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ConstantErasing

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A member registered Mar 02, 2023

Recent community posts

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.