You must be 18+ to view this content

Glut-Tonne Demon may contain content you must be 18+ to view.

Are you 18 years of age or older?

or Return to itch.io

A downloadable game for Windows

Download NowName your own price

Hi There I’m new to the site and dabbling back into Unity and game development. I have some ideas for a vore themed twin stick shooter that I'm working on. It’s an ambitious project but I hope it pans out and would love some help and support from the community.


Support me on Patreon!

We've got a new composer -----> Abu Qiq


Hopes for a V1.0 release

By the end of this project I would like to have 6 or so levels with unique end bosses that players can playthrough and perhaps some small cutscenes or dialogue for the story beats. The core gameplay should stay just as action packed and focused (Don’t want to fall into the trap of feature creep). While the enemies, levels and bosses will provide more variety.


If you'd like to see more of my artwork here's a link to my Eka's page.

free font used in this game from: https://ko-fi.com/s/8c5e75befd

Updated 9 days ago
StatusPrototype
PlatformsWindows
Rating
Rated 4.5 out of 5 stars
(77 total ratings)
AuthorRSBH
GenreShooter
Tagsfat, Singleplayer, Top-Down, vore, weight-gain

Download

Download NowName your own price

Click download now to get access to the following files:

Glut-Tonne Demon.rar 82 MB

Development log

View all posts

Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 1 to 40 of 64 · Next page · Last page
(+1)

I am glad you first made a good game, then started on the story mode. Plus it's an interesting take on vore games that I haven't seen done well before.

As it happens I have now seen it done VERY well. Every time I've taken damage it's because I made a mistake.

The simplicity of the animations I have seen so far in the free version gives it a unique style as well. I'm very happy to support you when I next get paid and hope you don't overwork yourself.

TL;DR: Love the game! Proud of you

Thank you so much! I'm glad the hard work paid off because I've always wanted a vore game that has fully animated hand drawn sprites and an engaging gameplay loop. The game will always remain free even when it's done, early builds are for patrons though.

Hope to keep adding more to the game and see it through to completion! ^^

how do I go to the other levels/worlds after pride if not shore if its to come or not

Still working on it. The next boss has a lot of animations to get through so it's taking more time.

There will be more weight stages?

(+1)

Definitely on the to do list. Going to take a while though, probably after I'm done with the next levels and NPCs

(2 edits) (+1)

On the first stage of pride, there are these two blocks in front of a mirror. Im not sure how to get them open(story mode)
(Nvm, realized that I have to reshoot the ball that opens the initial stage doors). 

Anyways, very cool concept, and the game is both fairly fun+actually playable. 

(+1)

this is pretty fantastic from what I played. and ambitious too!!! the hand drawn animations are super charming and the gameplay is very satisfying, with the eating the enemies bit. my only complaint really is the shop upgrades were hard to understand for me, i wasn't sure if i was upgrading something or not or building my way to an upgrade. its really only a nitpick tho! im looking forward to seeing more!!!

(2 edits) (+1)

Amazing game, although I have yet to find out how to beat Pride's second phase

edit: I beat it, it took me a while to realize the mirrors surrounding pride didn't act as shields and I could just keep shooting her

second edit: I really like the game as is, with story, what could be called an "arena mode", along with endless mode, but I do wish you could replay the boss(es)

Definitely a tough fight. My advice is always to keep track of where safe openings are.

(+1)

still going to make that doom clone btw

Hey just so you know I cant click on the Eka's page link because the 'external link' notice moves the whole line of text lol

(+1)

How to continue after beating pride?

(+1)

Working on the other domains right now. lust was voted next in line by patrons

(+1)

Fun game.

Feedback:
- Lust Boss feels like it could use some tuning. Namely the mirrors can start attacking the player with bullets before they are vulnerable to be attacked in kind. Feels cheap when you're shooting at the mirror dead on, but your attacks pass thru while the mirror is freely able to attack you.
- It'd also be nice if there was an indication of when your attacks manage to damage the boss or get intercepted by a mirror. A sound effect, a flash of a different color, anything.
- An indicator of when the player's dash is on/off cooldown would be appreciated.
- It'd be nice there was key remapping. Or at least the defaults changed. Dash being on shift really isn't erganomic. It'd be much easier on my hands if I could use space or right click to dash.

The mirrors don't actually destroy the player bullets and the iframes were necessary so that majority of the mirrors dont just get sniped at the very start. As for key remapping, you can find it on the options menu on the main screen.

had a lot of fun with this game. looks really promising when later levels are added.

i know this is more focused on vore and wg, but would it be possible to get larger breast sprites past level 15?

(+1)

love the game a lot! The Pride bossfight does feel like a difficulty spike compared to her domain; not to say I don't like the challenge in the fight, just surprising at first. I also would appreciate it more if there was a way to replay the fight (and therefore the lose animation)

(+1)

New update was pretty awsome, looking forward for the next update!

So uhhhhhhhhh how the heck am I supposed to return to the hub between levels without using the menu button? Cause it seems like that should really be an option...

(+1)

Yeah a lot of folks said that was an oversight. Addressing that issue by teleporting the player to the mission select between stages. It adds a few seconds of transition time between stages but seems more practical.

Ill post the updated version of the game on here soon.

(+2)

Updates posted, that should hopefully cover this issue.

(+2)(-1)

Pride was hard, but I enjoyed it! Might have been a little much on the difficulty, though. That second phase killed me so many times.

(+3)

CARNAGEEEE !!!!


(+1)

I think Pride Level 3 has a bug where the HUD and even the pause menu isn't being displayed at all and if you die you basically get softlocked.

Oh it must be because of another thing I was fixing today. I must've forgotten to reenable the canvas before posting. Just give me a few mins to fix and reupload. The save should work just fine if you redownload.

Thanks for the report!

(+1)

Try it now. I've reenabled the canvas and playtested it too. Should be working just fine

That did it, thank you! :)

do you have a discord?

The discord is available for patrons so they get access to early builds and votes.

oh okay

(+1)

I think that you could have more than two Minotaur's without being over run is if instead of them having an indestructible force field it is instead a breakable shield but once its broken you get a 4 to 3 second window before they get their shield back and also if you don't break the shield it starts to regenerate and along with this, penetration like weapon like greed can penetrate the shield doing a small or medium amount of damage to the Minotaur and doing medium or large amount of damage against the shield, also when the Minotaur rams into a wall the shield is gone for only the time they are down, And also maybe instead of only getting health when leveling up or killing a boss is instead the health is percentage based and when you get "xp" you also get a small amount of health, like one or two percent per enemy so you still have to be careful and manage your health but at the same time it makes managing health a tad bit easier and also maybe the further along in the waves the enemy's drop a give a bit more health but only a few percentiles more. But that's just my opinion, and also Really great game and i hope this project get more and more recognition and support :)

I'd much rather not change the code for the enemy now and focus on new things first but we'll see down the line. Thanks for the kind words!

(+1)

thats fair and i hope to see this game shine bright, Good Luck :)

I loved the game and the art, I just found it quite difficult, do you have plans to release it for Android at some point?

Sadly no. I'd like to keep it for desktop. Porting controls for another system for a project this big is quite a task. Really glad you had fun though. Stay tuned cuz the new updates coming really soon.

(+1)

No problem!!, I will continue supporting the project

how do you download this game problely? i just keep getting a notpad file

it should be a rar file .-.

hi !

wanted to say that I have a bug with the latest version : I don't have sound playing at all (even after clicking on "delete save" option and restarting the game).

Did you check the options maybe the mixers been set to 0

(+1)

ah yeah nevermind I got it fixed

great game btw !

TYSM! ^^ I'm soooo close to getting a new build out. Hope you stay tuned.

WTF with this link to eka’s?! When i try to click it - it moves to other location. I CAN’T CATCH IT WITH MY CURSOR!

that's weird... and a first. I'll post it here if that helps. https://aryion.com/g4/user/RSBH

(+1)

Still going to make the doom clone inspired by this game, just ... thinking about how to make the whole thing. Had an epiphany about it and thought to state it here

(+1)

Also wondering if you could add the character's pictures in the bottom left of the screen to the gallery

I'll need to overhaul the gallery eventually. I'm still working on some other stuff and would much rather put it all together in one go.

I've been following this project here and on Eka's and I noticed you have a character who can devour the main character. Is he or she implemented yet? And if so, what stage number do they spawn?

No not yet. I'll have to think about how I would go about doing that.

I have a suggestion as to how that can be implemented if you're interested.

Sure thing. If there's any information on how to make quick time events or cutscenes let me know.

(1 edit)

So this is how I would do it - 

First, have the character with a stamina bar. As the character moves around the bar depletes slowly, and recovers fairly quick when standing still. When the character takes a hit, the stamina bar drops by 25% instantly, forcing players to move to safety and recuperate for a second or two.

When the bar drops beneath a certain threshold, say 25% of 100%, certain enemies can do finishers if they get too close.

Also, what engine is this being made in?

I was making this in unity unfortunately and it seems I'll need to keep using unity since I've already invested too much time into making it on the engine. Once I'm done with this I'll probably switch over to something like Godot.

Removing the new tier for now so I can work on the game's functionality. I'll open it again once my schedule allows it.

man the (Superior Glutton) in your patreon is out man

Yeah... didn't expect it to be sold out that fast ._.

(+1)

´man i had a great oc to

hey this game looks great but for some reason its a rar file, i tried changing it to a exe file but that didnt work, maybe try and compress it into a exe file or maybe you can port it to game maker 2 and then publish it as an update?

You just have to extract it from the rar file using winrar. It's a unity game for windows.

(+1)

Hey the game is looking good, keep up the nice work on it!

(+1)

Ok last time I bother you with Benign stuff but I have a few suggestions:

Wrath is out shined by Pride by a large amount, while wrath is more ammo efficient it's low range make it dangerous to use and they have similar DPS, (I'd say make wrath into a flamethrower that sets things on fire for extra DPS but I'm a freak for flamers so idk)

Greed is outright useless, lust beats it for penetration and while greed can bypass minotaur shields it's long charge up combined with its penetration limit of three makes that and it's above average damage moot. (I'd suggest making it a missile launcher for 2 hits in a AOE and a low fire rate but again idk)

Pride is the best weapon hands down, instant hits are a blessing

Envy is good for moping up scattered enemies and is nullified by minotaur shields (good balance I think)

Lust is great for shredding swarms of anything but minotaurs (again I think this is pretty good balance)

Sloth is useful if you don't have the move speed buff and/or the ROF buffs.

I assume Gluttony is the base bow but having it by another weapon would be cool (maybe a charge up for an acid puddle/toxic bubble to add more weapon variety but idk I really like DRG's sludge pump)

I'll now go and try to gain any amount of drawing skill so I can make that doom clone, you mind if I make crappy versions of your characters in your game to work with for deving? (I'll change them before any kind of public release I just really like all of them)

Thanks for the feedback! And yeah I don't mind people redrawing the characters from the game so feel free.

thanks!

Can we have the sause? (Source, link or whatever place you had for it.)

I'm not sure what you mean .-.

(+1)

I meant his redraw of your character in game, wanna see.

I have not made it yet. I am very bad at art lol.

Is there a small chance that there will be android sorry that im bothering

Not a bother, but sadly I have no intention of it any time soon.

Understood and it dosent work on a emulator

just windows for now.

Could you update the game to allow for a windowed mode? Sometimes I don't like to play games in fullscreen.

I'll see what I can do for that. Haven't really seen how that works in unity just yet.

(+1)

This game gave me a great idea for a doom clone...

Glad it did! Hope you can make something super fun. (I love retro shooters too btw)

(+1)

I think I just beat Endless mode. I got to level 100 and beat the wave that I got to it on. Does that count?

I think that counts as a W. XD

i cant use the game, it says i need unity ddl which i downloaded but still giving the same message

I love the Taurus enemy! Do you think you'll add more characters?

More stuff is on the way. Just stay tuned and keep supporting the project, I've already started work on interaction system for dialogues etc.

(1 edit)

so I'm probably stupid but I downloaded the file and I can't really open it, it just goes to notebook 

I guess my real question is how do I open the game. 

I'm not entirely sure why stuff like this is happening, bogus antiviruses etc. You'll have to look into it yourself. Did you recieve a rar file with it's contents? If you can send a screenshot of what application you're opening perhaps I can help.

it's an RAR file.

but when I try to open it, it takes me to notepad.

Umm, try to extract it to an already designated folder? If you trying to open an downloaded file, but not the extracted. I dunno, maybe you accidently made your PC open RAR files as notepad? I have similar shit, but with file that need Adobe to run, or similar program. 

I don't know if this helps but when it opens notepad it just shows me code that I am fairly certain is for the game.

Pretty neat, esp for a early build. I personally find the difficulty fairly reasonable and would probably seem more accessible once some sharp edges are ground down. One of the first things I noticed is that there is no input buffer or new key presses overriding old ones. 

ie; shooting and then pressing the succ ability before you take your finger off m1 resulting in a dead input. It makes the game feel a lot clunkier than it otherwise would. Same deal with weapon swaps. Not being able to swap while holding fire makes it feel quite awkward.

Zooming the game out would also help, the visibility feels quite limited especially with ranged enemies and tracking bodies.

On the note of bodies however I actually quite like the whole body collection system, it incentivizes playing close to the enemies even with ranged weapons and keeps the combat on the edge.

Last thing that comes to mind is something probably planned but tooltips would be very helpful. Especially in regards to picking up new weapons, having even a simple clue on what they are supposed to be would help with the general experience. 

Making the devour and fire mutually exclusive is a deliberate choice so that players can't just constantly devour while firing, making a window of vulnerability. As far as the weapon swapping goes I'm not sure if that's the case I'll check out what I can do for that, I don't recall keeping any checks for making that exclusive from other inputs. Tool-tips will be there, as I said there will be tutorials in the story mode and every time you unlock a weapon by beating a boss in one of the levels you'll get some kind of tutorial explaining the weapon's mechanics.

I've just checked out and tested weapon swapping. You can definitely swap between weapons while firing. The only exclusion is firing and devouring.

Hey, the game's download file is being marked as like a megavirus. Don't know if it's just me, but thought I'd mention it.

This is an shit antivirus speaking shit. even in protection of PC we have scammers, such a life in our times.

(1 edit) (+4)(-1)

Coming from a lot of other action roguelite games, this one's not too fun. I'll just copy what I wrote in my review:

"Enemies that dash, enemies that snipe, fast enemies that explode, "XP" that disappears if you don't collect it, "XP" collection that is completely manual and sacrifices your ability to shoot, health that only drops from bosses and level ups, special weapons all take limited ammo, no easy waves to ease you into each run, a tightly zoomed in camera that lags behind your character and giving you only about an inch of your screen for safety, no actual roguelite mechanics to give you permanent buffs..."

(EDIT: also forgot to mention how annoying the bull enemies are, their invincibility shield is too big. Also I wish their block went down completely when they're stunned.)

I think the disappearing bodies and the limited ammo for the toggled special weapons is one of my biggest grievances though, it just feels clunky as hell to swap weapons in a game like this and switch to a weapon with limited ammo, one that you have to sacrifice level ups to upgrade enough to be useful.

If "limited ammo" is an absolutely intentional, desired, high-priority design choice, I would've had the special weapons be "upgrades" to your weapon instead of a whole new weapon, make it a temporary, themed buff to your main weapon. You build up the meter like normal, activate it, and it does something to your normal shots for a set amount of time. One causes it to chain, one turns it into a constant beam, one turns each shot into a 360 degree shockwave, one makes the shots explode with AoE, etc., and when the meter runs out, your shots go back to normal.

(+1)

Progress won't disappear in the story mode and the weapons are just put in for players to test out. Despawning the bodies was a two fold decision to create tension and to make sure the game isn't wasting performance on enemies that are downed for a while. In the story mode you'll get the weapons by beating bosses similar to how it is in games like megaman, not by buying them with levels. I can edit the collider for the shield a bit to make it smaller and even disable it in the stunned state. I don't intend on changing the weapons anytime soon and like I said in the devlog things will be a bit unbalanced as enemies are generated at random without a 'cost' spawn system at the moment. Later I'll be manually crafting levels and obstacles so the environments will be playtested to be fun without being unfair, for example I would probably not spawn any more than 2 bulls in a room as juggling that many of them is simply a hassle.

Viewing most recent comments 1 to 40 of 64 · Next page · Last page