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Splendid presentation, both in terms of vore, and in general. though it feels difficult, I feel the healthbar is actually totally balanced for when a player internalizes the controls.

I haven’t reached that stage yet, but should custom keybinds ever find themselves in the cards, the healthbar will be perfect for that arcade-game experience. the visuals totally remind me of those old-timey games that were super hard, and the player was fragile, so you’d use a lot of continues and retries. I feel it succeeds in capturing that feel.

Excellent work. One of most polished initial-releases I’ve seen. Having followed development from when this was serial pixelart animation projects, it’s slightly shocking, but extremely welcome, that this is free.

While I don’t think I’d go so far as to ask for i-frames, I would probably ask that enemy downed time scale based on how much damage the target has taken, but it’s hard to make accurate balancing requests with the current control scheme. If there are plans to work on both, I’d like to see difficulty adjustments wait until control adjustments, so there’s time to gauge how hard it is when we move intuitively.