You can get there by dropping down the bridge next to the gate switch, or via the manhole if you get a little wacky with the platforming
Pthalo
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Probably within like 1-2months-ish depending on where I'm at with other stuff
to pull from a reply elsewhere: There's only two enemies that I need to do that will be present in the campaign, only one of which until I've got everything I need to start assembling and testing the level stages (It's technically one zone in the update, but it's split into two subzones, so slightly different enemy spread. Assembling a full zone previously took me about a week per, so I'd estimate the full zone taking one and a half, maybe two). There's also two enemies that are for future updates I'd like to include to up the enemy count, as well as commissioned enemies. Past that it's just minigame art assets, and some extra code for unique cases.
Key rebinding is on the agenda for the next update, but is one of the more technical things I have to figure out (I'm still largely a beginner to the more backend coding stuff. ) It hadn't occurred to me that people with 60% keyboards couldn't play as I'm just using the standard retro-style layout that some games use, but there is barebones controller support in the currently available build
Thank you, I appreciate it! While the primary thing for this is vore stuff I'm also aiming to include some adjacent stuff as well, including a few TF type things (the next update should have an enemy that does a species TF), as well as one or two inanimate things in a much later zone. Glad you're liking it!
That's a hidden path lol; you can use the vertical boost from breaking free of the flower to skip the elevator entirely
I'm aware that you can activate stuff while grabbed, it's just not actively an issue at the moment since most things just reset on gameover. I'll likely end up fixing it if it ends up becoming a gamebreaking thing at some point.
Super solid suggestions all around; The charge attack to parry in particular is potentially a really good solution to the main issue that's making combat balance so difficult to figure out right now. I wouldn't have to arbitrarily slow regular attacks, but it also wouldn't be a spam-to-win thing if they can just smack you if you're not paying attention (that plus like a stamina system might be good). I'd probably have to lower the charge time somewhat, but I can also just slightly lower the damage along with it. I actually wasn't aware that you could do a charge jump for extra movement previously, but I'll look into adding that in as well. (might be a little hacky for the balance patch, but I'll try and make that more of a deliberate thing when I do the ground up attack system rework for the next update.)
Admittedly a lot of the reason for this is because people were complaining that the difficulty was far too easy on the first release, though I think I may have overdone the attack exit time delay a bit in an effort to slow down player DPS to a sluggish amount while the enemy behavior in the later areas more matches the old attack speed. I'm going to put out a balance patch shortly, and a more bugfix centered patch after a week or two once I've gathered bug reports.
Extremely solid ideas! I might not go for those enemy designs specifically, but I like the gameplay perspective behind them, especially the stealth one. A further charged version of the strong attack is currently planned (technically sort of implemented, but there's no way to obtain it outside of the debug menu) Health indication would potentially be a good idea, though I'd probably just end up with like enemy health bars to save animation time. An i-frame dash is planned as a reward upgrade for an optional boss, and while parries aren't a consistent thing on the player end, some enemies have certain attacks that can be be interrupted by a player attack to put them in a stunned state briefly (the warden already does this in 0.1, though it's not made clear, which is something that's been changed in 0.2)
What Astrolucidity said!
For clarity, I'm like 2/3ds of the way done with the actual assembly of the first of the 2 zones that I'm adding in the next update; and a good chunk of the time up to this point was working on code stuff. My current goal is to have the next update around late June or early July, which so far seems doable, though if it ends up taking a bit longer the backup plan is to have it out as a Vore Day thing.
I'm currently aiming for the first update to come out in sometime around late June to mid July, but this is only a target. Please keep in mind that I am making this while also doing commissions and working a job, so my time and energy to do so is limited. I put up monthly devlogs here to report what's been done since the last one.
More than 1 ending is currently planned, but it's still loose in terms of what these will be; Moreso has to do with NPC relations than anything else, which should effectively boil down to hunting for some items around the map; This is also to incentivize going after some optional bosses and finding a hidden location or two.
I'm intending to have an optional interaction choice that lets you voluntarily do so, but the notes on the FA post are more so just a general outline of him from a character standpoint; He's not actively a threat or anything. I am planning on having him doing so to an enemy when you first run into him though.
The end goal at the moment is a total of 16 areas, give or take a few based on if I decide to add or cut things, with some of them being optional. Each area is supposed to have a about 4 unique enemies, with a couple of them showing up in multiple areas.
The overall planned structure is your standard soulslike, with 4 main big bads needed to get to the 5th and final one.
I'm debating whether or not I want to give a full plan description because it would potentially lose some of the exploration value if I gave the map/area list early, but it would also give a very clear picture of what needs done, and where we're at for each update.
