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?
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.
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.
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?
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)
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.
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.
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.
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.
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.
I maybe missed the answer, but do you plan to add other playable characters, i don't have anything against demon MC, but maybe for change you can experiment with the MC origin? Like fallen angel, paladin, vampire. Just for new MC, or skins, but of course you the head and the hands of the game, i as an player can only suggest interesting new details. Also it's interesting fro gallery and new weapons, maybe even adding somewhere mentioned ability to eat enemies before slaying them, but it will take some time and definitely will give player an hard time dodging the incoming enemies. but of course its hard even to think how to realise that in game, but we at least have the basics, so how about figuring something out from starting sheets of mechanics?
BTW, i'm playing on basicly dead PC, my video card RIP now, with a friend we are planed to make a new one. And what i mean optimisation is GLORIOS, really, my PC processor is almost an oldest model with integrated video card, along with mother card.
Well, I'll start of by saying thanks for playing the game and I'm happy that the application feels well optimized. I have thought about skins and costumes but that requires a lot of redrawing of animations as you can imagine there are 21 or so variants with each having 16 frames or so. So even just one extra skin adds exponential work. As for the devouring prey before they're defeated, it goes completely counter to the gameplay and I don't think it adds that much to the game for the amount of work it would require. If support continues to grow I plan on adding more weight levels first after all the basics are done and then consider skins as an additional option, but again that is not definite and if it becomes a consideration it would be a long time before I get to work on it.
I absolutely love this game! It's real easily get into a flow state and absolutely fuck shit up.
Unfortunately, the overall skill curve is rather steep, preventing me from ever really getting past wave 6-8, mainly due to the Golems I think. Their attacks can easily fill the screen and generally make bobbing and weaving nei impossible without ping-ponging around from enemies to projectiles. Also, due to it's attack spread, its hard to even hit it enough before you have to try and squeeze past enemies again.
Overall though, I'm excited to see how this game progresses, and I wish you good luck on your endeavors!
You can dodge over the waves of bullets from golems btw. You're invulnerable while dashing, usually the strategy to beat golems is to dodge one bullet wave, attack and dodge the next. Also, I personally like melting golems with pride's Laser. The ammo depletes quickly but it deals a lot of focused damage.
Oh, no wonder why I was having such troubles; I had no idea dashing was a thing! I honestly feel slightly embarrassed that I managed to miss that when I was looking over the keybinds. Sorry for the misinformed comment then!
No worries! Glad I could help out, also there will most likely be some kind of tutorial later on just so people know the ins and outs of the mechanics. I'll need to figure out some kind of NPC interaction system that meshes well with the rest of the game.
I really like the game but I must say that it can be a bit hard for my skill level as well as for the time I have available to play. I think an "easy" mode would awesome for other people like me who really don't have the time of day to play the game and eventually get better at it. Other than that I think the game is awesome and I am really looking forward for new updates !
Not too sure about an easy mode, because an easy mode would require a lot of rebalancing work. Maybe I can add cheats or something to the game. Many other fetish games have a instakill/invulnerability option if players want to zoom through the game, so I could look into that.
I didn't say it before but I should say, I think Greed is currently the best weapon, maybe not in power but thematically. I love how greed's main gimmick is that it is a really week weapon you can waste a lot of ammo on a pretty inefficient weapon or charge it up for a really good one. having it be a weapon that puts you at risk, but also reward you, if your greedy and charge your weapon, as well as trying to line up the shot. I don't think it would be easy to do something like that with the other weapons but I really like that about it.
Also the weaker shot's have no fire interval so they shoot as fast as you click, meaning if you have decent click speed you can out DPS the base weapon.
There's definitely an need to improve the endless mode with more randomness of enemies numbers, or give them more of an adding weight to our heroine. Also i'd like to say that at the moment i dont see any kind of weapons from upgrades better than lust, or laziness, also rage, but at least range should be a bit bigger, because its almost like you engaging the melee, while Lust have pretty good range and ability to return the shot, making it almost equal in terms of damage to Rage. So basicly we need to have more differences with weapons. for me more confusing was the Envy (Self locking shots), they are very slow at fire rate, have damage similar to basic attacks and very bad maneuverability. Greed is also a bit confusing, i understand it like Machine pistol, low damage, high fire rate, but its lag behind the pride(?) since they have similar damage, but pride give damage without end. So about Pride improvement i think you can use it as blind debuff, making enemies stunned as long as you hold them in fire range, it will greatly counter the golem, but will be useless against the horde of normal guys since it stuns the single target and left it stunned for 0,5-1 sec after the shot. Well, thats for example as i see it. While Rage can be also have low shrapnel projectiles with lower damage after normal load reach it's range. For Laziness you can alos add debuff of fire rate to range units, while for flying imps it would make little difference for golem it would severely cut it's dangerousness, but not the Bonk boys if they cornering you, whic happens very often at last levels of main game. But in general i like the game itself, question from me, will be there other characters or skins for demoness? Perhaps like Baphomet or smt, or diablo like demon and ofcourse will be there new kind of enemies in future? Because game almost demand it, even one at least, enemy i mean. Game have an greate potential from my point of view.
I've already replied to the concerns about the weapons in previous comments but a few things of note:
Envy's shots have always been the same fire rate as the base weapon and the same speed
Greed's main feature is the charge shot that instantly kills ordinary enemies and pierces 3 targets.
I'm working on reworking the enemy AI as I write this out, rest assured there will be many more enemy types.
All the weapons should be fairly balanced in the actual dungeons because of variety and less swarming, but it will take some time.
I'll add more weight levels at some point. It's just that the animations take quite some time to make (Hopefully that shows in-game, I tried my best to make the animations nice with a sense of weight and size)
Stay tuned, there's a lot more to come and even some concept art for bosses over on patreon.
I will, this game is fire, despite this is definitely one of the Vampire Hunter copy in type of gameplay, but well, if you don't have an idea what game you wanna make, but have what will be there, just look up at already existing in field. Still, developing a game, even small one is hard and time taking work.
And please, i saw many good made games go down to sewers, because of multiple of reasons, but the horrific one is this: hard drive go down, and go HARD, so you lose everything. Also take a rest sometime, to not burn down, i dunno what is in the artists area of problem, but developing a game you love as your art is good, but i saw few guy almost saying that they are shit, but they are not, for large number of people, so if you feel down, ask and help of an expert, and remember, your health is priceless to you only.
Smalls suggestions: allow to look a bit further. The screen is pretty close IMO, and you often don't see buller/enemies coming from below. I lost often some lifes because of that.
Put the face close-ups in the gallery too.
Make that the ranged enemies don't shoot immediately upon spawning. It would make less frustrating when one spawn just next to you and snipe you. I would also suggest that you add a small flashing or animation before they shoot to avoid being sniped when finishing them (Since you need being close to devour, problem that isn't present in other shooters.)
The camera function is a good idea. Coded it as soon as I could, as for the gallery having the player portraits, I'll have to put it on my to do list because I'm uncertain if the current layout is what I want to stick with till the end. I am doing a general overhaul and code cleanup for the enemies next but that may take some time, I'll be sure to add a telegraphed fire for the vermin.
Big improvement in one update, honestly shows a lot of promise. I feel like there's definitely more to add to make it feel like a "full game," but honestly it is such a good base understanding and is fun for how simple it is. great stuff. im not sure if there is more types or parts of fetishes you want to add but it might be neat to tie them to weapons/upgrades, so that way its something you could avoid if you didn't like it, or focus on if you do.
Yes, this is just the demo of what the game play would be like. As for the fetishes, most likely I'll be keeping it mostly SFW vore the way it is now and if it's not too labor intensive make ways of opting into certain related fetishes. It all depends on how much work that would add into making the game.
I got through 0.1 pretty easily and really ejoyed it, but trying .2.1, I think it might be a little too hard for me. Or at least, I'd enjoy an easy mode or something. Also, is there a way to see what the weapons are before buying them? I felt like I was wasting my upgrades on weapons that then often seemed a lot worse than my main, though I might be missing something about how to best use them. Maybe an optional guide in the menu on these?
There are some notes in the devlog but for the most part tutorials on the weapons etc will be added later on in development, since it would take some time to make. Till then I'd say experimentation is always fun. The weapons and builds I've been able to come up with give a lot of replayability. Suffice to say, there's quite a lot of work left to be done so any continued support would help me get this game to where I want it to be.
The wave mode is set to be a bit difficult so it has a lot more replay value. Hopefully the story mode will be a bit more managable and engaging. I know it will be a while before even a single level of story mode comes in but it will be worth the wait.
Grand plan is to add a story mode but that'll take a while. Until then I'll work as hard as i can to get it going. Just be patient and keep following the project.
hey... my antivirus thinks the most resent download is a "trojan horse". I haven't had this problem with older versions. are you using a new format that could be causing this?
I don't think so .-. I've downloaded it on other systems and it ran fine. Might just be the antivirus settings. Regardless you can hit the run anyway button and it'll work just fine.
Comparing the new version to v0.1, I have a small critique, but mostly praise, commentary, and ideas.
First, the critique: The level curve is not great. It's dangerously slow at the beginning, leading to a lot of early deaths on waves 3-5. However, once I managed to get past that point, it got too easy to get levels, due to an overabundance of experience and the safety of having so many devour range upgrades.
As for Praise: Limiting the fire rate was a good idea. In v0.1, it was possible to just slaughter everything as soon as it spawned, so stopping that was definitely for the best. I'm a little less sure on the removal of bullet collision, but it did make the game more fast paced.
Some other notes I have: The enemy variety is fine, but perhaps difficulty can be increased by adding tougher versions of the basic enemies after wave 4 instead of just increasing their numbers? Alternately, making the individual enemies a little tougher would also help, since the bullet hell of later levels is quite the threat and giving the enemies more health would mean that more enemies are on the battlefield at once.
Right now the enemy variety is very basic and limited. One of my next goals would be to increase variety and also the complexity of enemy AI. because the current code works with a static level but not one with rooms and cover. Patrons will be able to see and contribute to the enemy variety. And see early progress of the build. Suffice to say this is definitely not the final form or level of gameplay depth and I will hopefully get to keep on adding new content and balance changes to the game.
Hopefully much more than just waves but yes. Currently working on the music then after that I'll probably start working on some level design. Said this on some other posts but I'm hoping it turns into something like enter the gungeon later. (Obviously not quite that ambitious because it's a huge company making the game, I'm just one guy :P)
I've had mixed feedback on the difficulty. Some people say its too easy others think its a challenge. So maybe i'll think of adding ways to vary the difficulty a bit.
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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.
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 ._.
´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.
Hey the game is looking good, keep up the nice work on it!
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 .-.
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.
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)
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.
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.
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.
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.
I maybe missed the answer, but do you plan to add other playable characters, i don't have anything against demon MC, but maybe for change you can experiment with the MC origin? Like fallen angel, paladin, vampire. Just for new MC, or skins, but of course you the head and the hands of the game, i as an player can only suggest interesting new details.
Also it's interesting fro gallery and new weapons, maybe even adding somewhere mentioned ability to eat enemies before slaying them, but it will take some time and definitely will give player an hard time dodging the incoming enemies.
but of course its hard even to think how to realise that in game, but we at least have the basics, so how about figuring something out from starting sheets of mechanics?
BTW, i'm playing on basicly dead PC, my video card RIP now, with a friend we are planed to make a new one. And what i mean optimisation is GLORIOS, really, my PC processor is almost an oldest model with integrated video card, along with mother card.
Well, I'll start of by saying thanks for playing the game and I'm happy that the application feels well optimized. I have thought about skins and costumes but that requires a lot of redrawing of animations as you can imagine there are 21 or so variants with each having 16 frames or so. So even just one extra skin adds exponential work. As for the devouring prey before they're defeated, it goes completely counter to the gameplay and I don't think it adds that much to the game for the amount of work it would require. If support continues to grow I plan on adding more weight levels first after all the basics are done and then consider skins as an additional option, but again that is not definite and if it becomes a consideration it would be a long time before I get to work on it.
Ok thx for answer! Goodluck with the game development.
Idk how to get in the game because it only show a notepad,word,opera and windows media player
That's very strange you should simply get a rar file with a folder containing the game.
ya i know its weird
I absolutely love this game! It's real easily get into a flow state and absolutely fuck shit up.
Unfortunately, the overall skill curve is rather steep, preventing me from ever really getting past wave 6-8, mainly due to the Golems I think. Their attacks can easily fill the screen and generally make bobbing and weaving nei impossible without ping-ponging around from enemies to projectiles. Also, due to it's attack spread, its hard to even hit it enough before you have to try and squeeze past enemies again.
Overall though, I'm excited to see how this game progresses, and I wish you good luck on your endeavors!
You can dodge over the waves of bullets from golems btw. You're invulnerable while dashing, usually the strategy to beat golems is to dodge one bullet wave, attack and dodge the next. Also, I personally like melting golems with pride's Laser. The ammo depletes quickly but it deals a lot of focused damage.
Oh, no wonder why I was having such troubles; I had no idea dashing was a thing! I honestly feel slightly embarrassed that I managed to miss that when I was looking over the keybinds. Sorry for the misinformed comment then!
No worries! Glad I could help out, also there will most likely be some kind of tutorial later on just so people know the ins and outs of the mechanics. I'll need to figure out some kind of NPC interaction system that meshes well with the rest of the game.
I really like the game but I must say that it can be a bit hard for my skill level as well as for the time I have available to play. I think an "easy" mode would awesome for other people like me who really don't have the time of day to play the game and eventually get better at it. Other than that I think the game is awesome and I am really looking forward for new updates !
Not too sure about an easy mode, because an easy mode would require a lot of rebalancing work. Maybe I can add cheats or something to the game. Many other fetish games have a instakill/invulnerability option if players want to zoom through the game, so I could look into that.
Ok, I understand. Thanks for the reply! Really appreciate your effort into the game
I didn't say it before but I should say, I think Greed is currently the best weapon, maybe not in power but thematically. I love how greed's main gimmick is that it is a really week weapon you can waste a lot of ammo on a pretty inefficient weapon or charge it up for a really good one. having it be a weapon that puts you at risk, but also reward you, if your greedy and charge your weapon, as well as trying to line up the shot. I don't think it would be easy to do something like that with the other weapons but I really like that about it.
Same btw greed is definitely my favorite in terms of gameplay and fun factor. Truly a gamble to charge shot's, true to the theme.
Also the weaker shot's have no fire interval so they shoot as fast as you click, meaning if you have decent click speed you can out DPS the base weapon.
There's definitely an need to improve the endless mode with more randomness of enemies numbers, or give them more of an adding weight to our heroine.
Also i'd like to say that at the moment i dont see any kind of weapons from upgrades better than lust, or laziness, also rage, but at least range should be a bit bigger, because its almost like you engaging the melee, while Lust have pretty good range and ability to return the shot, making it almost equal in terms of damage to Rage. So basicly we need to have more differences with weapons. for me more confusing was the Envy (Self locking shots), they are very slow at fire rate, have damage similar to basic attacks and very bad maneuverability. Greed is also a bit confusing, i understand it like Machine pistol, low damage, high fire rate, but its lag behind the pride(?) since they have similar damage, but pride give damage without end.
So about Pride improvement i think you can use it as blind debuff, making enemies stunned as long as you hold them in fire range, it will greatly counter the golem, but will be useless against the horde of normal guys since it stuns the single target and left it stunned for 0,5-1 sec after the shot. Well, thats for example as i see it. While Rage can be also have low shrapnel projectiles with lower damage after normal load reach it's range. For Laziness you can alos add debuff of fire rate to range units, while for flying imps it would make little difference for golem it would severely cut it's dangerousness, but not the Bonk boys if they cornering you, whic happens very often at last levels of main game.
But in general i like the game itself, question from me, will be there other characters or skins for demoness? Perhaps like Baphomet or smt, or diablo like demon and ofcourse will be there new kind of enemies in future? Because game almost demand it, even one at least, enemy i mean. Game have an greate potential from my point of view.
I've already replied to the concerns about the weapons in previous comments but a few things of note:
I will, this game is fire, despite this is definitely one of the Vampire Hunter copy in type of gameplay, but well, if you don't have an idea what game you wanna make, but have what will be there, just look up at already existing in field. Still, developing a game, even small one is hard and time taking work.
And please, i saw many good made games go down to sewers, because of multiple of reasons, but the horrific one is this: hard drive go down, and go HARD, so you lose everything.
Also take a rest sometime, to not burn down, i dunno what is in the artists area of problem, but developing a game you love as your art is good, but i saw few guy almost saying that they are shit, but they are not, for large number of people, so if you feel down, ask and help of an expert, and remember, your health is priceless to you only.
Smalls suggestions: allow to look a bit further. The screen is pretty close IMO, and you often don't see buller/enemies coming from below. I lost often some lifes because of that.
Put the face close-ups in the gallery too.
Make that the ranged enemies don't shoot immediately upon spawning. It would make less frustrating when one spawn just next to you and snipe you. I would also suggest that you add a small flashing or animation before they shoot to avoid being sniped when finishing them (Since you need being close to devour, problem that isn't present in other shooters.)
The camera function is a good idea. Coded it as soon as I could, as for the gallery having the player portraits, I'll have to put it on my to do list because I'm uncertain if the current layout is what I want to stick with till the end. I am doing a general overhaul and code cleanup for the enemies next but that may take some time, I'll be sure to add a telegraphed fire for the vermin.
Big improvement in one update, honestly shows a lot of promise. I feel like there's definitely more to add to make it feel like a "full game," but honestly it is such a good base understanding and is fun for how simple it is. great stuff. im not sure if there is more types or parts of fetishes you want to add but it might be neat to tie them to weapons/upgrades, so that way its something you could avoid if you didn't like it, or focus on if you do.
Yes, this is just the demo of what the game play would be like. As for the fetishes, most likely I'll be keeping it mostly SFW vore the way it is now and if it's not too labor intensive make ways of opting into certain related fetishes. It all depends on how much work that would add into making the game.
I got through 0.1 pretty easily and really ejoyed it, but trying .2.1, I think it might be a little too hard for me. Or at least, I'd enjoy an easy mode or something. Also, is there a way to see what the weapons are before buying them? I felt like I was wasting my upgrades on weapons that then often seemed a lot worse than my main, though I might be missing something about how to best use them. Maybe an optional guide in the menu on these?
There are some notes in the devlog but for the most part tutorials on the weapons etc will be added later on in development, since it would take some time to make. Till then I'd say experimentation is always fun. The weapons and builds I've been able to come up with give a lot of replayability. Suffice to say, there's quite a lot of work left to be done so any continued support would help me get this game to where I want it to be.
Very good, but will the difficulty be a bit high?
The wave mode is set to be a bit difficult so it has a lot more replay value. Hopefully the story mode will be a bit more managable and engaging. I know it will be a while before even a single level of story mode comes in but it will be worth the wait.
this game Rock! add more modes to make it more fun and Awesome!
Grand plan is to add a story mode but that'll take a while. Until then I'll work as hard as i can to get it going. Just be patient and keep following the project.
ok :D
I use to play alot 🤣🤣🤣
I LOVE THIS GAME !
That is absolutely absurd my guy! Vored 3222 enemies @_@ (I will need to animate new weight levels my entire life :P)
I still could do more, if i wanted to do a BIGGER gameplay
hey... my antivirus thinks the most resent download is a "trojan horse". I haven't had this problem with older versions. are you using a new format that could be causing this?
I don't think so .-. I've downloaded it on other systems and it ran fine. Might just be the antivirus settings. Regardless you can hit the run anyway button and it'll work just fine.
Comparing the new version to v0.1, I have a small critique, but mostly praise, commentary, and ideas.
First, the critique: The level curve is not great. It's dangerously slow at the beginning, leading to a lot of early deaths on waves 3-5. However, once I managed to get past that point, it got too easy to get levels, due to an overabundance of experience and the safety of having so many devour range upgrades.
As for Praise: Limiting the fire rate was a good idea. In v0.1, it was possible to just slaughter everything as soon as it spawned, so stopping that was definitely for the best. I'm a little less sure on the removal of bullet collision, but it did make the game more fast paced.
Some other notes I have: The enemy variety is fine, but perhaps difficulty can be increased by adding tougher versions of the basic enemies after wave 4 instead of just increasing their numbers? Alternately, making the individual enemies a little tougher would also help, since the bullet hell of later levels is quite the threat and giving the enemies more health would mean that more enemies are on the battlefield at once.
Right now the enemy variety is very basic and limited. One of my next goals would be to increase variety and also the complexity of enemy AI. because the current code works with a static level but not one with rooms and cover. Patrons will be able to see and contribute to the enemy variety. And see early progress of the build. Suffice to say this is definitely not the final form or level of gameplay depth and I will hopefully get to keep on adding new content and balance changes to the game.
I can not wait for infinite mode :D
Endless mode has been added. ^^
Hell yeah!!!
good basis. Would be very cool if there was an "overstuffed" status/sprite when you reach the maximum belly capacity X)
This game is so fucking good !!!
This made my day XD (TF2 shitposts are the best)
Cool game but i was disappointed when it only had 10 waves... maybe someday it will have more?
Hopefully much more than just waves but yes. Currently working on the music then after that I'll probably start working on some level design. Said this on some other posts but I'm hoping it turns into something like enter the gungeon later. (Obviously not quite that ambitious because it's a huge company making the game, I'm just one guy :P)
Something Gungeon-like would be incredible!
very clean game, simple and short but controls worked great and i didnt find any bugs, wish i could keep going past wave 10
fun game but i thought it will be more longer but no it's not
Very fun, great themes, controls well. I wish it had a little more content, but I understand that this is basically a tech demo at this point
Pretty much, working on getting a patreon and itch donation stuff setup so I can take the concept further. So stay tuned ^^
Very nice job overall! The controls are responsive, and I'd call it challenging without being impossible.
It's really fun, but for me it seems to be really hard. Maybe that's the charm of it id
I've had mixed feedback on the difficulty. Some people say its too easy others think its a challenge. So maybe i'll think of adding ways to vary the difficulty a bit.
Good work!
Thanks!