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(4 edits) (+5)

I've played enough of this game to decide that I like it, a lot. Here are some things I've observed, will update as I go:

-grounded heavy attack is severely underpowered. it looks like it should scale with belly size, but doesn't. aerial heavy attack is fine despite being a bit weak because it has the best range out of your entire kit

-belly sizes are distributed too closely at low fullness. I would draw more intermediate belly sprite sheets (yes this would be a lot of work but I think it would be worth it) and spread them across the 10/20/40/40/50 range

-acid damage is basically the only relevant stat for vore-focused builds. capacity doesn't matter (and isn't even goonable due to how belly size is determined) because dead enemies are digested at the same rate no matter how many there are. if nothing else, the rate of digestion should scale with other stats beside acid strength. honestly, maybe all of them

-energy regen, attack power, vore skill, and acid damage boost aux skills are pretty good. shield is fine for speedrunning one objective and ignoring everything else. the others are worthless

-the way I would handle vore exp is to provide a constant flow of exp while digesting dead enemies that scales with your fullness, so you could have a tradeoff between the full acid build that kills enemies faster vs. the full capacity build that eats less often, but maintains high fullness for a steady trickle of exp. it is odd that the game lets you spec for max fullness and slow digestion with absolutely no gameplay incentive to do so

-rubbing perk skill branch should have a skill that automatically rubs for you if you stand still. a theoretical rubbing animation is probably the highest goonability increase to time spent ratio right now in terms of spritework

-most of my endgame survivability seems to come from subdermal plating, it would be better to split that across the more advanced skills (esp. the fullness one). you end up with 95% DR when everything is maxed, but I don't think this detracts from my enjoyment of the game, i just want to go on a rampage without worrying about dying all the time

-bed needs to be tweaked to be more time efficient than dying on purpose

-gear inventory would help. the freely resettable skill tree is a very nice QoL that is completely at odds with the gear system that forces you to drop your old gear for a new one that may only be a sidegrade