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oxyrophusguibei

21
Posts
A member registered May 10, 2021

Recent community posts

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As a fellow lover of the Mine Eater minigame from Avril's Appetite... hearing this has chording makes me crazy excited. I never played Minesweeper Plus so I don't know how this inspired whatever this mod has but I have high expectations. Once I give this a fair spin I'll update this with my thoughts.

Preliminary edit: Gave double mines a try and had (many) blasts. I don't think the slow-paced gameplay it forces is my cup of tea, but the mine boss is pretty fun to play around with. Even before this mod when I was bored I booted up Avril's Appetite and tried to complete as many boards as I could while juggling the dog girl about and restarting if she ever fell offscreen, and this is sorta like that. Maybe the hitbox could be a little bigger but it's fine as is too.

Did you actually do anything to the mine eater girl herself or is it just the same from the original game? If you'd like to expand upon anything on that front I could volunteer my mouse cursor.

Big fan of the subtle detail where she gains a bit of weight between stages!

Honestly quite elated to receive such a lengthy response... thanks a lot for your time! I think I might have tried those other games you spoke of but certainly didn't get very far, I don't think they ran very well either, which sucks because I'm big on transformation in general but oh well what can you do. 

You did answer my questions, yeah. Though learning that the goo (might) be a bioweapon does pose a bunch of interesting questions on its own. What would be its purpose, strategically speaking? If it's used for  neutralizing personnel, how do its creators ensure it won't harm them when they move in to occupy the subdued territory (if I'm getting this right), considering it seems to grow and proliferate just fine on a relatively sterile environment such as a spaceship?  How can they undo the biological conversion it does to other organisms to further their own goals (since if I recall correctly from the other games they assimilate organisms from other species)? Wouldn't the associated cost with cleaning up a goo-infested enviroment and population hamper its utility? Maybe even its creators don't understand it fully yet and it's just a prototype weapon? 

A game where you control a monster that builds an army by impregnating others sounds like a banger idea. I've brainstormed a bunch of similar themes myself, but as I am currently extremely lacking in the skills required to make a game I've just had it as a sort of brainworm I feed every once in a while by working out the mechanics and setting before I tuck it away on some dark corner of my mind whenever I'm bored. I initially envisioned it as an RTS where you yourself control some sort of hive queen character capable of spawning multiple types of unit and some of them might have that capability, but looking back on it now I think it'd be better suited for an infection-type game a la Infectonator, also because it would be really fun just watching your guys overrun an entire population in real time. I don't know. Hopefully I can make that some day.


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I did, yeah. Though I might have managed to barely scrape by if my browser didn't completely lock up at one point and stop accepting inputs while the game was still running. I was strongly considering calling it there after getting the other ending but luckily for me performance improved enough on the second try onwards that I could give it a fair share of attempts without going completely insane. Playing Sonic Spinball on the side while waiting for the game to reload the level might've helped, I admit. (Been playing for over a month and still haven't even gotten to the last board, that game is brutal.) 

I think the difficulty is perfectly fine as is. Maybe having a minimap so you can preview what's up slightly ahead could ease up the memorization load so you wouldn't go "damn it, I forgot this was there!" right after using a box to speed up. But if you want to just say that having to memorize everything is a feature that's fine too. Just brainstorming. Up to you whether going back to this game is worth it or not at this point.

Pardon if I'm overextending myself by now, but since you seem fairly receptive to comments I'll take the risk of coming across as a bit nosy: at first I thought this was gonna be a more straightforward droneification-themed game, but given what went on with the full TF ending that doesn't seem to be the case (which I'm personally pretty content with since the whole latex drone thing is not really my cup of tea). It's a pretty intriguing image nonetheless, and got me asking plenty of questions. What did the goo actually do to him? Is it some sort of "devolved" life form/parasite/symbiote that needs a host to reach its final stage/something closer to its "original" form? What's it gonna get up to once it reaches civilization (more specifically, how does it spread once it has a host)? Why'd it need to go through all the trouble of encasing him completely in that shiny suit to do its thing? Why does it make him grow tits? Is that toy he's using on the incomplete TF ending made out of the goo or is the color just a coincidence? And most importantly, why'd he grow such a sizeable "endowment" after the goo  made it almost non-existent? (were you ACTUALLY planning on doing a more straightforward drone thing before walking back on it?) Sorry if I'm being annoying. I know most of these are just varying degrees of "because it's hot" but if you have any more in-depth answers I'd love to know.


Cool game! Took me a dozen and a half attempts or so but I got the no hit ending too. Is there any reason you don't distribute downloads for your games? This one runs pretty bad on browser (I'm on a pretty bad laptop so it's 99% not your fault) and it would play better as an executable I'm pretty sure.

If I had to condense my advice into a couple tips, it would be to try to gain as much weight as possible as quickly as possible in the earlier rounds (up to ~20 or so) so you can get as many helpers as you can, then try to keep your weight low with antimatter cakes so you have a better chance at dodging bullets. If I were to recommend a character it would be either Sally or Bella as they have the tightest hitboxes and the best powerup cake-exclusive helpers. Good luck man!

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Hey, 'm back. This update is cool. Too cool even, I've been actually struggling to put this game down for a while. I've seen pretty much everything there is to see at this point (other than the new cake because I just learned there was another update but I'll get to that soon and edit this comment new cake cool), so here's a couple of my thoughts:

  • Hunting for bosses so you can fill their alternate defeat methods list is kind of a chore. The best method I could find was playing Mixed Palate over and over, but that's about the extent of the optimization you can manage. Literally every other method you could use has a caveat which makes it unsuitable: Boss Buffet has no powerups, skipping to a round just before a challenge stage activates cheats and disables checklist progression, and starting from the beginning (with only 2 stages before the first challenge stage) only works if the boss you're missing is one of the original 3, since the others only spawn from the second boss onwards. And it really doesn't need to be this way; sure, having to hunt for that damn jelly bitch with Phoebe made my final triumph more satisfying, but it wasn't really worth all the frustration; if powerup cakes appeared in Boss Buffet in a similar way to the bonus blueberry and antimatter cakes from Main Course and Watch your Weight I think you'd have a good solution for this issue in your hands and it would make the first 50 or so stages of the mode more interesting.
  • I'm stumped on getting the alternate defeat method for Bella on Shifty Sponge. It looks like it goes through properly at first but then she just bloats up and explodes? I'm not sure if I'm missing something or if that's a glitch as all the other ones work like you'd expect. I could always go back and test more but the aforementioned issues make such an endeavor a bit more than I'd like to deal with.
  • Game softlocks if you get hit by a stray bullet after reaching a challenge stage, but before the boss actually appears. Should be easy to replicate with Martha and leaving a coconut cake alive high up in the screen before killing it. Turning on Deadly Bosses just makes the game behave a little weirdly before going back to normal play.
  • You can still clench with Bella while the game is paused. By doing this you can actually change between states without spending GP, which I felt should've been an option from the start but probably not like this lol.

That's pretty much it for me at the moment. Despite the previous paragraphs I actually still enjoyed the update a lot, and the new characters are very fun to play with (Martha not so much but it's alright). Jiggling Jelly is probably my favorite boss, even after my favorite exploit got patched (rip nevermind, if you pace yourself such that she dies between firing a glob and you eating said glob, you get to keep the weight - not sure if that's intended but if it is, that's a pretty clever way to balance the fight, kudos), and will probably continue to be unless/until a molded cake boss gets added 'cuz she's freaky and I like that. The Sally sprite revamp was also much appreciated. Overall I'm just really glad this game's still in development, keep up the good work.

And by the way, as for a place to put custom character spritesheets... there's the WeightGaming thread, maybe it could get spammy after a while but I think it's worth considering nonetheless. Personally I'm eyeing the bosses more but as there's no custom boss sprites feature yet I guess I'll just bide my time. Sorry for the long winded comment, tl;dr game good, found couple glitches.

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Posting my super cool score. I got this way back a short while after the last version's release but didn't post then 'cause the other guy only got his run ended because of the glitch and it almost felt like cheating to beat him on a newer version. But since everyone else is posting theirs might as well.


I don't actually remember how I got this, all I know is it took a lot of retrying and raging. But it was good. Hope to see more of this game in the future!


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Something got messed up between last version and this update. I thought the balance changes would make for an interesting challenge to return to, so I downloaded the game, made Glorpina her first order on day 1 and was left mouth agape at the fact she gave me a C on a burger that otherwise looked perfect. Cue a lot of stubborn testing and I was finally able to get an S rank by cooking the bottom bun *just* before the first appearance change. It seems all the other first customers of the day suffer from this issue, and additionally getting an S rank on Captain on low-grav still seems impossible and I'm not sure why (I could do more testing but I don't want to repeat the first customer's order every time so I opted not to).

Aside from this, customers also seem to take into account ingredients on the cooker when rating their order, so you can wind up getting an F rank out of left field because you forgot to trash something before handing over the burger. If this works like I think it does technically I guess it means you could give the customer a seemingly empty plate and get an actual score for it, but like I said before I've had enough for the time being.

Overall, I think the update is cool, but it's a shame that it's so broken. The level select and gallery are undoubtedly nice but it also sucks your effective progress gets reset if you don't start from the very beginning every time instead of the score just carrying over from your best attempt at that day.

Still, you guys are going in the right direction. If I were to suggest something it would probably be the ability to add custom customers (custom-ers, hah) or something, along with an endless mode you'd have a practically finished game in hands. Best of luck on future projects as well!


Do you have a Discord account where I can message you for something? I've got a distinct feeling there's something weird with how this game times runs and I'd like your help with a bit of testing.

Ok, so let me get this straight: as a game/interactive experience/work of art, this is pretty good, and I've enjoyed the two hours I put away for this, but my GOD, is the actual Minesweeper terrible! 

I get it's (funnily enough) not really the focus of the game, but given such a daring presentation I was expecting at least a perfectly functional rendition of the puzzle, but on top of there not being any chording support, you can hit a mine on your very first cell clear, and for some strange reason empty cells don't clear away the corners either, which certainly netted me more than a few losses.

That said, credit where credit's due. The vibes were on point, the writing was funny and this makes very good use of AI art to create eldritch abominations, which I thought was fun. Just don't come into this expecting to play Minesweeper and you won't be disappointed like me.

Has anyone been able to beat this on normal? Closest I've been able to get was the second-to-last size on the newest update. In the previous update I could just spam the balls on one corner and everything would sort-of just work out from there, but I didn't manage to make it through back then either. I'm this close to just looking up a 40-page guide on the Suika placement order but if someone could just give me a tip in here I'd be grateful.

Great game! A friend recommended me this and I enjoyed the experience a lot. The art is 100% the highlight here, your style is delightfully expressive and you clearly had a lot of fun drawing just about everything, going by all the detail in everything ranging from the backgrounds to the animations.

I do have to wonder, however... what's up with the control scheme exactly? The buttons are sorta all over the place, and the inclusion of the mouse is completely unnecessary; the game is been perfectly playable with just the keyboard.
It's definitely not a big deal since the controls are just explained in the pause menu and there's nothing inherently wrong with them per se... but why not just go for a more standard WASD + JKL or arrow keys + ZXC scheme instead? Well I suppose I got what I wanted through the Undertale Mod Tool but I'm still pondering the reasoning behind the unusual keybinding choices.

Sick game! I went ahead and checked the original to compare. I recognized the name from somewhere and then I realized that was the guy who made Platform Racing 2. Pretty cool, got a high score of 2981 at 16x after a bunch of attempts.

Not sure how many updates you're planning for this, but maybe add a LMB/RMB control option for spinning? I just feel like it would be convenient.

I was looking for something quick to play last night and I actually found myself having to come back to this today. It was much longer than what I expected but it was worth it. Even minus all the smut the game is very engaging, which is something that's pretty hard to achieve in my opinion, but it's all for the best.

I will admit I felt kinda guilty skipping over all the sex scene text as writing seems to be your primary area of expertise but nonetheless I found the story captivating and seeing M10 through her mission and earning her a satisfying ending was enough to keep me going. Maybe that's actually a compliment, I don't know? It means you have a perfectly functional plot and that's a good thing to aspire for.

The combat was also definitely functional. Wasn't the most intricate web of mechanics and interactions I've ever had to untangle, but that's not really the point of the game, is it? Had the game on the strict level cap and Hard all the way and I did lose to Mimi once, but on the second time around better preparation is all it took (finished at level 8). I didn't find much use for a weapon other than the Hull Cleanser but maybe that's because I had already invested enough upgrades into it and getting more Bits was proving to be rather difficult.

As a final note, it would be nice being able to modify weapons without unequipping them. Sure, it's for immersion, but I think it's not worth the inconvenience of having to unequip the weapon, modify it, then equip it again considering the slight pauses the game does whenever you perform an action.

Other than that, the game does manage to pull off everything it wants to and I can say for sure those were some well-spent hours. Good job!

Unfortunate :(

You still got the down-up sprites from the first version after all this time? Wanted to have a little fun with them.

Spend a couple hours on this game just now. Writing is pretty much on par with what I expected coming into this and it kept me captivated even though I usually strongly prefer visuals.

One glaring issue I noticed was that I wish I didn't have to go through all of the countless random events popping up while I'm trying to just get from point A to B (especially apparent on Taun).
To fix that problem while still letting the player access random events I'd recommend including a link to the applicable random encounter somewhere on the navigation screen where it would be visible but not much of a bother, so if you want to read an event you haven't seen before (would be cool to also have an indication for new events)/want to see again you can click it or go about your day otherwise.

Aside from that I think it would be a good idea to experiment a little with requirements for the "bad ends". Since the main gameplay loop is composed of looking out for them it would be interesting to throw some extra challenge and make the player think and search for them instead of just checking the travel options they haven't tried out yet. Could just be that the game's in an early state as well and you have that planned down the line too, in which case you're in the right track imo.

Overall superb product, this might not be my thing exactly (what with the extreme lack of agency) but I wish you luck in further development nonetheless and hope my feedback was applicable in some way.

This ending isn't secret or anything. All endings in this game are given based on how high/low the heart meter on the top is, this one is the second best ending. You should get it by letting the wife eat non-insects 2-3 times and playing as normal otherwise

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 Sub 58 is actually possible. Holy shit

Maybe it would be a good idea to make a template so that you can add custom characters? I noticed you can edit the in-game sprites quite easily so I imagine it shouldn't be too hard.