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DiodeMoth

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A member registered Jan 04, 2020 · View creator page →

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I'm sorry I can't provide an answer to your question as it goes against OpenVore's use case policy.

I have some plans for something larger, but that starts getting outside what gb-studio can handle. native gb/gbc development is quite complicated compared to later handhelds, imo this is reflected in the huge surge in games that later came out for the gba and its simpler memory architecture.

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ah it may require GBC, I only tested on original GBC hardware, and the game does make use of the color palette features of the GBC.


hmm it runs fine on my pocket in forced GB mode through my everdrive, what flashcart are you using? gb-studio generates roms that need MBC5 support in the flashcart

two options:
1) play it in the web browser on itch.io
2) download the dragondiving.gb file and play it in an emulator, I recommend SameBoy on windows or My Oldboy! on android.

The platforming was on the difficult side for me. I love stomach inventory systems, and making that a part of the puzzle solving is fantastic.

Very cute sprite work, the music is fun and fitting, and I'm always a fan of stomach inventory vore mechanics. This is a great foundation!

Fun character design! I like the direction its was going at in the internet part, lots of potential.

Wow that was throwback to the old point and click adventures, fantastic work.

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Thanks! I wanted to keep working on it after last jam but wasn't thrilled with the code and art, the rework hopefully puts things back on track for me to add more content easier. The dialogue system definitely needs to be reworked, I had such lofty plans but so little time.

I really liked were this was going, I can imagine a game with sim tower like mechanics, building a community of residents, observing and interacting with them. I'm also a huge fan of the 2d sprite on low poly 3d object style.

Thanks! I want to do something like that with a huge set of different parts to search for, but need to find a good way to reduce the set of possible combinations that require art and dialogue while keeping the choices meaningful.

Thanks! I think I'll continue this version, the engine I used and graphics where I lot easier for me to put together.

I think its fine if player character can still miss the pawprint even after double checking (throw in some should have triple checked text?). Or you could make a hidden early ending? I don't think its unfair if its acknowledged in the narration.

Just enough gameplay to get the idea across, I love the idea of swapping out parts. Pixel art is great too, please continue work on it!

Lovely art, more meaningful dialogue choices would make the endings more satisfying I think. I really wanted to play AC for longer.

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The animations and explodey deaths are great. I feel like there should be some mechanic inbetween attacks, or charging an attack should be more involved. I was invested in rescuing the hubby but the game crashed when I died at the birds.


FATAL ERROR in action number 1 of Other Event: Animation End for object obj_sphinx:

Unable to find any instance for object index '1' name 'obj_player' at gml_Object_obj_sphinx_Other_7

stack frame is gml_Object_obj_sphinx_Other_7 (line -1)

I like the direction things are going in, the art and animations are nice, and the foundations for some great world building are there.

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I love me some minigames! nsfw warioware style minigames are an untapped genre. As a short experience it was great, I hope you can add more in the future. Fill hole was hilarious.

I read the pamphlet, and after I got how the keywords worked everything was smooth. Good writing and a great setting for a lewd adventure, and the puzzle mechanic has a lot of potential, resource management while exploring could create great branching story lines along paths other than dialogue.

I tried so many commands to double check the salt circle after the foreshadowing in the pamphlet >_<

This game had my complete attention as I wandered the psychedelic wasteland, collecting soda to fill my meter, wondering what possible conclusion filling the bar would lead to. I'm not sure what kind of conclusion it was, but I feel like a sequence of levels and cutscenes in this style would make for a fun and captivating game. I enjoyed collecting soda while it lasted.

I'm not a fan of idle games but it grew on me after a while. The art and interface are great, and I'm a sucker for reading journal entries and lore. With more playtesting I bet the idle loop could be tuned to feel better. Once I got the puzzle that was occurring it was much more engaging.

I ended up rewriting the package file based on some docs I saw, the build system I'm using for monogame does not, I'll need to keep digging.

Excellent writing! The characters and setting are fantastic. I would love to explore more interactions with Wel and Aria, and incorporating the looping nature of the game to make the branching scenarios feel connected is a great mechanic.

Feedback is good! This is very useful, I want the game to be nice and polished at some point, and addressing all interfacing issues is important.

Thanks for playing! I was worried about confusing the player and didn't document the alternative keyboard controls at the last minute... and even removed some. I'll make sure to improve the control scheme (and add remappable controls, I had a nice setting menu drawn out and everything) to be more accessible going forward.

Thanks for playing! That's all the endings, I'm guessing clicking the text was tricky? The UI system was very barebones, other VN engines have set some great usage patterns I should look at.

It's monogame, but I was going to steal your build system for generating the app bundle. ;)

I forgot macOS wants app bundles. Thanks for working around it! I'll look into packaging it properly.

This is a complete remake of my submission last year by the same name. The minigame works this time... I think.