as simple as that, but having cgs or art work for loosing in this mode could be fun, 

Developer

Alt scenes are sort of planned, but they're mainly intended for bosses going forward, with maybe like a few exceptions for regular field enemies. 

1 life mode is a good idea, though I only have a single save slot right now so I might need to add in others just so that you don't lose any and all progress across the board, or maybe just a second button for a no death run.

Hopefully you have an area for foxes and the rats because it would be a shame if niether had areas for themselves maybe some lore as to why you are in a prison in the first place?

Developer

There is lore reasons as to why Graphite starts in the prison, and a small opening cutscene is planned to be made at somepoint (probably just like an Undertale style slideshow with text). Short answer is that after the curse got apocalyptically severe, the king gave orders to just imprison anyone they suspected might be cursed, which included Graphite. They ended up surviving the longest partially because they were so deep into the facility.

Well whatever your reasoning for making this please don't feel pressured and or pushed to make anything I'd hate to see you quit because the 10% can't keep it together

(+2)(-2)
  1. Small, low-effort sprite variations for each individual enemy, so each time you fight another one, they look a tiny bit different.
  2.  Instead of adding moderately-difficult enemies who have a few different attack patterns later in the game, like how some platformers do, I think you should make easy enemies with lots of attack pattern variants closer to the start of the game and so on. It's always fun progressing further into the expanse of the map with the promise of finding a new enemy, but adding some unpredictability to the same enemies we face every time spices the game up. 
  3. Put a lock on the gallery you haven't already defeated or been defeated by :P
(+2)(-2)

Don't gatekeep porn. For the love of god, why would you recommend gate keeping content? That is absurd beyond measure. 

: )

Developer (1 edit) (+2)

Despite the other comment, unlocking enemies for the gallery as you encounter them actually is planned; it's just all unlocked right now because it has enemies that aren't in the main game yet. I'm mostly doing this to encourage exploration and mitigate spoilers that you might get from enemy descriptions, but I'll probably include a button in the settings to just auto-unlock everything if that's what you're here for. For me personally this is a game first and a gallery second though.

I would do the sprite variation thing, but it would be a kind of a pain to keep track of what animation variations link to which other ones, so I'm probably just going to stick with one look per enemy. Stronger variations of enemies are planned though.

(+1)

Is there intent to possibly make the overloaded wolfs belly shrink with enough bouncing and make her hungry again and feed her ourselves for being so rude?

(1 edit) (+2)

Add vore animations into the grapples based on % of HP. Full HP, just a grapple. 75% HP, maw teasing. 50%, head in maw. 25% Swallowed. 0%, full finisher. It would make the game more engaging and, overall, add more enjoyable gameplay for an undeniably vorny audience, as the only current way to get the content we want is to die. 

Give more control over digestion speed, as it happens woefully fast and is hard to enjoy. One moment, you're fully swallowed, then 3 seconds later, everything's already ended. Just letting players press Space to move on the stages of digestion allows for far more enjoyability from the players, and actually lets people see the work that's already been done. Win win. 

More dialogue would be great. Love the direction of each character having their own flare for things, so having more teasing/demeaning dialogue would be yet another boon for this game. Especially if given the addition of the character not instantaneously digesting. 

Don't put a lock on the gallery. Having immediate access to that is not only unfathomably based, but also lets people see the sheer volume of work put into a rather misleading v0.1 file name. I certainly didn't expect there to be as much content present as there already is, and being proven otherwise made for a delightful realization. 

Absolutely fantastic first iteration, and one I sincerely hope gets even more love put into it! The quality from even the very first version is astounding!

Developer(+3)

I'm open to making alternate grab animations based on health, it's mostly just a matter of putting work into animations. Extra animations means more work time and higher risk of burnout, with most of the enemies here already having close to 100 frames in total. Making finisher animations longer is definitely immediately doable though, and a rework is planned for the finisher script to allow them be be a lot more varied, and have individual stages. Being able to manually accelerate them is something that I'm looking at, I just need to make sure that it doesn't outright replace the respawn button (I don't want people to have to button mash if they just want to go back to the save point).

I just mentioned this while replying to another post, but the gallery is going to be unlocked through discovery, with an option in settings to unlock everything if you just want to use the gallery without playing through the main game. This is mostly to incentivize exploration and prevent any spoilers that descriptions might give away (which are currently being treated as teasers for future areas lol). I'm probably going to have a thing that shows the number of enemies discovered vs the full count, so there's still going to be a good idea of how much there is.

(+3)

I didn't even really mean unique animations, but tiering the ones already present. For example, we really only see the facial view in the stomach acid for a fleeting moment. A shame to not see it more! With the animations already in the game, you could just have each play out at differing stages of health, which makes it so that 0% HP just plays the full thing with no escape. With the wolf for an example, the start would be her holding you. Next phase could be her starting to swallow you, leaving you dangling out of her maw and staying there. Third would be her swallowing you all the way. This would give people more time to see the whole animation pre-death and do away with the need for brand new animations. More animations are great, but why not just further highlight what already exists? I think adding more unique animations would be a task better suited for much later, as more enemy variety and actual level progress would better serve the game. I also find that new areas and enemies help prevent burnout since it keeps you moving forward. Not wanting people to button mash is a fantastic direction that I'm glad to see! Sometimes, you just want to keep playing. 

That is a fantastic balance between the two, and one that appeals to both of my sensibilities. I love exploration and completing things like that, but I won't lie and pretend to be the biggest metroidvania fan either. Hitting a wall that would be more or less impassible for me (or more importantly, my patience) would lead to me looking for a full save just so I could get the gallery, at which point I'd likely never play again. Having the gallery as an optional unlock does make me more likely to actually go back later and get through whatever was blocking me before. In short, I think having that helps it appeal to a broader audience. 

Thanks for taking the time to actually read, let alone respond to feedback. It's one thing to see a game have such an outstanding first launch, but it's another entirely to see such responsivity from its developer. I sincerely wish you the best of luck with your game and hope it can flourish. There are very few games like this one, and fewer still that have even a modicum of this game's quality. Best of luck! 

Developer(+2)

That I can probably work with! I'm all for using sections of existing animations for different things if it adds a bit, much less time consuming than making new ones. 

Thanks for the kind words, I was not expecting this hobby project to get REMOTELY this level of reception, let alone this positive, and I'm definitely a little overwhelmed by it lol

(+2)

I eagerly await the progress of this masterpiece in the making! 

Such are the troubles of those who dare to put out good projects. Just make sure to take breaks when needed and not try too hard to appease everyone! End of the day, it's your passion project, so just make it turn out the way you want! Don't feel the need to reply further; I've taken up enough of your time as it is. Best of luck, and may fortune favor your endeavors! 

it would be nice to have some kind of map in the pause menu

Developer(+1)

A map is planned, but it's going to be an unlockable by doing an item hunt quest. I'm kind of going for that vibe that DS1 has with figuring out the layout as you go, and having those 'Oh, this area connects to this area' moments. 

(+2)

Personally, I think that would make the game less enjoyable to play, just because I often have a hard time getting lost without a map in metroidvania type games, and dying in a place I don't remember how to get back to is very frustrating. I get the point of hiding the whole layout from the player, but locking the whole feature behind an objective sounds frustrating.

Deleted 232 days ago
Developer(+1)

It's not a super high priority right now, but I'll look into it. I don't have a linux system, so I can't guarantee it'll work correctly on export and won't have any way to really test it.

Sorry I didn't see the first post, it got flagged as spam for some reason.

(+3)

I love the endosoma, and the unique quotes for it, really appreciate the detail.  a couple things I think would go great with immersion is graphite saying quotes when she loses, which can be digestion/endosoma specific for every mob or boss he loses to. also with endosoma the portrait model isn't changed in surroundings like it is for digestion. honestly this game has great potential, I'm excited to see where you take it, my favorite part is the cock vore scene.

(+1)

There's endo quotes?? Well now I gotta go back and see. 

(+1)

The little side environmental interactions, like being able to talk with and jump on the Wolf girl for some sound feedback is great. I don't have any specific ideas, but more stuff like that would be awesome. 

Otherwise, great animations and sound effects (especially the chaser enemy) .  Good environmental and background design  at start of the game that clues players into what they're in for.  Simple battle mechanics, which I enjoy because I'm bad at platformers. Thanks for posting this. 

Really enjoyed this so far.  didnt expect too far when i first saw the game a couple of weeks ago, looking if anyone picked up on packed. but im very impressed. the pixel artstyle looks nice, the sprite up top is a fun idea and the constant teasing from your enemies while grapples is also fun. overall very curious where this will go and what kind of story will come out of it.
now to some suggestions:

- Im hoping to see Combat more fleshed out, like having a 3 hit combo or generally other attack patterns. 
- maybe enemies can get multiple vore attacks in the future? i was kinda suprised that the big balled Rat shoved one up his ass. 
- The Harpy might need a different fly animation. maybe its just me but the hip jiggle looked derpy to me on her. x3 
- maybe as a gameplay setting: a struggle bar, just a silly idea to give it a bit of a fight if one is grappled

Well that was my mustard to the game.

Note: 99% of thes is maybe just me rambling abovte abselutly nothing you do you dont get burnt out have fun whef what you are making and have a nice day

1 my opinion (defrenly heresy)

2 probely a nofing qualityl fing

3 snakes???

4 mybe level mecanic

1: i have playet your game and its updates is defrently going to be on my radar. I like the plant on the wall whef the littel mecanic to cut a shotcut whef it carontly have my favoriet deaf animation.

2: i fount it a littel hard to drop down stairs well walking down of them my conecting the stairs to the beam they are attached to make them on collidebol on comand myte be to much work for to littel when your system likely just decibels collison for a fhew frames

3: is ther any plans for any snakes/nagas to be added into the game if they dit get adder they can clime poles in the back gronde cult apply to other creturs to if so tho?

4: ider to level if you givet som enemys a den they move to after eating you you cult make some pakur/puzzel whef it or just make it a quick way to get to a high gronde. The reson for thes working dosent matter that much, slow digestion, weird chemicalsits op to you

As I sad dont fell pressuret by any of thes 99% rambling sorry abovte the long coment i hope it wasn't to dumb

(11 edits) (+1)

     Hello! First of all, given it's the first time I see your game and is in its early stages, you got a very solid work already done! Congrats!
Very excited of how it's looking and to know the future of this game, it called my attention a bit when I read it was going to be inspired by Packetrat's game.
     Upon reading just how much I typed on this.... sorry for typing the entire Bible, lol.

____Feedback
     The general movement and animations of the character feels nice, nothing to really say there. Jumping currently has a fixed height, I'd say it feels better when it scales up depending on how long you hold 'Space'. The character struggles to jump down from platforms when moving, stopping you in place as if the game tries to move and stop you at the same time, and holding 'Down' doesn't let you jump off of all platforms you stand on (As in, if theres two platforms ontop of eachother, you cant just hold the button to pass through both).
     

     Very nice aesthetic/visual style. Specially for a solo dev project, this looks pretty neat and should not cause you much trouble compared to other games, you could even make slight variations on the tileables and some objects for depth, subtle guides for the player (we are yellow tape HATERS here) or to identify different areas. I've read about your level roadmap from another post, and I'd be careful to see how each area links together. No idea on what the lore or script is for the game, but never hurts to point that out.

     Basic attacks seem to not do much damage, sticks you in place for a long bit and are spammable, enemies are flung off from the attacks, its sound effect isn't very pleasant to listen to after a while (sounds like shattering glass), and I find no reason to hold my attacks. Making combat a bit faster and "free" could benefit you in the long run, specially if you are planning on adding new mechanics afterwards.  It can grow a very toxic/unsatisfying behavior of just standing around smashing your attack button, which will be an issue in boss fights. I recommend checking other metroidvanias and side scrollers, if you are scared of the controls getting too difficult for keyboard users... using the mouse buttons for combat doesn't feel bad at all in games.

     Very nice menus, there's already a lot of accesibility (If we can call vore fetish tags as such lol) and is completely functional. Given how -Sharp- all the graphics in the game are, seeing the font be slightly blurry feels off, like I suddenly changed my screen resolution. I would recommend having one/few tags for certain sounds like screaming, bone crunching, crying, etc. (if you ever plan to add those in the first place)

     The game feedback when interacting with enemies is a bit too little in my opinion. Perhaps this is probably because of this being an early demo, but it's still nice to mention. A hurt/stunned stance for enemies would be great, specially whenever you jump/struggle away from a grab (Currently, enemies either switch between walk/idle animations, or just stand still).  The player could have more sounds, like landing on the floor, jump, footsteps...

I'd be careful with the "Metroidvania" side of the game, the backtracking. The area with the elevators/sliding platforms forces you to wait for them to come down every time you wanna go up, which is slightly annoying with how slow it is compared to going down, which is simply jumping off the platforms. Either make the platforms appear already at the bottom when you activate them, or make it so you can easily toggle the elevator position while laying the map out... basically make it feel nice to go back and forth. Speaking of maps, one would be nice but I've seen you have one in the elevators area, so making sure there's a few around as quality of life would be great!

____Bugs (Or seemingly so)
     Player is capable of landing hits on enemies behind doors, and I imagine walls too (though this is impossible with the current level design).
     Boss fight music won't stop after beating them (very minor since you can simply leave the area or reload save, but still).

     After escaping from struggling, you have invincibility for a few moments against that enemy. That doesn't happen when you are close to another. You can easily end up locked between two of them.

     The plant enemy can be escaped from without receiving damage. Might not be a bug, but careful in case you want to make a platforming area with a bunch of plants below, players could potentially just jump from plant to plant without loosing hp at all.

____Suggestions

     Given how big areas are, I assume there would be upgrades like double jumps and other possible movement mechanics. Perhaps enemies that could attempt to vore you from a distance could be cool in these cases: A frog sticking its tongue on you and having a struggle mechanic to pull away while it drags you, a spider lasoing you in the air, a suspicious jackalope doing voodoo doll vore on you if you stay in their line of sight for too long... I've read you dont want a struggle system, but the current one is a bit too forgiving, perhaps you can make something more similar to the game Echidna Wars DX, or just quicken the struggle system (Eg. Movement button appears on screen, press the right one quickly enough or you are getting caught)

     Speaking of enemies, you could even make certain ones that can appear in any area just to mess around with people. Slime mimics that hide as objects from the map, additional ghost enemies appear in areas you die a lot... (though these kind of enemies can do for a whole area/level of their own).

     Zoom out the camera a little bit, or make it adjustable by the player. Not only this means some can zoom in to see all the    d e t a i l    but so it doesn't feel too claustrophobic. Specially helps if you are planning on adding ranged enemies, can mess with the level design though, up to you if to adjust it at all or make it a slider for the player to mess with.

     If you need more ideas, I honestly think you can take inspiration from SCP and the game Prey. Its gimmicky type of creatures make for great inspiration for enemy concepts, and you can see it in multiple games already (Enemy that approaches only when you dont see them, slow but unstoppable enemy , sound based hound,  hacker placing traps around...)

     Dont forget to give some love and care to the sound design, it can really give the punch to a lot of things, and be the reason why some elements might fall flat or not feel as impactful... for example, ambience music.

     I am a huge fan of modding tools, but I haven't seen a single project try make mod tools for Godot games, so this isn't much of a suggestion but rather a thought. If you are able to find anything about it, or even create it, that'd be sick as f**k.

     Repeating myself a bit here since I do talk about this in the feedback section, but using the mouse for stuff like attacks feels way better than having everything on the keyboard. You might not use it to move a cursor around, but it's more comfortable in my opinion.

Developer(+1)

t h a t s a l o t o f f e e d b a c k

I can say that at this point, a few of the issues you mentioned are either redone at this point, or are on the todo list. Attack sound has been changed, regular attack has been replaced with single hit attack, charged attack does more damage, enemies have hit indication, etc.

As for the things that I haven't addressed yet:

  • Jump height / drop down - Hold to jump is something that I could potentially implement down the line, and I could definitely see it being an issue with flying enemies in some cases if you can't limit your movement. Currently jumping just adds a velocity impulse to the character, so I'd need to look into how to rewrite the jump script. Fall-through is something that I want to fix, I just need to tweak the code a little so that it checks if the down key is continuously being pressed instead of just a single impulse. All it does is just move the player down slightly, which causes them to pass through the one-way collision on platforms, so I need to make sure this wouldn't cause any issues if it were continuously happening on the ground.
  • Menu things - As for the blurry text, I briefly looked into text stuff while writing this, and found that you can turn off antialiasing for fonts. Text looks much crisper as of now, if a tiny bit weird in some places due to font sizing at 2x pixel scale. Enemy messages also look significantly better now too. I don't plan on adding sound settings like the ones mentioned, just because I generally try to keep stuff fairly lighthearted, and that's a little outside of my comfort zone.
  • Enemy stun / break invincibility - Enemies actually do have a stun state that they switch to when the player breaks from a grab, it's just not very obvious at the moment. I'll add clearer stuns to the todo list, probably as like a half-opacity sprite type thing. As for the player breaking the grab near other enemies, that's actually something super important that I hadn't considered, because I was just testing on single enemies while making the break system. I will be adding a player invincibility period on break to the todo list.
  • Map - I've mentioned it elsewhere, but a map is planned as an unlockable at a later point, otherwise having more diegetic maps and other directional hints up until that point. Fast travel from certain save points will also be implemented probably in the update after this next one, which should limit how much you can get lost as well. The elevators in the large vertical room can have their start position switched, but I originally was worried that people might just drop down the pit without turning on the power, so they were set to start at the top. I've since realized that I can just put a fall-through platform over the default position without any collision issues, so this can be changed.
  • Camera zoom - The camera has been zoomed out somewhat at this point. I originally thought that I couldn't adjust the camera zoom without breaking the pixel scale, but changing the game's window scale instead of the camera gets around this, and doesn't break when going fullscreen. (current release scale is at 960p, development version is at 1200p. Not a massive change in zoom, but enough that ranged and fast enemies should be much less bs. ) Zoom can't be manually adjusted in-game without breaking pixel scale or potentially seeing past the edges of the map though.

All of the bugs mentioned have been looked at at this point (the plant thing is actually deliberate; the chain jump is exactly why they don't do instant damage, specifically so that it can be used to climb walls).

The suggestions you've given are pretty good as well, though I don't plan on adding a struggle mechanic to breaks to avoid pacing issues. I especially like the prop mimic enemy, and attacks like the ranged grab. Things like that could definitely have a struggle mechanic still in there for the hook grab before the actual main grab.

I would be open to modding, but I have literally no idea how that would work in Godot, and my code skills are definitely not at a level that I would be able to do it without a lot of research, trial and error. (That and I don't want people to see the actual spaghetti hell that is the entity setup lol)

(1 edit) (+1)

     Glad to hear the majority has been solved! And yeah, I tend to overexplain myself since im passionate with gamedev too haha!

     I can imagine you can patch the jump so you get vertical velocity by holding down until a set deltatime. That should allow you to not redo all the code, but itll need some value tweaking so the player doesnt shoot upwards like a rocket.... no idea if something like that would be possible, my only code knowledge is with Unity, there should be some Godot sidescroller guide with such info for sure.

     Cool! That sounds about right for the antialiasing. Personally glad you will be taking a more lighthearted approach lmao, so fair enough!

     I did see there was an invincibility state, is just that it felt like it was from [EnemyInstance] to [Player]. So, if theres a second enemy nearby, it would not be stunned. I'd have to check for myself again though, cannot say for sure. Nice it's there!

     Using plants as platforming sounds really cool! Excited to see how that will affect the level design. I'd recommend tweaking the camera so it doesn't zoom in right after getting grabbed then, so we dont have it zoom in and out constantly, could be disorienting.

     Yeah I saw your concerns with struggle systems and pacing, which I do agree that it can be incredibly annoying to deal with whenever you are not getting grabbed on purpose... is just, as you said, some enemies with ranged attacks might need it more so they don't become insufferable. Echidna Wars DX took that kind of approach, very similar to what you have for now, only very specific enemies have a struggle mechanic and instead uses a magic/stamina bar (you use it to either do powerful attacks or avoid damage from the first 1-3 grabs).

If the camera showing too much of the scene becomes troublesome, I'd suggest creating some camera boundaries, just so you don't have to deal with the camera showing potentially out of bounds. You know, stopping the camera from moving to the right when you reach said side of the room.  Though if you wan't to create secret rooms for the player to find, it might cause more problems than the intended... something to mess around with I guess!

     Yeah modding can be a bitch and a half, and most of it comes from having very grounded devtools to ease the process. Don't blame you at all if you prefer to not deal with all that garbage, I wasn't even able to find a straightforward enough answer when I looked at it myself lol.

(+1)(-1)

more cv stuff, would be neat :3

(-1)

also, what about makin discord server about the game

(First of all, sorry for the English, I'm not a native speaker and I'm using the translator)

First of all, the game has a lot of potential, and watching this game reminded me of old programming classes I had on a similar engine that I had to stop... but this game revived my desire to create games (nsfw or not) and I did a thorough analysis of the game to try to help;

Basically, the problems with the gameplay are currently the lack of combat variety and minimal difficulty, like I did a test and most of the game can be passed running if you have skill and the enemies can be easily eliminated.

I know these problems are obvious since it's still v0.1 but I suggest you focus on the gameplay, mechanics and game style before creating new enemies and levels, because what differentiates an adult game from adult content is the gameplay that comes with the content.

I know you're making the game your way, but I have some ideas and mechanics that, if implemented in a specific order and preferably before you plan and create the rest of the game, will enrich the player's experience. (The phrase, "I came for the +18, I stayed for the gameplay" is famous in my online friend groups)

During today's work, I ended up thinking about this game and imagined some systems that would add some new mechanics and styles, along with covering up the current problems like lack of variety.

But I'll just talk here about the main ones that I think you might be working on something similar:

-Stamina/resistance and escapism.

Basically it would be like this:

We imagined Sewer rat (I don't know why, I loved this character, my favorite so far, although I don't like scat.)

He grabs the player, at that moment he tries to vore the player, who uses his arms to try to avoid it.

At each animation loop, the Sewer rat tries to suck the player, using up the player's stamina, who tries to avoid this. The amount would vary depending on the enemy, let's say 2 at each animation loop for the Sewer rat.

If the player doesn't press anything, he is sucked into the Sewer rat's hungry ass without any resistance or much stamina consumption (maybe the player wants to test fate, new mechanics, use an item that is necessary to be inside the enemy... it's up to you), but to get out, more stamina will be needed than to avoid being swallowed.

And if you want to make the game challenging, make the stamina have a limit on how much it can regenerate, like:

Start the game with 100, but if you escape from several intestines, it only regenerates on its own up to 30, thus forcing the player to be strategic, avoid groups or waste stamina because as they try,

let's say, stronger enemies take more stamina with each loop and require even more to escape from inside them, thus perhaps opening the door for a stamina upgrade mechanic.

In short, that's it, I had several ideas, some that worked in synergy with this mechanic and create new ones in an optimized way, but hey, I'm just suggesting, of course the game is yours, but if you want more ideas and/or help, just let me know, but of course, I hope you keep up the great work.

Anyway, sorry for sending a long message late at night, anyway, great game.

Should I move my feedback/suggestions from the thread I made to this thread?

Will there be any sort of 'struggle' system when you get grabbed or is it always intended to just jump out with space bar whenever?

Developer

It's intended to be an instant break, mostly to prevent combat pace issues.

I would like there to be a dash like Megaman to make the gameplay more frenetic, I would also like the enemies to have charges and more attacks

I like the boss to have ranged attacks that leave you stuck and hits at short distances.

and also that you could read the posters because the lore, I'm sorry, will be very good

along with an npc appearing at the beginning to help you escape and this explains the tutorial

Developer

An i-frame dash is planned, but it's going to be an unlocked upgrade for defeating a boss later down the line.

(-1)

I wonder if there will be safe vore in the game. 

Developer(+1)

Disabling all digestion enables this

But are there going to be safe vore in the base game

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