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Zaltys

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A member registered Jul 02, 2024

Recent community posts

(1 edit)

I've played this fairly amazing vore game for a good while now, and im ready to give it a proper review. In a nutshell, it's super replayable, simple to control, and moderately challenging (save for a couple grievances).

As a "size" person, i love how enormous you can become, as well as how huge bellies get as you gorge schools of fish -  only to use your prey to grow and therefore enable even more *unhinged gluttony.*

I have a few criticisms, which are the following;
The mines and toxic sludge should affect both the player and sharks that pass through and otherwise come in contact with each. While you can detonate mines yourself in attempt to catch sharks in the blast to shrink them, this risk is not rewarding at all and even hurts you much more in the long run due to sharks leaving after 3-4 dashes, causing to be at a significant disadvantage for the rest of the run as you try to catch up and get the size you lost back. Striking multiple mines means you wont be able to further contest the increasing shark sizes during that run - pred mode allows absolutely *no* mistakes regarding that as well.

Toxic sludge not only slows you down, but harshly drains your size whilst inside. Being able to bait a shark into it would be really nice to make marathon runs and the mermaid requiring 100 sharks to be nommed more bearable.

Despite being intended for player defense, Bouncy Corals have no notable movement-stopping effect on sharks unless they hit around 2-3. Additionally, the player trying to hit one head-on to defend themselves is generally a bad idea, as the player (unlike the shark) will come to a complete stop for about half a second due to significant difference in acceleration - plenty enough time to get charged down and gulped as you already took the coral down one durability. 

Instead, make coral's slowing effect affect only sharks, and increase the collision force that players can exert on it by bumping into it so they can knock it right into an incoming shark warning sign to buy them enough time to get out of the way.


Given your likely large size at the time they begin spawning, the squid powerup is just... not good. There's nowhere to really dodge to given the previous two hazards that begin spawning before the squids do, and trying to do so usually means you will bonk a coral or mine, and get knocked right back into the waiting mouth of a shark you tried to escape.
I propose it work like brief invincibility instead - the player gaining 2 "afterimages" as she swims, which one afterimage will disappear upon a shark attack (causing the shark to swim right past you), or causing the detonation of a mine blast not affecting you.

Using the eel dash and squid decoys on mobile is a pain with just how quickly you need to double-tap. A small, translucent button near the right (or left, for lefties) would solve that problem.

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As for suggestions, mermaids having unique powers should be altered into an upgrade system to continue giving goldfish a purpose - each upgrade possibility being the already instated dive speed, cheek capacity cap (Fucking love enormous cheeks), power up duration, and a new trait being maximum multiplier/belly size, and slower digestion speed.

im not sure how it works entirely, but I really feel that the growth/rate from fish needs buffed altogether.


Crates' likelihood of spawning is pitifully rare, and considering that a heart fish's size increase potency is no stronger than a heart egg's, I really think that the heart fish's size it gives should be substantially increased in value to make it's rarity justified.

There are seemingly three currently, so two larger, rarer size tiers for the existing schools of normal fish for the purpose of helping the player both build and keep their multiplier.


Sharks and mermaids getting a few new color palettes to play with would be my utmost wish however, or even being able to make a custom mermaid via color presets affecting the hair, skin, tail, pupils, eyeshadow, and lipstick as a reward for 100%ing the game.


This is a good game on the verge of being a great one. All it needs in more time in the oven. I understand that game dev is hard, so i understand if you still decide to leave the game as is.

Honestly i find myself playing this off and on a lot to kill time for roughly a year now. "Inflation shooter" is something i find kind of unique, and it having a built in map editor is icing on the cake. I admit i'm pretty sad to finally find my way back to this page after a several months and see that the game is considered "finished", which kind of alludes there will be no more content added, but it's a great game as is regardless.

While i'm not especially into popping, it does tickle my niche of extreme (limitless really) sizes - which is rare for me, so the blimps in question are a treat to encounter, though i admit id love to see them (and perhaps the other infected) to get even bigger.

I've a few suggestions, if merely to say my piece;
A few different hairstyles, perhaps a new respirator/mask style or two
Toggling floating, so they can be affected by gravity (This would allow rolling, bouncing, etc.)
Adjusting inflation strength in areas of the victims (breast, butt, belly) in the form of sliders, perhaps (this is purely out of my bias for ass inflation)

If at all possible, i would like to ask you to stay with this game and keep giving it love, as i find it to be one of a kind. If not i understand, as solo game dev is it's own kind of challenging.

Millions dead, woman be too larg.

Solid gameplay loop, great music, and mayhem galore. i genuinely hope you keep adding to this game, potentially in both environments and kink content. It's a real gem and I've enjoyed my time with it.

If i had to pick though, i hope more body expansion content is added, because I'm completely biased in the sense that "too big" is nonexistent to me, and the bigger she gets, the more it stimulates my stupid ape brain. 

My only nitpick is that maxing everything was a real grind, but I'm also aware that this is completely optional.

All in all, total banger, and i wish i discovered it sooner.


Been playing since 1.004 (i think), and so far this is an excellently designed game that has tons of replay value that has had a lot of love put into it. Easy to pick up and play. So far ive gotten every achievement save for the stage 50 one.

i do have suggestions though.

-Powerup cakes' frequency should be generally increased.

-Life protection should probably be given to a separate powerup. Being Berried feels like it wants me to be aggressive due to the instantaneous access to max weight projectiles for short period, but during stage 20++ that becomes increasingly hard to do due to not only losing it as quick as i got it (making the x1.5 score meaningless), but just how scarce blueberry cakes seem to be - and thats not even counting ones missed because of the immense volley between me and the falling cake piece, which i cant get because im focused on keeping said volley off of me and thusly being ushered to conserve GP instead of chasing it. Being unable to eat while berried is just fuel on the fire.

So, i have two propositions:

While in the Berried state, the player would lose a life when struck by a projectile, but parries last a bit longer than normal, and projectiles deflected damage cakes and bosses should they connect. The player reverts to normal one using their last parry.

or if you wish for it to be more focused on defense and survival, The player has Life protection and reverts to normal on being struck, but does not acquire Near Immobile's projectile count, and instead temporarily gains +1 to their current size, can still eat and acquire Kcal, but not grow until un-Berried. However, excess cake eaten quickly charges GP and, when full, can be charged into a gaseous belch that spouts a handful of small bubbles that block projectiles, with the resounding burp pushing back cakes into horizontal lines if they are stacked vertically with no lower neighbor, giving the player some reaction time for the next volleys in higher stages.

Definitely a game worth playing and keeping an eye on, i hope this game continues going strong.

(2 edits)

Been following this game off and on for however long, and I've finally decided to share some feedback.

First off, lovely sprite work. You've absolutely busted your ass with making animations this smooth, the running animation particular feels like that took ages to get right. Secondly, the sound design is also great, where'd you get the gurgles and sloshes from? They're so clean its *unreal.*

Now then,  here's my two cents on the entire thing so far:
- despite the numerous ways the player can defeat and devour enemies, by far the easiest and most effective is quite literally running up or falling on their position and press X/Ctrl, and therefore kind of invalidates the need for the taser pistol in that regard because they simply cant react, and often are sparse enough in number for it to consistently work without penalty.
- compounding on this, the damage received from enemies isn't threatening in the slightest when you *do* end up getting caught, and smacked a few times or eaten.
-as much as like to throw my weight around (her's, rather) and use the Wrecking Ball and Ground Slam mods, I've never encountered a situation where they particularly shone at all due to the lack of grouped or clustered enemies, very specific input condition (mostly Wrecking Ball's), and their inability to damage Mech enemies.

Past these, i don't have any other nitpicks.

i do have a few suggestions though, and feel free to take or leave them.
-  different color palette options unlockable at the Upgrade Station ( im biased towards the old orange and red suit, i really like it)
- if weight gain is being implemented at some point, perhaps a larger body size would allow higher prey capacity from a stretched stomach? (because i just like them huge like that)
- the Wrecking Ball attack being changed a fully on belly tackle that is preformed by sprinting, then pressing Z - distance and damage depending on prey amount carried. has notable stamina consumption as well as end lag as she regains her stance.
- longer, more dramatic, (likely much louder) burps the fuller the gas meter gets as well as prey count - that would likewise also drain the gas meter in that same proportion.
- footsteps with sound that reflected current weight perhaps?
- some risk/reward of extra DNA on completely digesting on a full stomach
- an unlockable passive ability to eat 1 prey past maximum at the cost of a visually and audibly strained stomach - gas rate being double, much slower movement and the inability to jump, and the chance of victims struggling being significantly increased as well.

That's all i can think of for now, its a great game and i hope it gets finished. Definitely has promise, and i wish you luck. And good sleep and motivation. *Lots of those.*