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ConstantErasing

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A member registered Mar 02, 2023

Recent community posts

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So my memory isn't perfect but I'm pretty sure the save/load bug in this case basically went down like: complete anal scene>softlock at start of next scene>reload save at start of anal scene and try again (might have quit to title first, can't remember for this one)>softlock on next scene again and quit to title>clear anal scene and try to save only to get loaded. From there I played around a bit with seeing if quickloading then going back would work and eventually just closed the game. I don't remember the details of how it was in the past strongly but I'm pretty confident that at least most of the cases happened after loading a save after encountering some kind of softlock. At the very least I don't specifically remember any cases where I got the save/load bug that didn't happen in close proximity to encountering some kind of bug, but I'm not sure if it was the same bug in each case or even if it was a softlock.

Having high relationships be a way of obtaining cards is smart. I was thinking maybe it'd be tied to money at some point, like you could join the local vore gym as a degen or find someone to give lessons otherwise, but I like the relationship idea more.

Having a limit to the number of focus you gain passively from Controlled Panic seems like a good solution. It'll probably still be a pretty strong card but won't be quite as ridiculous, but I can't deny that I'll miss the silly amounts of damage stacking a ton of them and waiting could enable. For burps, though my gut feeling is that the nausea increase will have to be tuned down for sure. Buffing them with grip is interesting. On the one hand, using a bunch of early grip to quickly deprive the prey of oxygen sounds pretty scary, but on the other it also sounds hard to pull off, especially for the AI, so it'll mostly just be another way for the player to exploit grip strats. I'm not too fond of the idea of capping excess nausea, though, mostly because I think the risk of getting hit really hard is interesting. For balance purposes I could see it being useful just to prevent the AI from screwing themselves over too hard, but from a player perspective exploiting a cocky pred shooting accidently shooting themselves in the foot is fun and satisfying. 

A "starter" class of preds sounds like a good idea to me, but I'd like there to be at least a modest chance of the neutral preds appearing in early rounds still. Early challenges can be fun as long as they feel possible, and the only preds that I currently think can be feel basically impossible with the starter deck are Sophie and Lavender. It's also more interesting to have to make decisions about whether you feel like you might be able to take down a tougher pred in the first couple rounds or if you want to go for an easier route at the cost of maybe getting something like a 2 prey encounter as the pred that you are certain to lose. And hell, if you get good enough inspirations off the first round you can even have a pretty good shot at taking out a tough foe in the second. That is, of course, from the perspective of an experienced player, and I can still remember getting rekt a few times in my initial forays into endless mode, but that's part of the fun and it's easy to jump back in after an early loss.

And wow, thanks for the discord offer. I'm really just having fun playing around and reporting on issues I encounter, but I'm glad it was of help. I sent a discord friend request, since I'm not a prolific enough discord user to know if there's a way to DM someone without one. For any future feedback would you prefer I post it here or on discord?

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Finally managed to track down another bug I had gotten a while ago but hadn't seen recently. It's a bug that causes attempts to save to instead load the file. First time I got it I thought maybe I was in the wrong tab, but no. Happened after getting a bug that prevented me from playing cards and reloading a previous save; subsequent save attempts just triggered a load. https://pastebin.com/hkafZvSY

Also managed to remember a couple cards that display bits of incorrect info: Let Two Loose shows the oxygen released number as scaling with grip, even though it's unaffected. And Critical Strike shows as a "strike" on the card despite acting as a "super strike" (and showing the description for super strike when mousing over the card). And Core Strength's stretch scaling also doesn't update the numbers on stretches so I'm not too sure, but it might also be bugged. It feels like subsequent stretches are getting a lot more than 1/4 of the previous one (had one 2 cost stretch nearly double in damage over the displayed value when being used after a 1 cost stretch and it was hitting into restraint so shouldn't have had anything to do with nausea multipliers or anything). Oh, and I noticed that Apex Tummy Rub is a super while Apex Hug isn't and wondered if that was intentional or not.

At some point a detailed combat log would be quite helpful, both for keeping track of battles and testing how niche stuff functions. For example, I've been wondering how stacking multiple copies of Tidal Lock functions, and whether it even does anything or not, and a combat log would make testing it way simpler. And of course would give a way to see what happened any time a number makes you go "huh?"

From just a curiosity standpoint, I'm also wondering about your philosophy towards balancing this game. Story mode especially seems tricky to balance when the number of encounters (and who is encountered) can vary wildly based on players choices, and you don't want it to be too easy for a player to get stuck in an encounter they have little to no chance of winning. My assumption from what is available so far is that there will usually be a way out of a situation, either through a yield or avoiding it all together, but that might come at some kind of narrative cost. Also wondering if there will ever be, and how likely you are to encounter, a situation where you absolutely have to win a fight against a difficult pred to advance. That might be too spoilery, though, so I don't mind if you don't want to answer.

I am also a bit curious about your take on card balance as well. Right now I'm getting the vibe that it's intended for some cards to be a bit weak and some to be pretty strong, and that some strategies are going to be extremely powerful if you can piece them together, and honestly I think it's fine that way. Finding an OP combo is a lot of fun, so long as you have to work to get it. Also, game is still in very early stages so it feels a little pointless to dig too deep into balancing. 

That being said, my current feeling is that burp cards in general might be a bit on the weak side. The risk of taking extra damage feels like it outweighs the benefits for a good chunk of the extra damage cards in general. For some I'm assuming that's intentional, like with default Burp and Squeeze 'n Burp, but it feels a bit weird for Rhythm Belch and Displace Air, which have boss preds on the card art and are used by those preds. Overall, preds with burp cards feel weaker because of their use of them (except maybe Madeleine, but she has to base her strategy around it and even then I sometimes feel like they make her weaker, especially Hiccup). Which for someone like Noriko feels completely fitting, but less so for someone like Molly (for endless mode anyways, fits story just fine). It especially doesn't fit Isabel, though, who feels a little too fraudulent on the pred side after getting rekt as the wave 0 boss because she made the mistake of playing Displace Air on a turn when a double powered punch and upgraded kick were incoming. The upcoming AI update might help with that a little, but no matter how good the AI gets I don't think the card is worth using unless you know how the turn is going to play out like a normal mode player. Even then, I feel like burp cards are generally not worth having in your deck unless you have a Madeleine-esque deck or are strong enough that you can afford to run them for funsies. 

The other main outlier for me is Controlled Panic, which is probably too good for how easy it is to obtain and play (at least in endless when in normal mode). The fact that its permanent buff stacks, but that panic doesn't stack, is also probably too good but....tbh, I like it being like that. It's hella fun to mad stack focus and see how hard you can overkill your pred. My current record is 32,772 nausea on Jess (tbh, I'm not entirely sure how that happened though. Crush got the tripling bug so she was taking 4x damage, and I had like 100 focus and some weak point and enrage plus numerous multi-hit cards, but even then the damage seems excessive). Would probably be fine to make the upgrade an apex, at least in endless mode, so that it's harder to obtain but we can keep the focus stacking shenanigans.

Overall I think you did a great job with the Cubs decks having a personality to them that in some ways compliments their character. But more than that, I really like it when their deck also in some way contradicts their character (at least on the surface). Lavender of course was a standout, but honestly everyone except Luna does that pretty well. 

Isabel has a deck that seems to be built around being hard hitting while also being a bit of a jack-of all trades that is effective in every scenario. It contrasts with her kinda vapid influencer persona, but more interesting to me was that she's notably stronger as prey than predator. 

Madeleine on the pred side has a deck that toys with the prey, similar to her persona, but on the prey side she's sheer brute force. 

Sophie on the pred side is......yeah. As an aside, the idea of her getting stronger is pretty scary (she's borderline boss difficulty as a pred), but I'm curious how you'll do it, especially since her cards have no upgrades and there's nothing atm that has a notable synergy with pleasure strats. Though I do think, outside of maybe having an unusual number of shakes that make her take extra damage, that prey side Sophie is kinda lackluster. There's something to be said for her prey side being so much weaker than her pred side as a character point, but the deck itself doesn't have as strong of an identity.

Jess talks a big game but her decks lowkey suck ass. On the pred side she has a number of unique cards with some solid potential synergy, but said synergy basically falls apart if her prey just doesn't play shakes or has no distracted. Meanwhile her cards are overall pretty weak and I don't think she has any massages, and isn't good at controlling prey direction. Really gives the impression that she might be all talk and is using aggression to hide her inexperience and insecurities. Meanwhile on the prey side her deck is a bit of a jumbled mess with a few medicore, but kinda mutually exclusive, synergies. I haven't seen all the library scenes yet, but wondering if maybe she was the lamb of the group. 

With Luna though most of what I got from her deck, on both sides really, was competence and a couple moon puns. I guess there is a bit of a contrast of her being a lot more aggressive on the pred side, with her high acid level/rapid digestion strats, compared to her easy going personality, but it didn't stand out to me as much. I think it's largely because she is very clearly shown to be a competent pred, and seemingly a strong paragon, so having a more brutal pred strategy doesn't feel out of place. Also the fact that she shares a pressure point strat with Lavender, and that her pred strat isn't as unique as one like Sophie's, doesn't help. She's not bad by any stretch, still has personality to her deck and upgrades, but just compared to the other Cubs I wasn't getting as much from her. Kinda feels like Mia, where there's something unique there but I just don't quite feel like I'm getting it.

A couple quick closing thoughts before I forget them again: 1) Your buffs, especially on pred side, can very easily wind up going behind other bits of the UI, making it impossible to see all the buffs/debuffs you have. Not a huge problem but a little annoying. 2) I'm currently thinking Molly could be demoted from a Dangerous Predator in endless mode to a normal one. I've yet to face her in wave 0, but she doesn't have any particularly scary synergies or overly powerful cards/stats, and her use of cards that increase her nausea damage taken make her kinda easy to deal with. 3) Idk if Allison is also considered a Dangerous Pred or not, but I feel like her appearance rate is similarly low alongside Molly and Sophie. If she is then honestly I think she deserves that status less than Molly. Edit: right after posting this, when I went into a new wave before closing the game, Allison was one of the choices for the first battle. Guess she was just shy, but that timing is wild.

Yeah, I really like Lavender, and the contrast between her personality and competency as seen through her deck. I also found it interesting that both her pred and prey decks use powerful strategies but somewhat incompletely. She's got a grip stacking strat going on the pred side, but relatively low sources of grip and uses for it compared to Mia. She's got some solid pressure points strat going on on the prey side but isn't great at inflicting it, at least not to the extent of someone like Luna. Seems like it could set up for a neat gameplay/character development overlap if an increased focus on these elements in her deck coincided with her gaining confidence or something.

So I went bug hunting to try and find a definite example of a card tripling instead of doubling and eventually found one. Going into it I was pretty sure I had seen it happen at least a few times, and at one point thought I had maybe seen it happen with Liz using a massage card but wasn't paying enough attention to be sure. Eventually got a concrete example where Isabel's "Limit Options" played facing inside healed 12 instead of 8 (she had 1 grip and the value on the card was 4) and I couldn't find any buffs that showed up on the bar that would explain that. https://pastebin.com/5qPDTUer

While watching for that bug I noticed numerous instances where a card's damage dealt did not line up with what the stated damage with multipliers should have been. In some cases it was just the card not showing the proper damage number (cards with overpower don't reflect tripled buffs, and sometimes cards created through the technique creation cards don't reflect any buffs) but in other cases I couldn't come up with a consistent explanation. Here is one where I simply couldn't find an answer (used Astasia, card's listed damage was properly base damage+buffs on the bar (17) and was hitting a pred with a +50% nausea increase and no other relevant buffs or debuffs and it did 31 damage instead of the expected 25-26): (had to cut out all but the last 2 encounters to make room on pastebin) https://pastebin.com/4cDx4mGz

While on the search I also found a few more misc bugs. Here's one where I couldn't actually play any cards at the start of the battle: https://pastebin.com/kN2YLCty

Here's one where trying to use Adrenaline made things unplayable and then hitting the restart turn fucked up my hand and bar at the top that shows what cards are going to be played: https://pastebin.com/Xk0MQK8D

Also in the past I've run into a bug where trying to play my entire hand caused the end turn button to disappear when trying to hit it (but leaving one card unplayed worked fine), but that bug hasn't appeared in this run where I haven't taken the trait that causes me to retain my rightmost card.

Found a couple weird, rather niche, bugs while playing in endless mode that I don't think I've seen mentioned: 

1) In a dual prey scene, with Liz as the prey, having both Liz and her stomach roommate play Controlled Panic, with the roommate then having 0 focus at the end of the turn, put a double panic status on Liz (taking away her controlled panic buff as well, even though she had focus) instead of the roommate. 

2) I've noticed the AI sometimes getting a triple effect from the first Strike/Struggle/Squeeze/Massage card they play in a turn, as if it was a super, even when its not super. Happens pretty infrequently, and I haven't been paying enough attention to notice any commonalities, so no idea what's causing it.

Also would be nice for endless mode to have sound effects, and more scaling on enemies each wave. Right now the first wave can be challenging, and depending on how lucky you got with card rewards the second wave might have a few tougher battles, but for the most part once you've cleared that first wave you can generally just cruise endlessly onwards with no difficulty. 

Oh, and personally I think Lavender could be classified as a "very dangerous pred" alongside Molly and Sophie.  She's not as bad as Sophie, but in the first round or two she can be borderline impossible, as your deck just lacks the firepower to cut through her in time. Honestly, I think she's tougher than Molly, at least when playing on Normal difficulty.

It's rapidly clicking on it, not click and drag.

I found a fair bit of success in just moving quickly. She's on the slower side, so as long as you have a rough idea where she is it's pretty easy to avoid her for an extended period. She's hard to ditch once she does find you, but using a student as a meatshield and ducking around a corner is pretty effective. The new pred awareness radar is also pretty handy for triangulating her location.

Yeah, there are hints in the environment and their little lore blurbs, but Bella is the nurse and Ligeska is the principle. However, the school uniforms really make them look like students, so can't blame anyone for thinking they were (I thought so too at first).

Thanks for the prompt response and listening to feedback.

For underskirt, in the previous version of the game before the covering was added it looked fine to me. I never noticed anything particularly jank or glitchy, at least during those few times I'd be behind her when she was walking up the stairs. Either way, I'd rather have a glitchy ass than the void personally. 

Shame about the sandbox mode. I'm not a programmer so I have no idea how much work it'd be and assumed it wouldn't be too much, since it'd just be letting the player modify existing systems, but if it's a big ordeal then makes sense you wouldn't want to add it to the workload. Still, I do hope you at least keep it as an idea, since I think for a lot of people it'd nearly double the value of the game.

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Love the full release, played the shit out of it, probably more than I did the first time I got my hands on the demo, and that's saying something. I'm going to have a lot of little suggestions, but that's not to take away from the experience that already is there; it's great.

So really only 2 major problems:

  1. So I have yet to unlock any playable preds except Bella, despite beating all of them with the book and even doing a few extras, like beating double random pred, beating the fairy with the book as Bella, and beating the fairy by eating her as Bella (really nice interaction btw, loved that). Thus I have to assume that nightmare mode clears are the way to unlock the rest, and I am STRONGLY against that. Nightmare mode is waaaaay too much for my taste, I just don't enjoy it. Which is fine, it's a super hard mode made for people that want a serious challenge. However, I do not think any major unlocks should be gated behind it. I suspect that beating it would require many hours of attempts and would largely come down to the rng of how fast I found the exit key, and that does not sound fun or worthwhile in the slightest. Escaping with the book is a fine enough challenge to have to unlock playable preds.
  2. The ass has been censored. I'm not kidding, I think this is a major problem. It's not too big of a deal on Tulpy (though I still don't like it), and obviously doesn't matter for Ligeska, but it looks really weird on Bella and Satie. Satie's ass is massive by default but instead she just has a weird dark void and her skirt magically sticking out. Meanwhile if Bella gets fed enough you can see her cheeks peeking out from the void, which looks bizarre. Plus, the asses were just really nice to begin with. Unless the censorship is there to meet some requirement, and I've seen much more explicit stuff on this site so I doubt it, losing out on the asses is genuinely one of my biggest problems with the current version.

Now just some minor things:

  1. Satie's deal seems like its supposed to be that she's fast but easy to track. However her increased traversal speed means if you hear her without immediate cover you are probably screwed, and if she spots you down a corridor before you can hear her you are screwed. I found her to be the most difficult to beat pred by a decent margin, and that's nothing against Ligeska. Ligeska is my favorite pred, she's fantastic. I just think Satie is a bit harder than probably intended.
  2. Tulpy's digestion could maybe be slowed down a tad. With other preds you can feed them a couple students to take them out for longer, but Tulpy feels like she just churns through prey at record speed. And since the best way to deal with her is to bait her into eating another student then getting as much done as you can while she's out, it might make runs vs her feel a little less like they are reliant on finding the key quickly or risking just randomly run into a near untrackable pred and losing.
  3. This is a positive point, not a suggestion or criticism: I love that you can bait a pred into eating another pred in the 2 random preds mode. So far I've only pulled it off with the fairy, but in theory there should be other possible combos. Regardless, it's a really neat mechanic.
  4. It'd be nice if student preds were just a little bit more aggressive about targeting other students when hungry. It seems like you have to run straight into them to get them to eat you, and I've only once seen the aftermath of one eating another rando student (didn't even get to witness it). It's a toggleable mode, so don't need to worry about it messing with the difficulty either, and I think a lot of people would appreciate it.
  5. The ability to move the camera when eaten, as well as the drawn out defeat screen, are much appreciated. However, it'd also be nice to be able to rotate the camera vertically as well as horizontally, and to be able to do a full 360 around the pred when eaten but not yet digested. Oh, and a 3rd person mode for viewing ourselves when playing as pred would be real nice, too.
  6. As far as I can tell, Bella is the only pred with weight gain atm. I really miss having it on other preds, or at least having it be VERY noticeable, like with Bella.

Also PLEASE, at some point in the future, add a sandbox mode of some kind. Let us do stuff like customize stuff like the number of students and the number of preds, let us play as the pred (not just the character, but the one hunting the students with their full size and abilities and nobody hunting them), and maybe give us an observer mode (possibly toggleable while active in game) so we can watch things unfold. I've said it before and I'll say it again: this is the kind of game that can benefit a ton from letting the player have a bit of fun with it, and I know a lot of other players desperately want this mode as well.

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I played around even more with trying to feed her students and noticed a few things: the grab seems to act up the most on stairs, around corners, and when hugging walls. Take these observations with a huge grain of salt, because they are mostly just from memory and gut feeling rather than measured data, but I do get the strong feeling that I have weird grabs more often in those cases. On the stairs I feel like she'll bypass nearby students more (and sometimes feels like her range is longer), when me and the student are really near a wall it feels like she's more likely to run around the student before trying to grab me than when we're in the open, and while almost all of the weird corner interactions have happened while at least one of us was on stairs, there was one time when she grabbed me through the wall around the corner before even fully coming into view (and with a student between us). Also noticed she'll often lose line of sight when hiding closely behind a student and this can cause her to behave erratically, meaning you have to ensure she keeps line of sight while chasing to ensure reduce chances of surprises happen, which is kind of dangerous cause it means staying farther from the student.

As for adding more students, I mostly meant it as an optional slider type of thing, to let the player increase or decrease the student count to their preferences. If you want to ensure that the player gets the intended experience from the game, and worry this will interfere with that, it could be something you only unlock after a successful escape or the like. Obviously its up to you how much you want to let the player deviate from the core design, but just going through these comments I can see a lot more people than just me enjoy playing the game in alternative ways (such as trying to feed the pred all the students) and are wanting various options that'll allow them to customize the experience a bit to suit those playstyles. There are a ton of simple things you could give the player the option to tweak (such as number of students, escape chance, etc.) that would go a long way to allowing players to set up scenarios they can have fun with, and, again, if you are worried about that hurting the experience you can always lock it behind completion requirements. Just something to consider, since I think the game is still shaping up good without it.

That being said, I also don't think a few more students would make the game THAT much easier. I've got only 3 successful runs so far (would have been 4 but I got impatient and made a dash for the exit without determining her location, only for her to come around the corner while I was in the hallway), but in all but one of them I found the exit key after opening around 8ish doors, and made a swift escape long before the student population could be decreased by much. In my experience if you aren't purposefully hanging around the other students (which can really harm your ability to search) they aren't at all reliable as emergency meat shields either, since you have to be close to them to even have a chance, grabs are finicky, and it feels rare for them to be particularly near the pred. A few more students might slightly increase the chances for you to have one nearby in an emergency, but I feel like they tend to both avoid the pred and clump up a bunch, so might not even do much on that front. The biggest effect of having more students means more sacrifices to stall for time with, and intentionally baiting yourself to feed her your fellows with is a risky strategy, so allowing the player to do it a little more often doesn't feel like it'll break the difficulty. I think I said it in my last post, but, while I do think the current student count is completely fine for balance purposes, I also think having more fodder could be pretty fun, especially for alternative playstyle (though if its through an optional slider that also lets you decrease the number that'd be best I think).

Oh, and thanks for the speedy reply, means a lot when devs do that.

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Really enjoying this game. I've always thought there's a lot of potential for vore games in a horror-esque genre, yet there are criminally few games of that nature. This strikes a nice balance of vorny with a horror game tension. The animations are simple but good, and I really like the weight gain. Also the emphasis on sound for locating the pred is a really nice touch, it enhances both the horror and vore aspects of it.

My one major gripe is how difficult it can be to spot the keys. Even ignoring the times they blend in with the purple walls or the tiles, they are small, unobtrusive, and often in little out of the way corners. While there is something to be said for having to carefully search while under pressure, when the keys are this hard to locate it can quickly become tedious and frustrating, which completely kills any tension the search would give. Not to mention I've had a couple runs where I lost to the 4th bell because I simply ran out of keys I could find that opened new doors, even after methodically combing the school multiple times, and after dodging Bella for that long she winds up just feeling like an annoyance. Finding keys she ate can be even worse, since she's just as capable of burping them up in a corner or an out of the way classroom as the hallway. Something to make the keys easier to spot, like a mild glowing effect, would go a long to avoiding this. Alternatively, maybe something that would direct you towards the nearest obtainable key. Could be just an ability you have, maybe one that only unlocks after the first or second bell, or could be an item you could pick up (which if it takes the slot of the apple would add an additional risk-reward factor, though unless said item is readily available wouldn't really solve the problem). 

A minor gripe I have is how janky her grab feels when it comes to grabbing you vs another student. I've been grabbed by her when I had 2 other students and probably over 5 feet between us because they had a bit of a gap between them that I guess the grab went through. I've been grabbed when I was hiding directly behind a student and she collided with them, walked around, and then grabbed me (edit: and as of now I've had her do a full circle around a student before grabbing me instead). I've been grabbed THROUGH another student who was directly between me and her. I've been grabbed multiple times because the student I was hiding behind suddenly started moving around me as she got near and that tiny space it made in the half second of moving was enough. I've had her lose sight of me when she approached because I was hiding behind another student, walk around to the side, and then spot and grab me when I couldn't get away because the student I was trying to hide behind was hugging the wall. I've also been sure I was going to get caught when she came at me while I was at a weird diagonal with a student only for the student to get grabbed instead. It's not a big problem but with how random her and the students movements can feel on top of it, it can make the otherwise sound strategy of slowing her down by feeding her other students feel very rng. Also it makes it harder to do a runs where your only objective is to get her to eat everyone in the building (which is my favorite way to play so far).

A few other miscellaneous ideas/suggestions/feedback:

  1. Would really like more sounds to be added. I like the focus on sound, but right now it's mostly just footsteps with sparse digestion noises after she's eaten. More digestion noises (and louder when you have been eaten) plus other little noises like more burps and moans, giggles, lip-licking, etc. would go a long way. Just occasional other sounds sprinkled in to liven it up.
  2. An option to add more prey students and make them unable to escape her (or at least prioritize your escape over theirs if you've been eaten as well) would be nice. This is really just for those runs you are trying to get all the other students eaten. Though the current student count could maybe be bumped further (especially if additional preds are added), in normal play I like that other students eaten with you have a chance to escape instead of you.
  3. I like the low chance of escape that goes up the more prey she has in her. Was thinking a neat mechanic might be if the chance to escape her is lowered the more prey she's digested but her movement speed goes down a little bit as she gains weight. I think it's fine as is regardless, tho.
  4. Instead of a big pink block for the defeat screen that forces us to main menu after a few seconds, it'd be better if the text would just show up, a main menu option, so we could watch ourselves get digested. I like the digestion animation, but its a shame you can only see it when following her around after stuffing her full (something you'd never do playing normally).
  5. I wouldn't mind if the screenshake when moving was reduced or gotten rid of entirely. It can be a little distracting/headache inducing.
  6. Although finding them can be a pain, I overall really like the mechanic of the pred eating the key you are holding and burping it out later. However, it seems like they burp it out only after digesting everything, which can be kind of a pain if they've eaten a lot.

Anyways, really looking forward to future updates.

Another bug I found: if you use Chateau's belly slam and stun a target who had prey in them, and the prey knocked out of the target block Chateau's path, then the game just stops progressing, presumably because she's trying to eat the stunned target but unable to move to them.

a line of villagers in the 4th row, placed down as early as can be safely done, with 3 rows of archers behind them and shield bros 2 rows ahead of the villagers (leaving a row open for late game wizards) does the trick. You can use mines to protect vs the first girl, then archers with 3 attack upgrades can take out any additional girls before they take out a villager so long as you drop them promptly. From there it's just a matter of steadily adding archers and shield bros until you are all set up and filling in the wizards, with barrel bombs for the big waves and mines if ever needed.

Had a bit of a weird bug. An enemy shrodinger who ate an enemy covenant through a vial effect after enemy covenant digested an enemy shrodinger (mission 4) got stunned and released the covenant, but just as the animation started it went to my next units turn and interrupted the animation, leaving the shrodinger in the middle of the screen. Then when I went to attack the ejected covenant it played the animation of the enemy shrodinger ejecting the covenant (except the shrodinger had no face) then started the attack animation but with no dialogue and no way to progress it, forcing me to quit to lobby.

This new difficulty is fairer, but I actually somewhat enjoyed the original difficulty of the late 2 levels on their initial release. They took a few tries, but if you payed attention to what lanes were the problem and adjusted accordingly they were plenty doable. Since there is a normal mode atm, I wouldn't mind seeing a hard mode with a few levels of that difficulty in the future. That or maybe a few of the late game levels have a similar difficulty level. Just so long as its difficulty that can be beaten with strategy and not just grinding unit upgrades.

Also it seems like your ranking is based on exclusively how many units you lose and scales in flat amounts (0=S, 1-3=A, etc.) when it should probably be adjusted on a level by level basis. Losing just 3 units in 2-10 is a lot more impressive than in 2-1 after all.

Best bet I'd say is hitting esc, which should bring up the menu, and changing the settings, should be able to resize or full screen it.

Amazing game so far, especially for how early of a build it is. Art is fantastic, gameplay is already quite good, vore mechanics are great, and there are so many just really neat little touches, like the secretary interactions and vessel backstories. Can't wait for more.

I miss having the changelog available on the game's main page. Was following this on Eka's for a while and would check that every time there was an upload to know what all was new, so would be cool to have that here too.