Glad to see this game is finally happening! I'd been seeing preview animations for a while, they're seriously some of the most impressive I've seen to date. The game functions startlingly similar to those preview animations, which was awesome to see - it's rather impressive on a technical level.
A lot of others have already commented about difficulty, so I'll try not to repeat them too much here. Really, I think the game handles quite well overall, it just needs some balance adjustments. Enemy spawn rates are the biggest thing I think needs adjusting - the soldier level I'm never able to last more than a minute in due to the crazy number that show up. I think the desert level with the mummy and naga enemies has the best balance of spawn rate - I can usually last indefinitely on that level, but the rest I'll usually be overwhelmed within 5 minutes or less.
As some other people also mentioned, Pherl's attacks only hitting one enemy can be an issue. I think adjusting the spawn rates mostly solves this, but you could also consider giving Pherl a new attack that does hit multiple enemies - I'd just make the attack take even longer to wind up as a trade off. I did something similar with my game where the first two attacks of a combo only hit one enemy, but the third is a kick that's a little slower but hits all enemies in front of the player.
Speaking of windup time, long wind ups for attacks tend to be good for enemies as it gives time for the player to react, but long windup time for player attacks might make them feel sluggish and unresponsive. Of course that doesn't mean they can't be used - Monster Hunter is a game that really likes super long attack windups for players, because the attacks themselves are extremely heavy hitting and weighty. I don't doubt that was what you were going for with Pherl as well, and it's fitting, especially given her extra weight and how enemies go down in one hit - I think it works well for the most part, my biggest issue is that because the range is also so short, enemies can just walk away from it easily even when I start very close. You've got attack speed upgrades in the game which does help alleviate this somewhat, but just a bit more range might still be good. It might be fine as is, but I wanted to bring it up as something to keep in mind as you continue to develop the game, especially when making new attacks for the player.
For future updates, it would be great if Pherl had a way to digest and shrink her belly - it would be nice to be able to fill it up again repeatedly, since I don't think there's a way to shrink it unless you have lost health AND find one of those digestion pills. When I'm playing well, it means I just stay permanently at maximum fullness and don't get to enjoy those other animations of filling up again. On a related note, it would be fun if Pherl got some extra animations - either just idle animations, or maybe an actual action she can do, where she rubs or plays with her belly. Maybe this could be like a taunt move or something?
Some form of range attack would also be nice, but I think I read that you're already working on that. I feel like I remember seeing some of the preview animations showing Pherl spitting bones at enemies, so I wonder if it's going to be that?
One other tweak that would be nice, since Pherl only hits 1 enemy at a time with her attack, it would be nice if it always hit the closest enemy to Pherl. I've had a few times where I've tried to kick a nearby enemy away, and it instead hits one further off just on the very edge of the attack, and I then get hit by the closer enemy.
And one bug I noticed in the latest version, the pause menu doesn't seem to function anymore - I can pause and unpause, but not restart or quit to menu.
Awesome job so far though, super excited to see where this game goes! The art style is very on point, movement handles well, and of course the animations are incredible. Also, LOVE the ability to eat enemies faster by mashing! Feels like the perfect solution - lets me eat fast when I'm surrounded, but also take my time to appreciate the animations when I'm not surrounded.
DraconicSyntax
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GameMaker, the engine I'm developing G.L.U.T.T. in, has been going through a lot of updates recently - I do believe I recall seeing one of them mentioning that going forwards, games would not be able to support windows 7 and below due to dependancies in later windows versions. Sadly I'm unable to do anything about this - I empathize with you as well, windows 7 was by far my favorite OS. I tolerate 10 because I have to, and refuse to upgrade to 11 until 10 has hit end of life at minimum.
Thank you!! You're plenty welcome to create fan art of the game if you wish. If you have a public gallery somewhere feel free to share it, I love seeing fan art!
There will be more minimech (robot) tiny pilots in the future, and I'm going to add some more features to the existing ones in time as well!
Thank you!! It's been a lot of work but the results are gratifying.
Belly sizes multiply the number of sprites needed by a lot - especially when things like weight gain is considered as another feature in the future, I really have to do what I can to rein in the excessive number of belly sizes. Currently the player has over 3,500 unique frames of animation, and each new belly size would add almost another 1,000, which will then get at least tripled when features like weight gain are added. In regards to your suggestion about weight gain, I plan to have 3 areas gain weight, with each being togglable so you can decide where gains go - breasts, belly, or butt/thighs.
Despite the sprite issues for the 1.5/2.5/etc belly sizes, there is a new enemy coming to the next update who is roughly half the size of typical enemies, and therefor can be eaten to get that "half sized" belly with squirms and all. In order to avoid the conundrum of then having to sprite sizes for 1.5, 2.5, 3.5, and so on, these enemies will still count as size 1 after the first eaten, but it will at least allow the half sized belly to see a lot more use.
The enemies you suggested are also fairly similar to ones people have suggested before, so they're likely to be added in some form or another!
For test mode, there already is a kinda "test mode" available in Patreon builds as they have access to a special level that I use for development testing, but I do also plan to add a free play level at some point similar to this to the main game for everyone to use. I think the debugger should be available in all versions though (f3 to activate), and while the debugger is active, you can access a few cheats like manually giving yourself DNA points.
If you make any fanart do please share! I love seeing fanart of the game :)
Yes, the alien drake will be returning - it was temporarily removed when I rebuilt all the code for the enemies to enhance their path finding and general AI, and it was really unfinished as it was - it is currently getting reanimated and will be getting several more attacks for when it gets added back
Thanks so much for the feedback!! It really means a lot. The run animation certainly took a while but paid off, and as for the sounds, they're a mix of free sounds I've found all over the internet. Some were from royalty free sources, a few were from specific creators (listed in the game credits), and some are 100% original created by me.
I've got plans to make swallowing no longer just be the single button press to win so long as you have enough stamina - I'm thinking maybe like a single QTE to see if the swallow is successful? Something like a super brief 1 second window where Mia is holding the struggling enemy in her grip, and she just has to press swallow again at the correct time, shown by like a thin vertical line moving across a target (think roughly how melee attacks worked in Undertale). Wrecking ball could be tuned better to be it's own ability as well - its current state functions as it does largely as a result of it being the quickest way to have gotten that move in. I'll see about improving that sometime soon.
Longer/louder burps is also a frequent request - that one is a little difficult due to available assets. Sound assets I can legally use for burps that are also of a good audio quality (no extra bg noise, no real person vocals that can be heard, etc) and also of a good composition (good mix of bass/treble, sounds similar-ish to the other burps so they don't sound like they're from a different person, and other qualities about the burp) are actually really hard to find - I've even gone around searching through other vore games and asking creators permission to use some of their burp sfx as well. If you know of any good resources for this, I'd be happy to hear them. Beyond that, some of the longer burps can be a little difficult to use just from a gameplay perspective with how they lock the player in place for extended periods of time, so I'm trying to maintain a balance so that game flow doesn't stagnate from constant interruptions from extremely long burps - I'm not opposed to having them, I just have to be careful when and how much they're used.
There will be slosh sfx coming soon to accompany footsteps based on current weight!
I'm planning on adding the ability to consume up to 4 prey eventually, though the plan is for Mia to be immobile at that point. Maybe I will add an ability that allows some limited movement in that state as well - we'll have to see.
Thanks again for the feedback! :)
Check the changelog, there's a LOT more than just new lighting. Besides the 9 months of work reanimating the player, I also rewrote physics and collisions to be less buggy and more optimized, cleaned up animations on a number of enemies, added several new sound effects, added a new predator enemy to the game, completely rewrote enemy AI from scratch so they now consider a FOV cone/sound emmision with consideration towards obstructions/navigation code to follow the player around complex areas/gave them new moves, added a host of new sound effects, and plenty more all detailed in the changelog. The blind drake was temporairly removed because it would have taken longer to get its rework and the update had already been postponed long enough.
Patreon supporters are also the ones who choose which new features get worked on next - currently, they've voted on expanding some of the base mechanics and adding some new powerups. I have had new levels as a voting option the last few polls though. If you'd like to see new levels sooner, you can see about joining voting for those.
In general, my development plan has always been to solidify the foundation of the game as much as possible before developing more levels - reason being that things like platforming mechanics, enemy design, mechanic design, and more ALL change how a level should be designed. If I worked on new levels earlier, I would have had to throw away a significant portion of work due to how mechanics have changed throughout development. We're finally hitting the end of the foundation road though - besides the update I'm currently working on with more new base mechanics, I have I think just 2 or so more updates that don't specifically involve making more levels (one featuring the new blind drake and one featuring the beginning of the game's story mode).
That depends on if I've had to update the save/load script in new updates - I need to update the script any time there are new variables to be saved, such as from new powerups, entities, objects, interactables, and so on. I'll usually note in the changelog if I've had to update the save/load script. If you want to quickly regain lost progress, you can use the debugger to give yourself DNA points as well as do a couple other things - check the readme file for detailed info
Oral vore will be the main form of vore for things in the game, though if modders want to create alternate animations for things like anal vore it should be simple enough (technically just an alternate "swallow" animation I believe). I don't know if I personally will add alternate forms of vore like that, but if I do it will be an optional thing, and it will only come after the entity gets oral vore capabilities.
