Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

BigBellyDanni

50
Posts
892
Followers
5
Following
A member registered Oct 31, 2024 · View creator page →

Creator of

Recent community posts

Would you happen to know the old version of the driver that had problems? I'd like to add it to the bad drivers list to help future users.

Hi, what graphics drivers are you on, and are you using Vulkan or OpenGL rendering?

I'd been planning on adding a booster piece at some point but wasn't sure how to incorporate it into the design. Adding it to Mudskipper is a really good idea, actually!

The snake was more flush with the cage in 1.0. Oops! I'll fix that for the next update.

The isometric awkwardness is part of the charm I feel, but I will readily admit to rapidly swapping between two camera angles to see if two pieces line up. I'm planning to add a "ruler" mode for easy measuring in a future update.

Pre-existing track is a thing I wanted to make more use of but didn't due to time constraints. It's something I want to explore more down the road.

Lbh'yy jnag gb trg gur xrl ol gur fanxr frpbaq. Nf sbe gur bgure gjb xrlf, lbh pbhyq cebonoyl qb obgu beqrevatf ohg bar guerr gjb vf cebonoyl gur fvzcyrfg.

Sorry to hear you've been struggling. Does 1.0.1 make things easier for you?

(1 edit)

If it's Mudskipper, that level will get a rework to make the intended solution more evident.

In general though, (ROT13 for game mechanic spoilers):

Gur pbnfgre qrpryrengrf ng gur fnzr engr ertneqyrff bs fcrrq, fb lbh'yy znvagnva zbzraghz bire n ybatre qvfgnapr vs lbh zbir snfgre. Xrrcvat gur genpx ybj vf na rnfl jnl gb qb guvf. Genpx jvgu ybgf bs uvyyf jvyy fybj gur pneg dhvpxyl, naq na njxjneq ynaqvat sebz n whzc vf n zbzraghz xvyyre sbe fher.

Thanks for the honesty! What do you think would make the game more exciting? The jam's over so now I can take my time tweaking level design and such.

Not private, just not very well advertised. The Bluesky account is over here: https://bsky.app/profile/tummyjam.bsky.social

Several people have complained about Mudskipper so it'll get adjusted for the next update (probably either today or tomorrow).

I maaaay have made a silly oversight while racing to get this game done for the deadline. I'm gonna rework this level a bit and post an updated version soon.

You can't struggle when the meter cursor is red, as that indicates you're in cooldown.

But now that I think about it, I should add input buffering so you can hit the key a bit early. I'll try to add that in the next update.

I've had other enemy types planned, but haven't given much thought to a boss encounter. Since you don't have a way to attack in this game though, I'd need to think about how to implement such an encounter. Maybe a carefully orchestrated chase sequence where the pred can't despawn, or a timed survival thing?

But I do think I ought to add something in the next update to make things a bit more climactic.

Yes! That'll be coming in the next major update probably next December.

Spring epilogue is a cute idea but I don't know if it'd be at odds with the wintry theming. Still, I'm strongly considering it.

(1 edit)

Again, I originally intended to put a sign there but I was so focused on getting everything else done that it slipped my mind. Between graphics, custom code, audio, testing and debugging, and many other things, there's a lot that goes into making a game. The custom physics controller took at least a week. The wolves and struggle system took two weeks. All of this takes time. There will inevitably be omissions.

Anyway, update forthcoming.

Edit: 1.0.4 is out now. I appreciate the feedback I get, but I do ask that folks remember that I'm basically a solo dev, and try to be courteous when reporting issues. Thanks!

(3 edits)

I'm unsure what you're referring to when you mention a movement bug. If it's slope jumps, that's an intended mechanic. I sprinkled several optional paths in the earlier levels to give players the opportunity to discover the mechanic before requiring it to progress in the Mountain stage. I intended to add a sign at the base of that particular climb to signal the need to slope jump... but then I forgot.

The wolves are faster than you, but less agile. They stall for a bit just before they jump (from .25 to .6 seconds depending on difficulty). You can use this to juke the wolves by stalling their momentum, or causing them to miss a jump, or creating an opening for you to dodge around them. Most locations have either jump-through platforms, cliffs, or slope jumps you can use to your advantage here.

When it comes to struggling, the most effective method (that I'm aware of) is to wait for the cursor to turn white, then push as the cursor crosses the middle line. By doing this you can escape the wolf's belly going from 100 to around 87 health on difficulty level 1. I was a bit unsure how much of this to communicate to the player. My thinking was that I wanted the player to be able to discover the best way to struggle on their own, so in the instructions, I decided to be a bit vague, mentioning only the fact that you need to build momentum. I might see about being a bit more explicit about this in a future update.

The EXE in the latest version is byte-for-byte identical to previous versions of the game. Make sure your Windows Defender definitions are up to date: https://www.microsoft.com/en-us/wdsi/defenderupdates

Yeah, max difficulty is definitely hard and I don't even know if it's possible! But there's ways to increase your chances. Once you know how, it's possible to consistently escape tummies from full health leaving with around 30. It also helps to know ways to juke the wolves, like tricking them into doing a bad jump.

I once almost made it to the end of the first level on max difficulty. I think that stage is definitely possible but I'm a bit unsure about the others. I might tweak things a bit for a future update.

I have more games planned! But for now I need to take a break for a bit.

Mode B should work much better now in 1.0.2!

Thank you for pointing out that issue! I basically did all my playtesting on mode A and admittedly hadn't thought much about how releasing the direction would hurt your momentum in mode B. I wonder what the best way to address that would be. Maybe a buffer of some sort?

But glad to hear you enjoyed it overall!

Sure, go ahead :3

Keyboard or gamepad, not mouse.

As for the other Tummy Jam 2 games, go check them out here:

https://ottwott.itch.io/snowdrift-labyrinth

https://eyriebirb.itch.io/kobold-katcher

https://xett.itch.io/predation-inspection

https://zyyphelze.itch.io/through-the-peaks-playtest-build (Password: TummyJam2025)

I'd planned for more preds, but unfortunately I had to cut back on scope to get the game done in time! I'd like to do a major content update somewhere down the line where I include all the stuff I originally wanted to have. Current plan is to do a Maw Manor content update next Halloween, then update this game next December.

You can change this in the options menu! Just keep in mind that you'll end up with uneven pixels.

You can increase the number of checkpoints when you start the game. If you're struggling with the vore escape mechanics you can also try lowering the vore difficulty.

(1 edit)

Can you be more specific about your issue? Not much I can do on my end unless I have more information.

Antivirus false positives tend to plague Godot games in general but my stuff is especially susceptible because I have to build a patched version of the engine to fix a few bugs that affect me specifically.

I'll see what I can do from my end. For now, make sure your antivirus definitions are up to date. If you're using the built-in Windows Defender, you receive the latest antivirus definitions through Windows Update, so if you block updates you won't get those.

(1 edit)

1. A Mr. X style enemy that follows you around is a really neat idea but it might not work well with how the rooms and mansion layout are currently designed. The rooms themselves are sometimes a bit on the intricate side, so the player or pursuer might get stuck in a way that's either unfair or too easy. And the mansion layout sometimes doesn't generate many alternate routes, which could result in some impossible situations. I could see this working if there were a floor type dedicated to this mechanic, with plenty of alternate paths and rooms that aren't too busy.

2, 3. I'd love to add more room variety! In general though, I've been using newly added objects/mechanics to guide the design of new rooms, so I'd need to come up with more ideas, and then actually implement them.

4. Eating keys would have to be restricted to the higher difficulty levels, since I could see this being a frustrating mechanic if not done correctly. Also, since enemies and objects despawn when moving between rooms, there's the possibility that the key itself might vanish. Could probably deal with this by adding some persistent data to indicate that the key was stolen in that room. (Edit: also, canonically Nel is object voring the keys, so having a mimic eat the keys would be a bit hard to explain)

5. When it comes to straight up sex stuff, I want to be careful about consent (that, and I don't know if I'm ready to put explicit stuff in my games yet). The pumpkin pred is a funny idea though, and I might just add that to the game.

6. "Golding" wasn't going to be a mechanic originally. It's a thing I put in last minute because the original gimmick (kicking Jack-o-Lanterns causes random effects) had to be cut to make the deadline, but I still needed a good reason for the pumpkins to exist. Having said that, I do think there should be a small extra for golding all the rooms. I might add that along with the random effects in a future update.

While I'd like to do more content updates, I can't make any promises. Right now, Tummy Jam 2 has just started, so all my time and energy will go into making a new game over the next two months. Still, I'm hoping to return to Maw Manor at some point!

An update on this! Have you tried turning off the antialiasing override in nVidia Control Panel -> Manage 3D settings?

(1 edit)

Uh oh, I'm assuming that's a softlock? (Guess it's a good thing I included that Respawn menu option)

This may have been a bit inspired by Ghosts and Japes... but just a bit

(1 edit)

That sounds more like a black screen than a crash. Have you tried updating your graphics drivers? What happens if you force the Vulkan renderer using the following commandline arguments:

--rendering-method forward_plus

It's "The Penis (Eek)"!

Do you have an error or crash log when you try to run the game?

No plans right now but I'll consider it!

I'm personally kinda iffy on permavore myself. I generally prefer it being restricted to background characters and such. In most cases I'd rather have reformation.

There isn't really an "official site" for it but I linked to the other entries here: https://itch.io/post/11287418

This is one thing on a long list of things I would have liked to implement but just didn't have time for during the jam. I also wanted to add struggle animations (right now it just shakes the sprite a bit, though the shakes get weaker as the prey gets uhh processed)

I'll just have to make that difficulty harder then! :3