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baconfry4545

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A member registered Oct 13, 2025 · View creator page →

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progress is saved automatically at the start of each hour. the browser build does not allow saving, only the android and desktop versions.

translation is not something I want to do by machine. i would prefer to seek the help of a trusted native speaker for each language i am translating to. localization is a process that takes a lot of effort if i want to do it properly, so i will only do it if there is significant demand

I set it up just now. thank you for bringing this up, it was a big confidence boost that gave me the push that I needed

on PC and android, they should be getting displayed and i just confirmed this. on the web build i'm not so sure, it has had issues displaying JP/KR/CN comments even though i'm sure the font i'm using has them

itch.io actually provides you with a way to know when an update is released for games that you care about

maybe like 1 more

stomach and intestines will probably not be possible. no image reference even exists for what a cross-sectional diagram would look like for a girl who is carrying multiple full term babies and also ate half her own body weight in food. I couldn't even imagine what that would look like

for the womb x-ray, I will need to commission someone who specializes in pregnancy x-ray fetish artwork if I want more detailed art. at my skill level, trying to add more detail will probably backfire and make it look worse. tell you what, I'll commission the artist I have in mind after I get enough money through patreon, which I still have yet to set up

for the mic listening, what I can do is sort the digestion noises into 3 categories, being "hungry", "stuffed", and "super duper stuffed", and the noises will transition from hungry > nothing > stuffed > super duper stuffed

lol, never mind, it wasn't that hard, i was just overthinking it

Koikatsu doesn't support pregnancy to that degree, but I can draw, so give me some time and I think i can make it work.

this will require many permutations. i estimate 20 possible sizes, probably around 5-6 different sprites for the womb itself (development stage) and of course the position will have to shift depending on the total belly size. unlike pure pregnancy games, there is an additional layer of complexity to deal with. I do not think this is an impossible task. I think it will be worth it. but it will be difficult. I am considering privately commissioning dearonnus to provide me with sprites for the actual babies, but i'll do that after attempting to draw them myself

it will be immersion breaking if the comments are misspelled the same way every single time, but i'm down to add one or two comments that contain an overwhelming amount of misspellings because they're obviously typing with one hand

it finishes automatically if you let the pink bar fill up to full. pink bar progress depends on whether you clicked or not

you may have accidentally hit the dev shortcut backspace+delete which wipes your save data

now you're talkin' about someone I don't know about. tell me more

the zip build is actually listed as "PC, Mac, Linux" in the Unity editor, but I can't actually confirm that it works on Mac or Linux, so that's the only reason I haven't ticked the checkmarks

yes please! it would help a lot!

(1 edit)

most of them are in the game files and will be viewable once I figure out the implementation

I think I know exactly who you're talking about. Unfortunately there are some people who aren't sure whether she's legit, so I'm not going to include such a reference unless she posts, like, a clearly unedited video that proves that she really did eat all those eggs

this doesn't seem realistic from a worldbuilding perspective, and would also remove a money sink from the game when I should really be doing the opposite

btw, the current long term plan is to replicate the poses in character studio so I can more easily manipulate posture, change outfits, etc. this would allow me to introduce new outfits as something to spend money on. however i still need more permanent money sinks.

currently the most plausible option available to me is:

-give the people what they want and increase the max implants to an absurd number that will require daily folate. also increase max size of course 

-change calorie requirement scaling to enforce this

-nerf laxative to once per day and 0.5x calorie value

(4 edits)

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

lmao

i can do a few troll/bot comments but i'll probably make them disappear before they get like 1/3 of the way across

i would prefer referencing other imaginary streamers that actually exist in-universe, so the comment would be something like "not bad but clara van damm gets way bigger"

also I want to make sure that none of the comments kill the mood, so the "reported" guy and the vegan are out. toilet bro is on thin fucking ice

(3 edits)

please submit suggestions for stream interactions/chat messages to the most recent devlog if you can! this is a planned feature that will only work if I have a large pool to draw from.

bonus if you can submit comments in a non-english language

I think I can knock out two birds with one stone - I can add an achievement for giving birth for the first time, and as a reward it will reveal all conditions for the other achievements

I would prefer if WG is customized by choosing the maximum weight stage rather than simply turning it on or off. I don't want to be extremely fat, but I don't like the super skinny default weight, either

i will update you guys when it's ready

(1 edit)

the last one was an emergency hotfix to fix an issue where the amount of food the CPU tried to digest upon sleeping was accidentally set to 0
(also the HP for the basic carpenter ant was changed to 2 for balance purposes)

uh, i hit build as soon as uploads were enabled again, and I must have forgot that I was doing some debug/testing stuff lol

fix coming in ~4h

it's not up to me. uploads will only be enabled after the voting for the jam is over. I already finished sandbox mode, and the vore part will be done after I figure out how to make room in the menu to move the player character

the blue girl needs to spawn units (ants) that you move to honey baskets, then attack the baskets to release honey jars. then collect the jars and carry them back to the girl to feed her.

turns are decided by individual move timers (indicated on the top right of the sprite), and a unit can only take an action when their move timer hits 00

a very easy way to do this right now would be to give the enemy higher or lower capacity than the player. would this work

i wasn't able to add that before the jam deadline, so you'll have to wait until after the voting period is over and I update the game

whoopsie
thankfully that's pretty easy to take care of, all i gotta do is make that particular tile always generate a bush

i would like to see the overall community opinion on this. upvote if you agree, downvote if you disagree

this devlog is about asking the community what I should do as the player's reward for winning

now that I think about it, a royal jelly upgrade to max capacity would actually be totally fine if the jelly were located off to the side in a spot where no honey could spawn, so you'd have to choose between the jelly and the honey. maybe even as an exclusive drop from a bee queen at that location, so it would require combat as well as gathering. I don't mind that at all actually

the thing is, if I'm going to add a way to increase max spawn slots, I prefer that bonus to go to the side that's losing. otherwise the side that gets an initial advantage will just snowball into a guaranteed victory. on the flip side, if the bonus to the losing side is too strong, then the game turns into a neck-and-neck race no matter how skilled the human player is, which is also not fun. all signs seem to point towards keeping max spawn slots equal for both sides

though just to make sure i'm not missing something, how would you propose the max spawn slot increase be tied to controlling the central objective?

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whoa cowboy, that's a lot of material
lemme do a quick scope overview of how feasible this all is

-resting belly against the red queen's head: i always thought girls pressing bellies together was really hot, so I've basically already decided on drawing a belly comparison victory screen. however there is room for a different victory screen when you beat the opponent by a large margin, and I'm thinking that I'll draw the blue queen in the background pressing her belly and boobs against glass, and the red queen stuck between the blue queen's belly and the glass, which, in a way, is kinda what you described
-arcade would probably feature a smaller map and be renamed to "skirmish". there would be no need to make this unlockable, it would be available from the start menu (but would not unlock anything)
-"hardcore" is already associated with other game mechanics, most prominently permadeath which is not what you're proposing. the idea is fine but i'm not using that name
-bees: my turn system actually supports up to 5 teams, so I can definitely fit bees. I'll start by experimenting with a beehive tile, basically working like a non-depleting honey basket that can be attacked to provide more honey than a regular basket, but also spawns a bee every time it's attacked. I can also do queen bees, but most likely not with their own hand-drawn and animated avatars, they're just going to be boss units that hit hard and drop a ton of honey when killed. either way, the bee faction is probably not going to be an actual team that can win, just a resource guardian designed to forestall the inevitable
-multiple ant queens: major code rewrite required, don't count on it
-unit taking up more than 1 tile: theoretically possible but not really worth it imo, especially because the size is coming from the insect abdomen which is not (intended to be) the fetish part of the video game. it would also take an even more extensive code rewrite than multiple queens
-drones: MALES IN MY LESBIAN BELLY FETISH GAME (not this time but thanks anyway)

you can only select a unit when the top right number reads 00. the turn system is not like fire emblem with player phase/enemy phase, it's more like final fantasy tactics where each unit moves according to its own timer

not that funny - when red unit feeds queen, the queen's avatar doesn't light up
extremely funny - have "repeat emote" activated in gooning mode, then start spam clicking. best results when you have a belly

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oight, I can rate this properly and fully now that I've managed to beat the game.

-there are two conflicting music tracks playing at once during the entire game. I had to mute the audio because I couldn't stand it anymore. the individual music tracks are fine, but playing two desynced tracks at once gives very unpleasant results
-there's invisible coal hidden inside the crane box, which feels scummy
-something is not quite right with the coal/soda/spinch UI readouts, but I can't tell you how to fix it because I don't know what the correct readout is supposed to be
-sapphy drops straight down like a rock after punching in midair, at a speed that feels unnatural
-it's possible to jump to the roof of the crane box from the bottom without using the elevator, and the window is so tight that I suspect this is not intentional
-sapphy can go out of bounds above the top of the first map and the camera can't reach her there
-gaye can be seen floating in midair in the first map on the right side, and despite an X interface popping up if you jump towards her, is not interactable
-there should be some indication that you're supposed to return to your boat after collecting all the required coal. I wasted too much time wandering around and testing every possible interaction before i managed to progress
-the gag where a hint sign is revealed after doing the thing you needed the hint for is funny at first, but there's a reason why designers don't do this
-on a related note, the player would probably figure out the solution to these roadblocks naturally if you just added more things to punch (like destructible barrels) so they remember they can punch. it's easier to forget when you're not punching anything at all for 80% of the gameplay
-bone throwing skeletons throw slightly too fast. if it's even possible to reach them without getting smacked by a bone, the window is way too tight
-sapphy is just slightly too tall to reach a spinch in the underwater soda collecting section. I suspect this is unintentional because I didn't see a sign mocking her for not being able to reach it. you could fix it, but i think it would be funnier to add the sign
-the underwater overlay is too opaque and makes it difficult to see
-the speed at which mouse scrolling zooms the camera should be reduced somewhat, for the benefit of trackpad users

Pregnancy+ plugin is already bundled into the BetterRepack version that basically every Koikatsu user is already using. yes you can make the belly bigger than what I have in the game, but as you said yourself, it looks unnatural

Cassette Tape Dream

swing swing

Just the Record

(all from DOVA SYNDROME)