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DraconicSyntax

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A member registered Feb 28, 2023 · View creator page →

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There will be controller compatibility as soon as I'm able. I don't know about a sprite editor, but adding some alternate coloration to Mia would be doable - but something I'll still have to save for later due to the extra work involved and how Mia's sprites are still being updated/changed during development. 

Eventually yes, so long as android devices are capable of running it, I'll make a port. There is no official port right now though.

There is no way to recolor Mia currently. I've seen videos uploaded online with recolors - as far as I can tell, those are done entirely with video editing, and are not like that in game.

There is no official android version currently. I'll be making one in the future, but it'll be a little ways off. I THINK it's possible to run the game with emulators on android, but they can be tricky to set up and may have unique bugs and performance issues.

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There's an issue with the minimech debris currently, I found out they're still using the old collision system which causes freezing in some specific situations - it'll be fixed in the next build! If the game won't close, use task manager to force close it.

Not in v0.9.0, but there will be more predators getting added fairly soon - there should be a few in the next public update!

Thank you! Level 3 is probably the largest I'll ever make a level. I'm also actively working on adding a new enemy with a few ranged attacks, and there will be higher tiers of the existing enemies that have more health, deal more damage, and will probably have a few extra moves. 

Appreciate the report - managed to figure it out, the minimech debris (and bones and remains in general) were still using the old collision system from before I updated it, and that was causing some severe issues specifically when those remains hit a ceiling - and that's one of the only areas in the game with such a low ceiling. It'll be fixed in the next build!

:D Thank you!!

I was worried it wouldn't feel like a ton of content since there was a lot of "under the hood" work again too so I'm very glad to hear this! :D

Future updates will have even more - I'm quite excited for the next several features I'll be working on. New story lore, new enemies, new predators, new struggle system, and more :)

Happy to hear you're enjoying it! That's a good idea about the remains - I've gone ahead and swapped things around so the scientists and executives will immediately panic and enter their fleeing state when they find remains. Of course I'd like to add more actual new animations for stuff like this too for unique reactions, I've just got a very strict priority list I have to follow the order of to keep the workload from getting out of hand - I'll definitely come back around to it at some point though!

A map is definitely planned, they just can be a bit complicated to set up properly - I've got to figure out what method will work best for the game. 

For some reason the variable that checks when the game is supposed to be fullscreen is the one I've been having issues getting saved consistently - I'll keep looking into it though.

The original plan was that later enemy health values will scale up a decently significant amount, and the existing upgrades already well surpass the power of current enemies in game, so at max rank several perks make you VERY strong. That all said, I'm definitely still playing around with the balance of everything, the cost of perks, and more - unfortunately I probably won't have a super clear idea of what "balanced" will look like till I have a more significant portion of the game developed, but I'll try and keep things in check as development goes along. I just made a similar nerf to the augment strength perk for similar reasons. The recent update DID add an option to disable passive digestion damage though, so if you feel you've upgraded acid damage too much to be able to see the live prey animations, disabling that should help! 

Happy to hear you're enjoying the update! There will be some kind of map added eventually once I figure out a good method to code it, but future levels also shouldn't be AS much of a maze I think. 

Some form of sandbox mode like that is in the plans - I'm going to update the debugger in a significant way first to give it an actual control panel and all sorts of extra functions like spawning enemies and such. Of course extra idle animations and such would be excellent as well, and I plan to add what I can, they're just lower on the priority list than a number of other things. Enemies eating each other is also planned - it'll mainly be between the aliens and station crew, as my plan is for them to be naturally hostile to one another, but once again I need several more animations for this so it'll be a bit.

Good call on the lamia burping out the companion - I'd forgotten that the lamia can eat the companion if Mia eats her first. I'll be sure to add a contingency for that in the future!

Glad to hear the companion's animations landed well too - she obviously doesn't talk, but I wanted it conveyed that while she's a little carefree she still quickly becomes attached to Mia. I have plans for a few more animations for her in the future to further this expression - one idea I had was that once every so often, if Mia hits 0 HP then the companion will force feed herself to Mia to revive her with a bit of health. I quite like the ideas of her trying to push on the lamia's belly to get Mia out - I'll have to play around a bit with how that actually looks, but if I can get it looking good I'll definitely add it!

There are also definitely plans for some kind of upgrade machine for the companion too - hadn't decided on if it'll be a separate machine from the one Mia uses, but there will definitely be a way to upgrade the companion in the future. 

I like the character concept art as well, it's pretty fitting with the theming of everything else! If you're offering permission to use that design in game, then there's a decent chance that I may. 

There will be a map eventually, they can just be a bit complex to set up so it'll take a bit of time while I work out a good method to get it working and useful

You also need a tier 1 key card to get through the doors that say "access denied". The tier 1 card is carried by a missile mech near the purple control terminal.

The slime companion(s) are found in level 1 behind a couple doors that require a lvl 1 key card, which can also be found in level 1 (it's carried by a minimech near the purple control terminal). The gif on this itch page of Mia going through a door is actually the first of those doors you need to go through (there IS also another door that will lead to this area elsewhere in level 1, but you'll still need the lvl 1 key card in order to get through the final door before the companion).

Glad to hear the wall jumping works well! I think I underestimated how difficult it would be to learn for players since I was the one who made it, but I'm happy to hear that once it is learned, it handles well. 

There's still plenty more game yet to come so stay tuned :)

I added some extra platforms to help with some of the most difficult parts of the wall jumping - I've recieved plenty of feedback though that in general there is too much jumping/wall jumping in level 3. I definitely don't plan to use nearly as much in future levels. 

Level 3 is also probably the upper end of what I'd make in terms of map size/complexity in the future - most levels will be easier to navigate, similar to the previous levels. There will also be some kind of actual map in game in the future, though they can be a bit complex to set up - I still need to decide on a method to use for it. 

Once I've got the animations for that ready, yes

It won't be indefinite, but weight gain will be added to the game eventually. It will require literal thousands upon thousands of frames of animation though since Mia already has so many to account for all her belly sizes, so it will be a good while before it can be added.

There is no level 4 yet, no

There will be human predators capable of eating Mia eventually - they're still a work in progress

Enemies that are carrying key cards will have a little sparkle usually near their hip, but this only shows while they're in their idle or patrolling state - it will not show if they are searching or chasing.

There is a missile mech in level 1 near the purple control pannel that has a tier 1 card, and an executive in level 3 that has a tier 2 card. That executive is somewhere behind door #4, and is also the only executive in that area.

Unbirth should mostly just need alternate animations for "swallowing" and "regurgitating", so it's pretty doable - that said, I'm focusing first on non-sexual vore for the game (so mostly oral with a few special exceptions for things that can consume multiple ways, like a slime enemy that can absorb Mia). If mods/modders wanted to add alternate forms of vore in the meantime though it should be fairly easy.

So long as phones have the processing power to run it, I do definitely plan to port it to mobile, but it'll be a bit before I can do that

I released v0.9.1 with a few balance changes to the wall jump sections, including adding platforms in several places to alleviate how grueling some can be. The general feedback though has indeed been that there's a bit too much/too difficult wall jumping - I'll definitely be toning it way back in future level. I doubt ANY other level in the game will require quite as much jumping/wall jumping as level 3. 

I'm also still working out better ways to communicate the direction the player is supposed to go. A map is definitely on the task list, maps just can be a bit complex to set up depending on how they're done, so I'm still working out what method I want to use for that. 

There will be a more fleshed out story as development continues, including Mia's origin story! She'll get a bit of dialogue as well with a few characters. As for whether she likes or hates the change, I'm planning to make that something the player can influence based both on a few minor dialogue choices the player can make as well as how often the player actually eats/digests enemies. She'll range anywhere from hating them and refusing to use her abilities, viewing them as a necessary evil for her to escape, or just straight up fully enjoying them. 

What's the error?? Starting a brand new game shouldn't cause issues

Thank you for the feedback, I'm glad you're enjoying the game!! As for your suggestions:

- some kind of alien spider girl is definitely doable, though when it comes to alternate forms of vore like unbirth, I'm trying to first keep the game focused on oral consumption first (with a couple special exceptions for enemies that can consume to their stomach in non standard ways, like via tail maw or via absorption for things like slime creatures). After any pred enemies have ways to eat the player normally, I'll consider alternate forms of vore as extra animation sets that can be toggled on/off.

- Weight gain for the player character is planned! It'll just be a long ways off since it'll require a ton of extra animations - due to Mia having multiple belly sizes, there is something like 4,000 frames of animation that she currently uses, so adding even just 2 new weight levels would be an additional 8,000 frames that need to be drawn. It's probably the single most requested feature though so it'll definitely be in at some point sooner or later!

- I do like the idea of a hipcheck ability - there's already an ability similar to a hipcheck in game (wrecking ball) but honestly it could do with a visual update since it doesn't even use any unique animations, so I could see about updating it or otherwise just adding a new ability, since I still want to add many many more

- Different ammo types are also planned! Currently the rough plan is to include fire, ice, kinetic, and electric, with a couple different firing modes for each. There will also be an inventory for using some consumables, like throwable smoke bombs and stun grenades and whatnot.  

- There is a plan for alien enemies to regularly swallow station crew (and eventually vise versa as well) if they come across each other - there are LOTS of animations needed for this as well though, since not only will it require a full set of belly animations, but the enemy will then need to be able to do their normal full move set as well if the player engages them while they're full, so it'll be a bit before this can happen

- There will be lots of extra hazards and features I'm planning on adding! I've got a small list already prepared and concepts for several more. Having the missiles and laser barriers being the only things in the levels to interact with would be a bit dull. 

Thanks again for your suggestions, I hope you keep enjoying the game :)

I've added some extra platforms in v0.9.1 to help with the wall jumping sections. In the future I also won't be adding nearly so many jumping sections so close together. I'm not sure what you mean about returning to the main storyline though, you can always go back to any part of the game that exists so far. 

Eventually yes, but it does not have an official one right now

That's a strange error, there shouldn't be any reason for it to show up. Is this on  a new save file in v0.9.1? Are you running the game on a modern Windows PC? I've learned people run in to all sorts of strange bugs and glitches when they try to emulate Windows, so if you're not running a modern Windows machine that might be the issue.

Either way, I'll add more save slots in the future, as well as a more advanced debugger that will at least allow you to more easily regain lost progress.

Thank you!! With all this foundational stuff nearing completion, I'm really starting to have a clear picture of what the entire full version of the game will look like - there should be lots of content to enjoy :D

Thank you! Hope you enjoy it :)

There are plans for weight gain to be a thing eventually, but yes it will require a TON of artwork (something like 3x the number of current sprites at minimum, of which there are already close to 4,000 frames for Mia) so it's been pushed down the priority list for now

Was testing an alternate build format to help with an issue some people were having, but turns out the build format wasn't the problem so I removed the alt version again

That seems to be common feedback I've been hearing, I've adjusted the jumping a bit in v0.9.1 and in the future won't be putting so many jumping sections so close together

Thank you!!

Thank you so much :D

This will happen! Just takes a bit of work that I haven't gotten around to yet but it'll happen sooner rather than later

Yes, there will be an actual story added