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Nathan of Cheeseforge

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A member registered Sep 03, 2020 · View creator page →

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I love this engine and use it regularly.

Right now my best game is probably Athe Quest, though that one's also my first (and so far only) monetized project. What little feedback I've gotten on it has all been very, very positive, thought!

Projects in development include a throwback to the Game Boy ports of Dragon Warrior 1 & 2,  an RPG that uses graphic icons exclusively without relying on my usual usage of heavy flavor text and wordplay, and (down the pipeline) a tutorial on how to use this same engine I use to make games of your own. The last of these has a sort of messy prototype available on another site I used to use before community toxicity drove me out:

https://www.slimesalad.com/forum/viewgame.php?p=138030

That tutorial game does a pretty decent job at what I set out to do, but I was going through some awkward changes in my life, worked on it for basically a week straight with little sleep and no breaks, and it served as a little bit of a vent journal and game design blog in addition to its intended functions. I'm hoping to remake it in a higher quality, but I've been stalled on my textless RPG for about a year and busy with my day job.

Are there other ending states worth replaying for a higher score, or was 59 prey including the princess enough for the "best" ending?

I'm still actively developing some other game projects right now, so hopefully you'll enjoy some of those because they're still retro RPGs even if they aren't based around fetish material.

I got a score of 59. "Full and satisfied"

1. "The box contents in battle" - do you mean the inventory items? In battle, that's the Digest command. Mechanically it works like the in-battle items menu of basically any other RPG, but consists entirely of things that have worked their way into Nathan's stomach one way or the other, thus it's "digest items" rather than "use items".

2. I don't really have any sort of response to this aside from just saying that AssCaps is my personal preference for fonts; I don't like lowercase letters at all, so slightly smaller uppercase letters work best for me.

3. The Equip menu displays Attack, Defense, etc. stats when changing equipment and the Status menu displays these in addition to the experience levels. Did you never open the game's main menu?

4. Again, main menu. It's labeled Guts outside of battle and allows you to digest, shuffle, and excrete any items you're not currently equipped with. It's the top option when the menu is open.

5. MP refills if you digest candy or rest in the pool in the first room. MP restoring candy is spawned anytime you cast spells, so casting spells like Starlight on enemies and then resting in the pool lets you stockpile MP recovery for later. MP also refills completely if an enemy beats you in battle, and costs you nothing beyond the inconvenience of teleporting back to the start room.

6. Confuse functions as a Stun effect on enemies, making them skip their turns. I'd have liked to make it a little more involved. Swallow is that if your Maw stat is higher than the enemy's current HP, you automatically grapple them and swallow them whole, defeating them and adding them as Prey to your inventory (or sometimes candy/equipment depending on the monster).

7. Aside from Maw (which is just a word meaning "mouth") I figured their names were all generic enough that they didn't really need an in-game explanation. ATK = physical attack damage, DEF = physical damage mitigation, INT = magical attack damage, WIL = magical damage mitigation, ACC = attack accuracy, EVA = evasion, AGL = Agility (speed, who goes first on a turn), HIT = bonus hits (an unreliable chance to hit extra times with basic strikes).

The main menu opens with any of the Escape key, Alt key, one of the main face buttons on controller if you're using one, or the right mouse button if using the mouse to play. Basically no matter what device you're using to input your various confirm commands, the other half of the controls should be an immediately adjacent button.

Anyway, thank you for the comment, I always like to hear feedback.

A lot of NPCs, like the healer and shopkeep, have dialog implying they'll stay around, but they disappear from the dungeon floor after being interacted with once. It'd be pretty helpful to be able to go to the frog more than once to sell things (especially if there's a lot of chests on the floor).

The gambling mole NPC reminds me of Morocco Mole from Secret Squirrel. Reference or coincidence?

I don't know if it's the layout of Itch specifically, but I have to scroll the browser window a lot to be able to click the map icon, then scroll back when it's time for the action. The game keeps pausing instead if I try to keep the game screen completely in view when clicking the corner.

Oh boy, Backpack Rat! Back Packrat? Either way, I'm all over games where you play as a rodent, games where you explore a dungeon, and games where inventory management matters.

So far as I'm aware, it should just run normally so long as all the files are included and the executable is launched, but I think the engine was designed for Linux and Windows so maybe the fact that it's on a Macbook makes a difference? Once I saw multiple in-engine publication options I started exporting my games with all of them.

Vore Day RPG and No Eat are both made with the same engine, which does apparently have a Mac OS X installer:
http://rpg.hamsterrepublic.com/ohrrpgce/Downloads

Sometimes get frustrated by the character grabbing the wrong block and either making a state unwinnable or just falling in a pit. Really fun game.

Quite a fun little demo.

When the point in the meta is to get the NSFW scenes, win condition should be getting NSFW and failure state should be not getting the NSFW content. It's done commonly because a lot of people come into making porn games from the same design mindset as non-porn games (failure = bad things happen to your character).

https://cheeseforge.itch.io/athe-quest
Athe Quest was made for a game contest in which users were only permitted to use the earliest functions of the Official Hamster Republic Role-Playing Game Construction Engine as a throwback to its roots. All the smaller technicals don't matter aside from:

Four maps to the complete game
Only battle mechanics are HP damage, HP healing, MP damage, MP healing, damage calculated from attack vs defense, damage calculated from magic attack vs magic defense, damage from a pure number, and damage calculated from attacker's missing HP.

I intentionally gave the game a visual style based on my earliest amateur sprite art concurrent with that early build of the engine, though a little more detailed, refined, and expressive.

It's a brief, very straightforward RPG. Heroes' stat growth is determined by worn equipment; wearing mail causes you to gain +2 DEF while worn, and adds this to you permanently upon leveling up with it equipped.

You get a party of a paladin prince (Eric), gladiator (Dirk), mage (Magdeline), and ice fairy (Ermina, who is also an anthropomorphic stoat) and go on a brief quest to overthrow the evil overlord Shadokhan.



I think I've made something pretty fun and pretty well balanced. I would like to hear feedback from people outside my circle of initial testers (one of whom is my composer, Joshua Reynard).

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There's a thumping or stepping sound that's pretty loud and obnoxious.

Also in a sex game, having the porn be your "punishment" for "losing" instead of a reward for task success is counterproductive.

I generally prefer keyboard movement to mouse movement.

I couldn't find it noted anywhere and so enemies basically became a moving wall to me until I was fenced in completely.

It feels like it should be pretty fun, but it runs like molasses in my browser.

Is there a way to attack or does getting surrounded literally mean you take a point of damage and are softlocked?

Well that was pretty amusing. Definitely one of the better vore games!