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Suggestions / Feedback Sticky

A topic by Pthalo created Dec 27, 2024 Views: 26,640 Replies: 225
Viewing posts 41 to 60 of 121 · Next page · Previous page · First page · Last page

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!

Developer(+1)

The attack sound has been changed to something more generic as of right now, probably going to do some more sfx work on it later on.

(+1)

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.

(+1)

Nvm, I just saw that you mentioned this already in the feedback implementation plans lol.

(+1)

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...

Developer

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/

(+1)

Ohh, that is so good to see! I'm definitely gonna be using that button a bunch to see all the dialogue that stems from it...

That aside, good luck on your project! I'll be following, quietly!

Don't know if it makes sense with what you've already planned out but I personally would love a male skunk enemy that blasts you with farts as the struggle and uses his tial either to CV or AV you, in this case with optional waste ending 

(2 edits) (+1)

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^

Developer

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.

no worries! I just said crow initially cause it’s my favorite bird anthro, but feel free to use the idea however you like! Just having a little bit of an idea of mine put into this little gem would make me feel really honored! :>

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

For the browser version, do you think that you could add mobile controls? Packedrat and other games have it, and it shouldn't be too hard.

Developer

I can look into it, but it's not high priority right now.

(+2)

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.

Any CV or UB would be grand

Developer(+2)

Literally the next 2 enemies I need to work on

I want to play this great game on my MAC.

Developer

Same kind of issue with Linux on my end; I can technically export it to Mac, but I have no way of testing if it actually works correctly or do bugfixing in that case. I don't know why it wouldn't, but still.

😭

(This is machine translation)May I ask if there are any plans to develop a mobile version of this game? (For example, for the Android system)

Developer

I'm hoping to make an Android version later on, but it's not an immediate priority.

Yeah!

(+1)

Would love to see Graphite have reaction quotes to getting vored.  Like different quotes for enemy type, vore type, and even endo/fatal type. Would definitely be an interesting addition.

Developer(+1)

I thought about doing this, but mostly decided not to to avoid having the screen flooded with messages. Enemies that can't speak, or just wouldn't naturally have dialogue usually have Graphite react instead though.

Could there possibly be a mobile version made? This game looks really good so I'd like to play it.

(1 edit)

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--

  • Movement = WASD and Arrow Keys
  • Attack = [J], [Z], and [Numpad1]
  • Jump = [K], [Space], and [Numpad2]
  • Interact = [C], [E], and [Enter]

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.

(1 edit)

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

Game is good, mu suggestions:

Add spider-girl, they will have breast/ or unbirth. 

Great job so far! Any plans on adding absorption vore types? Like maybe from good creatures or something?

Developer

Yes! The next update actually has a typical slime-blob type enemy that does this already implemented; There's others planned for the future as well.

(-1)

If we have to unlock all of the gallery animations, can we get a cheat code to immediately unlock them? For those who are just there for the vore? Unless you plan on making the MC a Switch.

Developer

There will be an option for this, yes; Most likely just a toggle in the debug menu

(1 edit)

Thought you give another reply. Also, will the MC be able to eat others?

Developer

Not actively, with the exception of a handful of enemies that are role-reversal and try to shove themselves into the player. That being said I'm hoping to do some other projects at some point that have player-as-pred.

That's good to hear.  Take your time.

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