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Sooba

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A member registered Jun 10, 2020

Recent community posts

hmm, maybe at some point I could release the vore edited versions of the models into the discord. I'd want to tidy them up a bit first though to work better in VR.

If you playing a a very wide monitor it might cause issues, could try changing the window size. I'll add it to the list of possible bugs. Thought I had fixed all of those edge cases.

Awesome little demo, feels good and was fun to play. The premise with how the vore fits in is very unique, gave some good replay-ability. Hope to see more!~

<3 <3 <3

It's always great to hear from someone who's support us and is enjoying the game. Hope we can continue to meet expectations and keep making fun games you'll enjoy :D

Plan is to fix any bugs and maybe add a few features that might have got missed (like windowed mode). After that we want to start work on a new game. We have a ton of other ideas and are excited to start.

Patrons that supported the games development get the game for free on itch.io and Steam, the builds previously here were in progress snapshots that were always lagged behind the Patreon version as a sort of Demo.

Once you get the push powerup (from the gas station) you tilt the right analogue stick in the direction you want to push then pres R1 (Right bumper).

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First off, Churn Vector is a great game, and if you only have $15 and like CV I'd recommend that game over ours.

Of the 18-month development time, about 12 months went straight into animations. The game has a total of roughly 50 minutes of custom animations (if you were to play every animation end-to-end). That said, in a normal playthrough, you’d only see about 20 minutes of them, as many are blended together, cut short by player input, or vary based on minigame paths (e.g., winning, losing, or mixed outcomes trigger different animations).

You’re right—There are more things we could have done to improve certain aspects of the models. Like with the hands sometimes hovering over the bellies, that is because the IK handles have to be animated to where the custom shader distends the mesh to. Stacking multiple things together ended up causing a ton of issues that started getting in the way of new animated scenes. There was work done on a deformation shader that made the belly indent around arms and hands but it conflicted with how struggles morph the belly and would have required substantial reworking the meshes to have a higher topology around the stomach areas.

As it stood, the 'team' was just me. Kudalyn provided the 3D models and wore the mocap gear for recording, but beyond that, I had to handle everything else—integrating, refining, and implementing it all. So I often had to try and 'keep moving' in order for tangible progress to be made during development (Working for the Patrons often motivates new content over refining old content).

Think the one thing I'd do differently is put the game at $10 instead of $15. Maybe once we start work on the next project I'll drop it down by $5 and it will be a better value.


Also, performance should be pretty good, had to implement a fix as some players were running into issues if the game started running over 500+ fps. If you don't mind sharing your specs that might help us track down what might be causing it.

it didn't, but now it does :D getting eaten in a way that you don't reform from deletes your save and forces you to start over.

Yeah, I was able to replicate this once, pressing esc and respawn allowed me to continue the quest but I have a good idea how to fix this bug permanently for the next update. I over-complicated the process because it was going to be the framework for a quests system but I should just simplify it.

Need to unplug your controller, support for controllers was something I half implemented then stopped but I should have removed it completely until it was finished.

yeah, accidentally left the feet colliders on while they are kneeling at the start.

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Yeah, I've been spending time trying to squash some of the bugs in the newer version, moving unity versions had a few unforeseen issues D: Also the Kitsune sometimes will teleport away and end up somewhere she can't path to you from so it just seems like she disappeared.

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hmm, yeah, something is working differently in the new version, I'll likely go over the side character interactions and make some new animations for them before final release. They are still placeholder for now.

fixed the issue, not sure if I'll put out the fix until a bit more testing happens though, I'm expecting more bugs to pop up with the unity version switch XD

You need to unlock the ability first, inside the gas station is the powerup that lets you push things.

Toy never got implemented sadly D: The game was more of a way to test out things that eventually got used for Nomyou. Technically this game was suppose to be completely self contained inside of Nomyou but we decided to start over from scratch rather then try to repurpose the content from this.

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don't expect any updates though x3 this is more to put both games in one place (this and Nomyou). If I had more time I'd like to finish this but alas D:

Update is coming D: Got a bit behind schedule with animations for the Kitsune micro stuff and holidays but we are working hard to get all the Kitsune stuff out of the way to work on one of the 3 remaining unfinished scenes. <3

You are mistaking Orthographic with Isometric. This game is specifically isometric perspective. Similar to the likes of Diablo 3's gameplay perspective.