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Java197

12
Posts
A member registered Jun 12, 2020

Recent community posts

you open the safe. ;)

The code to the safe is one of the dates to the note in the bathroom mirror. It's a little weird because, when you turn off the lights withought lighting the candle, the wall has a 4 digit code, but it does not work on the safe nor for anything else. 

It's a really nice concept. With some extra detailed sprites, more character portraits, some map making, and a sexy storyline with quests, I think this will be a pretty good Vore game.

"SyntheSizing" ?

I have some mixed feelings with the 0.6.0 update. While I think the currency system is a nice addition to the game, some of the consequences they bring may not be up to spec with the games current stage of development. 

The problem I am seeing with the currency and upgrading is that it is not promoting the users ability or skill to manage resources in creative ways. So far the only thing its doing is to make the player wait, and I mean by a lot. Sure, Expeditions are like a minute and the actor creation is like under 2 minutes, but the grind to create the wealth and access to new upgrades and actor features is incredibly boring with wait times. There is no meaningful in between gameplay. and having to do several expeditions and several actor generations will produce hours of waiting for the user. 

I would probably recommend reducing wait times or increasing the significance of the upgrades to the machines, along with probably adding other means of activities like the user being able to manual generate resources, or special activities that will promote unique actor customization, like doing tasks to unlock special accessories or body features that can be used from the Library.

I am kind pretty new to the game. I haven't really played before the 0.6.0 updates, so I can't speak on the differences from before or if I am sohow missing how to work certain features (Like Contracts, atoms and the Fusion Machine. I haven't been able to get to any of those, if those are even features yet)

Also, I have experienced several crashes with the game. Mostly, I think are cause by expeditions. The flying bots particles might not agree with my PC too much so I basically play on the lowest setting and so far that has reduced my crashes but not completely. Also, I guess my machine can't really handle more than 2 or 3 actors spawned at the same time. I am wondering there could be some optimizations for stuff like that. (I run a Ryzen 7 and a RTX2060 for reference.) 

Anyways, its a good looking game, and I hope to stick around for its future improvments.

It was not extraction. Windows 11 File Explorer refuses any interaction with the zip file. It won't let me open it. Now, I did right click and "Open With - Winrar" and extract the files no problem, so this would seem to not be a big issue, but I do find it rather weird the Windows File Explore just does not like this zip file in particular.

I think the A0.43.zip download file might be corrupted. The other files open up just fine, but this one specifically will not open with a Windows "Compressed File is invalid" error popping up.

How goes the Development?

Nice additions! I can't wait to see these new placeholders be fleshed out.

👍

(3 edits)

Um, I think I got a room where Spiders crawled over me, then I made a roll where my character blinked and all the spiders are gone. No consequences. If I remember correctly.

Edit: Lol, literally just launched the game again and the first room I walk into is the conservatory where bugs crawl on me. I shake them off and lose 1 sanity. Why do you ask about the bugs?

Edit2: or are you asking bugs in code? If so, the only thing I run into is an unknown error, where I try to walk into an unknown space when all the tiles are used up. 

Edit3: Actual, I do remember a weird bug with Omens in the late game. Sometimes, an Omen will activate, blocking my ability to leave, but when the Omen finishes, the way to leave is still blocked. But I find that if I mess around with my items and omens in my inventory, activating various items, eventualy the way unblocks. I don't quite know what is up with that.

(1 edit)

I did enjoy my first playthrough, but I do see there is a lot to do still for it to be a completed game. Let me try to break this down into chunks.

1: Right now, I'm not really seeing any ways to really either win or lose the game, but I can see there can be multiple ways to implement game-ending content. Like, by the time the player/s run out of room tiles, based on the limited combo of Omens that were played before the tiles ran out, a unique monster (Vore Based Monster I would guess) would spawn in their scenario-specific room tile and then purse the players throughout the mansion until all players are either, vored and digested/dead, all remaining players have escaped the mansion or the players have defeated the monster. That is what I would imagine, end-game content for this game would look like.

2: I think having a mansion tile limit of either 50 or 100 would be good enough for a round of play but it would also be good to have more available tiles than the limit to allow for diverse exploration and scenario replay.

3: As I was going through the mansion, there should probably be a limit as to how many omens can be played in one round. It probably should be a rather rare event that is supposed to bring dread (or excitement 😏) because each Omen brings the monster boss spawn that much closer.

4: While having an abundance of items in the mansion is good, I think an item limit of 4 or 5 for each player is more than enough to add strategic player decisions as to how they want to approach the game, rather than becoming a walking arsenal. Any more items will have to be dropped and left behind in the room. Leaving the possibility for the player to return to it, if they need to swap out, or leave it for another player to collect.

5: For NPC room characters (like the shop lamia lady) I see the little vore interact option is there (and probably the only vore thing I found in the whole game) it's nice, but of course right now it is very inconsequential as getting vored really did nothing. I actually have a rather nice idea for these NPCs. What if each Room NPC Vore Character was like a small instance dungeon? Like, the player chooses to be vored, and rather than just having a small block of texts, the player basically enters a prebuilt dungeon that is reflective of the internal anatomy of that npc character. The player can either choose to let the scenario takes its course with the npc's intentions and allow the character to be brought to the digestion room (whether that be a stomach, womb, mammary, etc - all depends on the type of vore you choose to add) where the player gets digested with a few saving throw chances to avoid death and escape the room, if the player so desires. Alternatively, the player can resist to escape out the entrance with costly rolls or do a full body tour to escape. There should probably be some sort of consequence if the player manages to escape the vore scenario that will allow them to continue the game in a unique way.

6: NPC companions are a nice idea. There should probably be a limit of 1 or 2 companions a player can have at the same time for the whole session. I think this is a good way to add a small RPG element to the game to allow unique dialogue options for each possible companion npc. Dialogue can lead the player to either, romance and be a companion, get rejected and lose out on getting the companion (At least until the player tries again but at a cost), or gets vored by the NPC that could either lead to companionship, rejection or player death. A companion could be a good end-game feature like, if the player gets caught by the boss monster, the monster will instead vore the companion, giving the player another chance to continue the game.

7: I see your main focus is tome make an erotic vore style game with some horror to it. I think this is pretty good but I do want to address some conflicting themes I am seeing. Basically, be careful how you implement horror and erotic together, because, you can have sexy characters and environments with some horror themes attached to them to create pretty spicy and weird fetish opportunities for the player to experience. That's great! If that is the focus, but be careful when bringing in actual horror details. If the environment or character ends up being very disgusting, and unappealing to the player, it may end up turning off the players' vibe and kill the erotic nature that you are trying to bring in. Just be mindful, considering that most of what I played already has very little to do with erotic and more with actual horror.

8: Also, this is an erotic game where the player will most likely want to experience some of the fun negative consequences. So, it probably would be best to give the player options to continue playing instead of restarting the whole game, losing a lot of progress, each time a player has a lustful moment.

Hmm... I think that it about all I can think of at the moment. What do you think?