Looks great so far! I would probably suggest changing the sound of your attack. It feels very weird and unrewarding. Very good game so far I look forward to see what you add!
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Loving the game so far, and I'm always happy to see another metroidvania vore game. Only thing I could really suggest that hasn't already been mentioned would be a way to see the vore animations for longer without having to be in endosoma mode. Currently, the only way to see the digestion/struggle animations for longer than 5-10 seconds is to turn all digestion off. And while that's fine, I personally think it would be nice to see them for longer without having to turn the stomach sounds off.
First of all, I would like to say that I really love what you're doing here. Very few games go so in-depth about content toggles. Endosoma being an option is an instant win from me, and disabling things you don't like is always nice! I will look forward to seeing how your project evolves. Basing it on PackedRat with dialogues from the foes is a very nice touch, too!
The game didn't seem too difficult, but that is to be expected - it's the tutorial area, after all. Everything seemed straightforward and backtracking to save wasn't all that difficult to do, either. Judging by the previous replies, you do not intend to switch away from the one-tap struggle, which is alright, I respect that.
However, I do have to ask, do you plan to let the enemies swallow Graphite before all their health is depleted and they're incapacitated? Having them just hang from a grab with no progression is a little bit of a bummer - but if not, I can probably live with that.
Other than that, you have a nice game on your hands! The platforming is solid, the combat isn't clunky, and goodness does the bunny feel nice to control...
A submit button is already implemented in the dev version as of now; a brief preview of which can be found here: https://www.furaffinity.net/view/59455550/
This may seem pretty basic compared to other people here but just wanted to give you a simple idea.
How about a robed monk/priest style of enemy? My initial idea was a hooded crow (flightless) that only wears a long robe and hood with the front exposed. There main attacks possibly being sudden dashes towards the player that you have to dodge or counter, and if you want them to be harder they could counter direct player attacks unless they do something to get around that. If they could fit in any style of area you already have planned, could have them as a cock vore enemy with a large sack, bonus is you could just close up the robe if you wanted different models for SFW.
This is just an idea I'm posting cause I loved seeing the demo you have already. I really liked packedrat and I'm very happy to see someone making a game like it. ^v^
This isn't too basic at all! A really good chunk of dev time for me is honestly just figuring out what each enemy will be, so things like this are greatly appreciated. Avian characters in particular are a little difficult to implement because they have a more specific place in the game's world than other species, but I like the idea and might potentially have a place I could use something similar to it.
Oh, I actually didn't realize people were dropping enemy ideas. Forgive me if I'm repeating someone, but.. Lizards. Hear me out. Kobolds, chameleons, dragons, any lizard honestly. Or amphibians like frogs and such. More feral-ish or anthro, but it'd be nice to see some representation for scaled and/or slimy creatures!
I noticed a content switch where you could turn off possession and I was wondering if there will be like a spirit enemy that will try to possess the player and take control of them I think it would kinda fun to fight against a enemy type that actively takes control away from the player and if you loose they go inside and walk off as the player possessing them
Let me just start off by saying when I heard that this was intended to be a sort of spiritual successor to packedrat, I was already intrigued. Your spritework is really really good, for whatever reason I have always enjoyed vore in a sprited pixelated medium to more 3d and realistic approaches, and you certainly do not disappoint. Of the few things that are already present its clear you have a good vision for this project, and I am very very excited to see where it goes. Now, onto my actual suggestion;
Enemy Suggestion: Rabid Squirrel - A squirrel boy afflicted by the curse whose anatomy was significantly changed by it, (has very large nuts lol), the enemy would be pretty feral, having a darting sort of behavior or lunging at the player aggressively but clumsily, upon catching the player attempting to shove them into their oversized balls via CV. I think making them appear fairly innocent outside of engagement range could be a good trick with them, the curse only fully stealing their senses from them when they see viable prey, and otherwise acting as shy and cowardly characters, until the curse makes them go practically feral at the sight of the player, or other NPC's if that's a thing you've considered. On that note actually;
Mechanic Suggestion: One of my favorite but lesser appreciated features of the original Packedrat was that enemies could and would vore each other, and sometimes even had post vore interactions with one another (EX: The Deer boy CV's the player, then a harpy lands where the Deer is, and the Deer would fuck the harpy and fill her up with your remains), and I think that would be a good thing to have here, not sure if this was something you had in mind already, but I'd be remiss not to mention it. tl;dr I think Predators should have some interactions with each other. I would suggest things like powerups or abilities for the main character, but I'm reasonably sure you probably already had something along those lines in mind.
Overall, I really like this project and can definitely see the potential here, I hope this is at all helpful.
The ability to assign key bindings would be very appreciated, but I imagine it might be slightly harder to implement than simply adding multiple redundant keybindings. If I may suggest--
This would allow people to use the current controls, a typist's controls with their hands on the homerow keys, or a calculator's controls with their off-hand on the numpad. No need to add extra menu elements or toggle options.
PS. It works on Linux if I run it through Wine. I didn't notice any bugs.
I have no idea whether there'd be a place for this, but I'll take a shot and suggest it anyhow.
A trio of hanging bats that get alerted by player (possibly also enemy?) movement, and when startled shoot downwards in a /|\ pattern to attack the target. Could be a challenge for scenarios where the player will have to plan out a time-sensitive path to avoid other enemies whilst simultaneously making sure not to alert any bats/take advantage of their movement patterns. Which manner of vore would be involved, I'd just leave up to your discretion. Maybe splitting up various types between the three based upon whichever caught you would work.
Ok, four things:
One: I only found this game maybe a week ago, loving it already.
Two: I have a suggestion, but I don't know if it(or one similar) has already been made and responded to, and if so, I apologize for the inconvenience.
Three: My suggestion would have a fair bit of work involved, but not immediately. While I will mention as such in the suggestion itself, I already feel awkward enough as is suggesting something at all, I just wanted to make sure that it's clear I'm not blind to what what I'm asking for entails.
Four(the suggestion itself): Maybe, once the core of the game has been completed, you could go back through and add alternative v0re types to the existing enemies. There are two main reasons I suggest this: 1, every time I see the sewer rat enemy, there is a part of my brain that expects CV, and frankly it'd be very fun to see CV from them at some point. 2, right now, if you decide to turn off pretty much any v0re type in the settings, you just don't get to have the enemies that use it. My thinking for how this system would work is that, if an enemy has two+ v0re types that you have enabled, they use one at random, but if they have 2+ v0re types, but you don't have all of them enabled, they only choose from the ones you have allowed. While it would be HIGHLY impractical for all enemies to have all types, this would make it more likely that, regardless of settings, any given player has decent odds of coming across a given enemy. Once more, I don't think this is something you should be doing at this stage of the game, that'd be hellish, it's more an idea for once 90% of what you've got planned is already done, as a way to round off the game. Once more, if this is too much, I apologize in advance, I just know that if I don't suggest this idea, my brain is going to keep nagging me about it.
Once more, great game, and regardless of the path you take, I'm sure I'll enjoy the game as it gets made. for now though, farewell!
- Cartography