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Antebuck

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A member registered Oct 14, 2024 · View creator page →

Creator of

Recent community posts

Because of hectic life events, I put my SubscribeStar on 'Vacation Mode' until the end of May. I don't feel comfortable with moving that date up preemptively, so I won't be adding anything there until then. But when it's active, all polls for the game's direction and features will be hosted there, and the newest version of the build will be there as well.

(The next boss, Sierra, will probably be finished before then.)

It's mainly there to support me so I can polish and finish this project, and help fund things like maybe voice actresses or other assets!

The two stoat girls at the beginning are Tawny (lighter color) and Umber (darker color)! The girl before Bayla was originally designed to be a bat (and probably will get slight redesigns), and has yet to be officially named. I will probably run a poll later on. /(^ × ^)\

It's a good start! I think I may need to do a few more things to make it feel better.

Thanks so much for all this! I'll try to fix all of these things in the next update, though I'll address a couple of things that were mentioned:

1. Regarding the checkpoint system, it may be a while before this gets implemented, since other features seem to be more desired, and I currently only make progress in my limited free time.

2. Bayla's number of bone tosses resetting after getting grabbed is intentional for a bit of challenge, but I also understand that it might be tedious to some. I will probably run a poll on my SubscribeStar when it opens back up at the end of May, and if enough people dislike it, I'll change it without issue.

3. I'll see what I can do about changing the water physics (might take a while unfortunately), and that cavern level is getting a rework.

This should be fixed in the latest patch (v0.0.2a). Let me know if it's still an issue though!

I've added in a restart level key (press 'r'), so use it right before the digestion sequence if you'd like to retry. There will be a checkpoint sequence, but it will be implemented later on after other additions have been made.

I added a Linux download, but since I run Windows, I can't say for certain it works. Please let me know if it does!

Still a placeholder! People have seemed to show interest, so I'll get to work on that - the reason it's been put off is because I'll need to animate each character and rework them a bit.

I'm going to try and hotfix that movement bug soon, but in the mean time, I think the WASD keys still work even when the arrow keys stop working. Let me know if that is not the case though.

Also, not really sure why it does that 'install' every time. There is currently no save data functionality implemented. I'm fairly confident it's an aspect of the game engine I use, but I'm not sure I can modify it. I'll see about looking into it later on.

Yes, I think I know what's causing it, so I'm going to try to hotfix that soon. In the mean time, I believe that the WASD keys should still work even when the arrow keys don't. Let me know if that is not the case though.

First off, thanks for all the help! I'll respond to this as best I can, and I apologize if I miss anything:

In your intro - "...going through portals be pressing DOWN instead of UP" - I can't believe I didn't think of this sooner. I'm going to try and implement this ASAP.

1. Struggle Banking - I realize now what's causing this, and I'll try to have it fixed next update.

2. Enemy Double Jump - This fix might be on the back-burner, but this is good to know, so thanks!

3. Room 1 Enemy Trigger - Fixed!

4. Mushroom Double Jumpn't - I think I may have gotten this one. Let me know if it persists in a future update.

5. Health Resetting - Fixed!

6. Boss Soft-Lock - Needs more testing to be sure, but it might be fixed in the next update.

7. Enemy Soft-Lock - Needs more testing to be sure, but it might be fixed in the next update.

Also - "I WOULD reccomend binding a quick reset key to 'R'" - is a great idea, and I'll see if I can get that implemented in the next update.

Again, thanks for the feedback and the drive folders! Very much appreciated. /(^ x ^)\

I might know what is behind this, and prevent repeating it for future updates. Let me know if you continue to have this issue once the new update comes out.

(Using a translator here:)
Estou a usar apenas as setas para a movimentação, mas penso que consigo adicionar suporte ao WASD sem problemas. Vou tentar incluí-lo na próxima atualização.

The checkpoint system is definitely on the roadmap, but just has not been implemented yet. I hope to pick up the pace for these kinds of features soon.

Regarding you running it on your phone, I'm not entirely certain. Glad to hear that the newest update is working though, so I'll try to ensure future updates maintain this functionality. I will confess that this game is being focused with PC controls in mind - I don't have the time to test phone controls in addition to everything else. If my SubscribeStar does well and enough people ask for it, I will add phone support.

SubscribeStar has been in vacation mode for more than a year due to various life circumstances. No subscriber has had to pay since, and they still won't until May this year. As far as using Discord, I'm not sure if I'll use it, since everything I want to relay to subscribers will be on SubscribeStar in the future.

Doing great so far! Still a lot to go though. /(^ x ^)\

Thanks!

Yeah, I forgot to mention that digestion/endo toggle is just a placeholder for now, but hopefully it will have a purpose with the next major update. I need to actually animate the endo scenes for each character, and that just takes time which I don't have a lot of right now.

I don't have a quick reset, but I should definitely add one. I'll add that to the top of my to-do list!

I would love to tell you that I'm going to have a continuous stream of updates, but until my education ends, with my full-time job, I just don't have the free time to make regular upgrades. I was able to create this latest demo with the little bit of unexpected free time I got recently.

Also very helpful - thanks! It's just me making this, so playtesters really help surface these issues efficiently.

By the way, regarding the ladder, if you get caught there, you can't escape. I'll probably change that in a later update, but for now it stays.

Yeah, this is just a short demo so far. End goal would be several boss fights with characters from the prototype and more, and more levels in-between those fights.

This is extremely helpful - thanks! I believe that I fixed the issue with restarting the game, and escaping Bayla a second time. Let me know if the issue persists, and I'll try to zap it again.

Also, regarding the grey character and the audio:

  • The grey character is actually a placeholder for customizable characters, and I will hopefully have the default character align will the animation on the next update.
  • One of the biggest things I want for this game is tailored audio for each animation, but it takes a lot of time from other things to do that. I will most likely end up buying a package of vore-specific audio files in the future for implementation.