Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Pthalo

81
Posts
3
Topics
2,024
Followers
6
Following
A member registered Dec 24, 2024 · View creator page →

Creator of

Recent community posts

I'm not super worried about it, there's only so many types of vore that I can cover anyways so there'll end up being overlap regardless; Once I need to start repeating it'll be more a matter of varying enemy body types and personalities than the finisher type

(1 edit)

Cervitaurs are currently only accessible in the sandbox; The next (major) update is going to implement them into the main game.

He's currently a placeholder NPC; Once implemented you'll be able to trade hidden collectible spraycans for new HUD themes (also his name is Sketch!)

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.

This happened during the first upload, it's most likely caused by a sudden uptick in downloads on an unsigned program, which causes windows to falsely flag it

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.)

Graphite is canonically female, but I don't have any issue with them being depicted otherwise.

That's totally fine by me!

(2 edits)

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.

I can't outright disable enemies because that would affect the game's balance, but there are options to disable finisher animations based on enemy genders now!

It's mostly a color theory choice; Most of the curse-themed stuff is cyan, and orange is on the opposite end of the color wheel (technically split-complementary and not exact opposite, but true opposite was red and made them look unintentionally evil/demonic). 

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.

This has been addressed in the current devbuild, enemy finishers can be filtered based on presented gender; I can't realistically do this with the player themselves because I would then have to make alternate animation sets for not only every player animation, but also every finisher.

(1 edit)

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.

Thank you!

I don't really have a super good idea as to when it'll be done, but I'd assume still probably a little while until it's in a releasable state. I want to aim for late June to somewhere in July, but this heavily depends on how well balancing things goes.

I'll look into this, but I'll probably wait until feedback from the next update, since I've found that some enemy encounters can be significantly more difficult to avoid getting hit than in the first release.

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.

It's intended to be sweat, though I can look into removing this if it's being misinterpreted.

Not actively, with the exception of a handful of enemies that are role-reversal and try to shove themselves into the player. That being said I'm hoping to do some other projects at some point that have player-as-pred.

Yes! The next update actually has a typical slime-blob type enemy that does this already implemented; There's others planned for the future as well.

There will be an option for this, yes; Most likely just a toggle in the debug menu

The eye shine thing actually would be perfect since all the enemies currently have glowing blue eyes; I could pretty easily color code them through that! Would also be ideal for a handful of enemies that do role-reversal down the line to differentiate them lore-wise.

(1 edit)

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.

Same kind of issue with Linux on my end; I can technically export it to Mac, but I have no way of testing if it actually works correctly or do bugfixing in that case. I don't know why it wouldn't, but still.

I thought about doing this, but mostly decided not to to avoid having the screen flooded with messages. Enemies that can't speak, or just wouldn't naturally have dialogue usually have Graphite react instead though.

I'm hoping to make an Android version later on, but it's not an immediate priority.

Literally the next 2 enemies I need to work on

(1 edit)

You're totally fine, waiting on updates is understandable.

I'm mostly doing good, had the flu for like a week a little bit ago which definitely put a halt on things lol

Dev speed is a little slow right now because I'm trying to get things like commissions set up for my non-game things, (ideally so I can spend more time on the game than working a day job), but should hopefully pick speed back up soon. I think I'm like, a third done with the update? maybe closer to half?  Most of the rewrite stuff has been done, and I'm like halfway done with the pixel art I need. One enemy with more complicated attacks been fully finished, but none of the actual level scenes have been made yet. Counting the one that's fully completed, I have animation sets for 3 enemies done, with the goal amount for the next update being 7 (each zone is supposed to have 4 unique ones minimum, and the Squirrel is already done sprite-wise)

Also, since you're the one who asked originally, can confirm that controller support has been implemented, and works fine. I'm testing it with a gamecube controller lmao

I'll probably be doing a little mini update sometime soon for clarity reasons. I'm thinking that it might be wise to do smaller monthly devlogs.

I post spritework and smaller dev updates more frequently over on my FA. Please keep in mind that I am a solo hobby level dev with a job, so putting out a full update in a single month isn't easily done, especially since a lot of the stuff on the todo list is rewriting major code components to fit suggestions.

I can look into it, but it's not high priority right now.

This isn't too basic at all! A really good chunk of dev time for me is honestly just figuring out what each enemy will be, so things like this are greatly appreciated. Avian characters in particular are a little difficult to implement because they have a more specific place in the game's world than other species, but I like the idea and might potentially have a place I could use something similar to it.

A submit button is already implemented in the dev version as of now; a brief preview of which can be found here: https://www.furaffinity.net/view/59455550/

t h a t s a l o t o f f e e d b a c k

I can say that at this point, a few of the issues you mentioned are either redone at this point, or are on the todo list. Attack sound has been changed, regular attack has been replaced with single hit attack, charged attack does more damage, enemies have hit indication, etc.

As for the things that I haven't addressed yet:

  • Jump height / drop down - Hold to jump is something that I could potentially implement down the line, and I could definitely see it being an issue with flying enemies in some cases if you can't limit your movement. Currently jumping just adds a velocity impulse to the character, so I'd need to look into how to rewrite the jump script. Fall-through is something that I want to fix, I just need to tweak the code a little so that it checks if the down key is continuously being pressed instead of just a single impulse. All it does is just move the player down slightly, which causes them to pass through the one-way collision on platforms, so I need to make sure this wouldn't cause any issues if it were continuously happening on the ground.
  • Menu things - As for the blurry text, I briefly looked into text stuff while writing this, and found that you can turn off antialiasing for fonts. Text looks much crisper as of now, if a tiny bit weird in some places due to font sizing at 2x pixel scale. Enemy messages also look significantly better now too. I don't plan on adding sound settings like the ones mentioned, just because I generally try to keep stuff fairly lighthearted, and that's a little outside of my comfort zone.
  • Enemy stun / break invincibility - Enemies actually do have a stun state that they switch to when the player breaks from a grab, it's just not very obvious at the moment. I'll add clearer stuns to the todo list, probably as like a half-opacity sprite type thing. As for the player breaking the grab near other enemies, that's actually something super important that I hadn't considered, because I was just testing on single enemies while making the break system. I will be adding a player invincibility period on break to the todo list.
  • Map - I've mentioned it elsewhere, but a map is planned as an unlockable at a later point, otherwise having more diegetic maps and other directional hints up until that point. Fast travel from certain save points will also be implemented probably in the update after this next one, which should limit how much you can get lost as well. The elevators in the large vertical room can have their start position switched, but I originally was worried that people might just drop down the pit without turning on the power, so they were set to start at the top. I've since realized that I can just put a fall-through platform over the default position without any collision issues, so this can be changed.
  • Camera zoom - The camera has been zoomed out somewhat at this point. I originally thought that I couldn't adjust the camera zoom without breaking the pixel scale, but changing the game's window scale instead of the camera gets around this, and doesn't break when going fullscreen. (current release scale is at 960p, development version is at 1200p. Not a massive change in zoom, but enough that ranged and fast enemies should be much less bs. ) Zoom can't be manually adjusted in-game without breaking pixel scale or potentially seeing past the edges of the map though.

All of the bugs mentioned have been looked at at this point (the plant thing is actually deliberate; the chain jump is exactly why they don't do instant damage, specifically so that it can be used to climb walls).

The suggestions you've given are pretty good as well, though I don't plan on adding a struggle mechanic to breaks to avoid pacing issues. I especially like the prop mimic enemy, and attacks like the ranged grab. Things like that could definitely have a struggle mechanic still in there for the hook grab before the actual main grab.

I would be open to modding, but I have literally no idea how that would work in Godot, and my code skills are definitely not at a level that I would be able to do it without a lot of research, trial and error. (That and I don't want people to see the actual spaghetti hell that is the entity setup lol)

It's intended to be an instant break, mostly to prevent combat pace issues.

An i-frame dash is planned, but it's going to be an unlocked upgrade for defeating a boss later down the line.

Disabling all digestion enables this

The attack sound has been changed to something more generic as of right now, probably going to do some more sfx work on it later on.