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ThatWeird

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A member registered Sep 06, 2024

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To give some clarity for the creator. Or for anyone else who is merely curious. 

(As when I made the original post. It close to midnight, I think. And my brain was only operating at 50% full functionality.)

My critics are coming from running nothing but pred based skills. So aside from the obvious fact that the game would be easier. If I had more health/attack/armor or anything built for survival. I'm mostly just giving my thoughts, based on that side of things.

Using actual skills that boost your survival, let alone anything rupture based. The game is pretty easy as long as you don't panic. I even beat the new planets second boss with (somewhat surprising) ease. In totality mode. Trying to fight with nothing but my gut is the main issue I'm having. Which isn't even an issue, just a weird obsession I have Lol. (And of course my bad luck when it comes to equipment rolls.)


If anything. I'd say the second boss only needs to have 1 of the enemies removed from its spawn pool. Not necessarily that it needs to spawn less grunts. Having to deal with an enemy that shoots a rupturing icicle. An enemy that spawns a root on your position. And an enemy that is tanky while also having rupture-based attacks. All the while fighting a boss that just keeps spawning more of them while attacking you. Just a bit much, even for long-time gamers. (My vote would be the tanky grunt being removed. Just because he's the arguable oddball of the spawn pool.)

Anyway, still love the game and eagerly await further updates~.

Correct. Some bosses, however, require you to lower their HP by a certain amount. (Usually the fully stationary bosses.) You can tell when an attempt can be made. When their HP bar starts showing the % possibility of you actually swallowing them, per every attempt you make. Or just when they have about 20-25% health left.

This update has been a long time coming and put simply, it doesn't disappoint. The new sounds, the echo effects in certain stages, all amazing.

The skills, so many new skills. Which mostly help making a pred based adventurer all the more viable (though in my case, possible, as I have bad luck with equipment lol).

The new stages themselves I'd say were not exactly the most fun and engaging. Out of all the other planets (including the planets from the beta version). But it was still enjoyable and exciting to run through.

My biggest critic is the bosses of the newest planet. Mainly, they spawn way too many grunts. Especially the 2cd boss, I still don't see how to possibly beat that guy. Without loads of life regeneration and having the 'blackhole gut' skill. I don't think I can beat it in 'totality mode' even at lvl 120. I'd say the first boss is fine and fair, though a tad annoying. The third boss is pretty clever, though also a tad annoying.

Despite my skill issues. This game remains absolutely, astonishingly, amazingly, fantastic~. It's been well worth the wait for every update. And I continue to await with the patience of a saint. For the next awesome update to this gem of a game.

If your wanting to blast through stages/bosses. Bleed and attack. Once you reach 100% infliction rate you can focus on something else. Best means of attacking is the X attack (kick attack). Both regular and air based is good. Using it in the air is best method for applying bleed from a distance. You'll also want to just get comfy using the parry. It's also incredibly powerful and sometimes heavily needed.

NGL, this game looks good, runs good, has all the right vibes of Mugen. But I have absolutely no idea how the controls work. The most I can do is basic attacks and i'm honestly not sure if it's simply a skill issue. Or that some 'other attack' button exists but just can't be used, so to speak. I'll blame it on skill issue on my part.

Nice! It really is just a choice between Tulpy and 'guy' in terms of nightmare stages. Tulpy is good if you can avoid getting noticed, especially because of your stomach growling. While guy just doesn't have to deal with that problem. I used guy to beat the easter egg stage but it took me 100+ tries. And it only finally happened because of the pred sensor.

Good to see your still around though Banana. You've been here before even I showed up around a year ago. Congrats on beating the game as thoroughly as it allows. Even though the 'easter egg level' doesn't reward anything. Did you beat that as well, amongst all the regular/nightmare stages?

Rather amazing this game is still getting quite a bit of attention. Goes to show how good it honestly is. I still, rather unfortunately, doubt it will receive the love it truly deserves. But that is just how the cookie crumbles. Hope ghostwhisperer is doing all right either way. Even though my doubts say they will barely touch this game ever again. Even for minor bug fixes.

A bit surprised it took this long for the protagonist to get some pudge. But more than happy to see it at last! (Plus the 'spillage' is super good. Excellent choice to something other than just making a bigger chest. <3)

I'll start off by saying, wow. What a blast from the past. The characters (I believe) are from an artist who started out years ago. At the least, it feels like I first started seeing their work about 10 or so years ago. Can't remember their name or a single title of even 1 comic/short picture stories. But it was this type of art style that really drew me into vore.

That all being said. This game is overall decent, an excellent way to kill some time if you're into strategy. Graphics are debatable. Obviously, the characters look the best out of everything and that's honestly what matters most to me. It's especially nice to see them in a 3D-ish kind of style. 

As for the gameplay, well, it's certainly hit or miss. Despite being a strategy/defense like game. Honestly it feels as if there is only 1 strat to do in this game. Which is buffing your cheap fairy girl before starting a run. Try to place nothing but them until your forced to use a naga or deetaur. Until you get the next rank of popularity and hope you get the mana generator naga. Place her down asap and go from there. (Usually I go for placing the mermaid lady who makes spells cheap. Place a minefield of voracious portals around the mana generator and exit. And boom, unless your absolutely flooded with dudes, you get a perfect run everytime.)

Speaking of perfect runs. Honestly it does get a bit annoying the further in you go. It's fine if 1 dude slips past on wave 5 or so and you gotta reset from there. But highly frustrating when it's wave 10+. Seeing as the number of waves jumps up to 20 as well. It can be time consuming. It gets far more annoying when it's only for 1 extra star and the stage is one of the boss introduction stages. Having to wait an extra 10 seconds just to watch a dude throw on a shield. Repeatedly. Not exactly the greatest. But that's probably the worst thing this game has going for it. Everything else is just a matter of tolerance and skill.

Yeah I got that. I'm mostly talking about how every other pred in game. Can just constantly use minor pred actions and gain TP. Then unleash even better actions. While Lana is just basically stuck with nothing but the minor actions. Unless you of course, guard a bunch to farm TP instead of doing pred actions. Which of course, results in about the same or less amount of upset stomach. Seeing as you'd be 'wasting' time gaining TP while your prey is getting closer to escaping. In other words. Slowly 'losing the battle' by using weak pred actions. Or wasting time by gaining TP and letting your prey get a decent amount of escape progress.

2cd thing. This happened to me as well and honestly. It's both hilarious and useful. Funny in the fact that it's 'one of those rare moments'. Were a character just 'realizes' that they have a sharp pointy object. So, they just use that and escape with little effort. (Though of course that would be pretty gruesome to look at.)

And of course, it's just useful because. Let's face it. That fight goes on for a long while.

As I was trying to get across. I certainly understand it's their opinion and I fully respect that. I do not want to mitigate anyone's voice. Just bring clarity. The more info everyone has, the better they can form their opinions.

As for being an amateur dev. I fully believe you're doing such a grand job of everything. That aside from completely obvious things. This game is being created by an experienced (OR heavily passionate) dev. This game is one of the best I've seen in a long while. (And with 50 supporters you know you've got a good thing going. It's amazing to have even a dozen people wholly supportive <3)

And put simply. I admire anyone who puts so much effort into anything creative. As someone who can only write (in my personal opinion) bland and tedious stories. It's just nice to see someone else's work, mostly so I don't have to look at mine. 

Aside from that. I truly look forward to whatever this game ends up being. Don't burn yourself out trying to bend over backwards though. Pleasing everyone usually leads to no one being truly happy.

Out of pure curiosity, does the 'timed challenges' that sit in stages 3 - 3, 4, and 5. Give anything should you complete them within a certain time? Or is it purely for fun and testing the limits of your stats/equipment? So far, I've only managed to get around 280 seconds and that time isn't going to go down much greater until I sink more time into grinding out lvl's.

Absolutely loved the update! The new ship, difficulties, enemies and bosses are neat. A bit tanky and very deadly in Totality mode, but neat. My 1 and only concern is the XP factor the release version has. Even with every bit of XP multiplier I can put on, it's a slow grind. Compared to the first release version at least. The final stage provided enough XP for at least 1 lvl per run, even around lvl 25ish. I see that mobs spawned by bosses finally provide XP which is a lovely thing to be certain. But they just don't really provide as much XP as 'they should' when compared to how deadly they are. Making the lvl ups beyond 25 a slow and dangerous grind, even on the final stage. But this is purely a personal view into the matter. (And one that has a hint of Deja vu, seeing as this isn't my first time commenting about it lol.)

Also, super excited about how you can vore bosses now~ though I've yet to achieve enough capacity to do so lol.

Before I go 'on a tangent rage induced' speech of an 'argument'. I will say that of course, I understand this is you're POV and thoughts about the game. I'm merely trying to expand and explain a few key things. So that yourself and others have more information to this game and the dev. So, if ANYTHING I say comes across as 'rude or argumentative'. It's really not the case, this is purely just how I talk/type.

To start off, here are some reasons as to why some things might be done 'lazily' as I'll call it. (I would also like to note that obviously I DO NOT speak for the dev. My words are nothing but plain and simply. My words. If I misspeak anything or give false info. I apologize in advance.)

1. This game is purely (as far as I'm aware) solo developer territory. Every piece of art, enemy, attack, animation, menu, sound and pixel. Is done by 1 person and only that person. So, while a lot of the art might not be pixel to pixel perfect. It is of course, something that will be worked on as time goes by.

2. Going off the fact that there is a single dev. Everything that is requested whether by want or need. Is something that is heavily considered. Not by the ideas of "is this cool enough?' but rather "can I actually pull this off while maintaining my sanity?" so to speak. (For example, I had offered the idea of stat boosting, via ingesting armor pieces. Or using your companion as a 6th piece of equipment. But came to terms that it wasn't good enough with little debate.) So whether or not I agree with any ideas is beside the point. It's purely up to the dev and the amount of support this game gets. (Though I do think enemy vore would be super neat. It would of course lead to nit picking what enemies could/should be able to do so. Which would probably lead to people complaining about 'why no vore animation for X or Y enemy? Game bad!' or something like that.)

3. Finally, as people are already aware (yourself included) this is a game that is still being developed. Beta/Alpha etc, most things in this game could be chalked up to placeholders, temporary pieces and reused assets (purely to save time and provide a fully functional game). Most certainly not actual laziness. As I've already said but will say it again anyway. How far this game will go is mostly determined by how much support it gets. With only currently (8?) people supporting it. You can imagine it's going to be a slow process.

As a fun little side note, while yes, the first boss is cheesed by it. Every boss in this game has a 'safe zone' so to speak. (In totality mode it's 100% needed). It just so happens that because the first boss moves around. Rather than staying in place and summoning more enemies. You can use the safe zone to just freely attack and never worry about getting hit.

That all being said. I will once again apologize should I have said anything untrue or rudely. My only goal is to bring more clarity to anyone who is interested in this game. As it is a really good game and deserves all the love and support it can get. <3

All and all, this was a wonderful game. Having watched it grow and develop over the course of 100+ days. I honestly can't say the game lacks much of anything anymore. Sure, it would be nice if the player got a few more interactions with other characters. Sure, it would be nice if it didn't feel like you're arguably beating your head against a wall. When it comes to almost any boss, after you put the world/enemy lvl past 100.

But those are just personal preferences and mostly a lack of desire to grind my units up to lvl 100 as well.

IF there was absolutely anything left that the game COULD 'use' per se. Is the possibility of a 'shop'. Sitting on 1,000+ of wood/newspapers/material that isn't rare. Just makes me want to get rid of it since I never have enough money to 'use it' anyway. Implementing a shop or just a sell button within the chest that holds all those materials. Could be a nice touch.

A big round of applause and praise to HughoftheSkies! For making this game, sticking around to fix it up and continue to add new things to it! Sincerely, your awesome and the work you put in is incredible!

While this is your 'average' RPG maker game to be certain. This game was clearly made with a lot of love. Music, design, effort, everything is clearly well thought out.

My 1 and only comment/ever so slight complaint. The pred system. For some reason you can always 'regurgitate' even in a new fight. And of course that seems rather...pointless. The action itself also seems rather pointless in general. Unless if and when your prey escapes you take dmg and a status effect. Instead of just a status effect should you clearly be close to losing the 'fight'. 

Speaking of fighting within stomachs. I'm not sure if it's just a glitch or design. But you don't gain TP while trying to keep your prey inside. By which I mean you don't gain TP from 'pred actions'. (Unlike every other pred in existence in this game?) This makes the predatory battle system feel like a slowly losing battle. Or leave you with the only alternative which is simply devouring your enemy while they are at low health.

That all being said. This is clearly not a fully finished game yet (Chapter 1 after all). So clearly there is room for improvements or simply touches that haven't been added quite yet. I certainly hope the pred system is expanded upon. Such as gaining buffs (like a certain deboss) or extra XP from how many prey you ate. It would also be nice if Lana could gain some 'padding' as they keep talking about it. (Kinda like a weight system another RPG maker game is doing.)

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I see. Well, I found this game while scrolling through tags. So, I think Itch has done its job for the most part. 

As a side note question. Is there any major differences between the regular version and the +version? Seeing as the +version is the only thing 'locked behind a paywall' so to speak. (Not that said wall exists for me.)

(Never mind I saw the SFW mention now that I've read a bit more.)

I'm not gonna take anyone's side here specifically. But I do slightly see the point of Playful's argument. I'm not gonna be an azz and say it's 'tantamount to a scam'. But I do think for a brand new demo build game. The price of 12$ is kind of wild, regardless of whether or not it's for purposefully supporting a games development.

That being said i've not the slightest clue how to even make a single line of code. Let alone program and build a game. So obviously, making a game, by your lonesome even. Can certainly be a challenge. So spending 12$ is probably cheap in some other games cases.

Long story short. I think it might be better to lower the price even by a dollar or 2. It can be a real jaw dropper to try and support someone and their already asking for over 10$.

That being said I'm spending 12$ and supporting this game. Because it looks neat and I absolutely want to support it. I hope your game gets the support it needs Yua Nizu

Having played some more and tested my own theory. I saw that she did not die to a single black knight. It usually takes multiple enemies to bring her down swiftly. I still think it would be nice if she survived a bit more. As again, she costs 75 energy. But I also understand it would be hard to properly balance a character. That is made to be a heavy-hitter and has regenerative capabilities. 

If no stat boosts. I'd argue that at least lowering the costs would suffice. Down to 65, dare I say, even down to 60. It mostly depends on how 'OP' this character is supposed to be. IS she supposed to be 100% worth the high cost? OR is she supposed to be just a more expensive and better version of the centaur?

Aside from my picky ramblings. I also noticed Eze seems to enjoy suddenly having no desires to fight. I'm not sure what all causes this to happen. But 1 reason seems to be simply placing another Eze on the field? Another seems to be that they simply don't 'care' for any enemies aside from those who have ranged attacks. Which obviously is not good cause she do be squishy (in more ways than 1). 

Finally. The slime girl is also squishy, in both forms. Unless you can somehow hold a group of enemies in front of her. When she's been separated. Then she will not ever stand a chance at reforming into her fully formed self(s). 

Absolutely enjoyed the update this game got. The new units are fun to play with and grant new tactics. With only one of them being more unique and outright 'for fun' than anything. (Iblis). 

Main concerns are that either I still cannot find the exit button on this game. Or that 1 has still not been created for the PC version. Or even worse, that it simply doesn't work. (Assuming the red X under the sorting button is in fact, the exit button.)

While understandably, this game will have preds that are useful and others that aren't. With others being just far superior versions of them. I thoroughly believe the minotauress NEEDS to be buffed. It is pretty shameful to cost 75 energy yet be unable to survive against more powerful enemies. She clearly has a bit of health, she's certainly got some strength. Yet she never lasts anywhere near as long on the battlefield. When compared to the 'weaker but tankier version' of her. The centauress.

It's not even just about cannon balls and catapults or them pyromaniac plague doctors. The minotauress just dies to almost everything that she can't immediately devour. Making her useless for anything but early world enemies. I witnessed a lvl 14 version of her die within 3-4 sword swings against a black knight. Didn't even take off a quarter of their health, let alone half, before her death. I'm not even playing on an 'extreme difficulty' as i've gone up to lvl 105 in difficulty spike.

That's exactly what I was thinking about! It's amazing to see how well planned out you have this game. While I like offering idea's. It's just overall better seeing a creator who has already considered everything. Let alone someone who is doing an amazing job like yourself! 

Absolutely great update all around. Nothing to complain about. The companion is subtle but noticeable. Has a sleek look about them that doesn't draw loads of attention. Away from everything else that the game has to offer. The new belly looks absolutely amazing and fits better for those running a lot of capacity. And the new weight looks good for the protagonist. 

Very nice to hear some gurgles too. Since normally, the only other way you would be able to hear them. Is to be inflicted with a debuff from slimes after nomming 1 or a few. Also nice to see another metric system added as I didn't fully understand the other one. It's a bit wild to think about how much weight I'd been carrying around all this time with about 34 capacity.

That all being said. I am curious to see how much further the belly might expand. To me it feels relatively like it's reached full potential and yet. I can almost see 1 more stage being added as well. You've been doing a fantastic job and I hope you keep up the good work!

Out of complete curiosity. Do you ever get teammates in this game? I played this game during the version where it was cut off. After rescuing the princess and learning about your friend's imprisonment. Certainly, complaining about difficulty would be pointless. As the game has an easy fights mode. But it still would be a nice touch. 

Main reason I'm asking is because of an 'early game' teammate...of sorts. During the hydra/unlocking the mines quest. You get tasked with snackrificing a cow (turned into) girl. All you need to do is walk '10 steps' in the right direction and the cow-girl is gone. However, I noticed that you could actually bring her into fights too. (Doesn't have a sprite or anything but she does exist and fights/take hits.) She even leveled up and learned a skill while I roamed around.

After that I fed her to the hydra anyway. 

Which really sucked because the very next fight I got into was against the 3 cave snakes. Which was the perfect time to have a teammate help out. I only won that fight because of luck after about a dozen or so tries.

So long story short. Were there any plans on the cow-girl joining your team? Maybe after leveling her up a bit so that she could fight the hydra with Sabrina? (Since it's impervious to magic and the skill the cow-girl learned was a strong physical attack.)

I see. Doesn't feel as if my army is attacking any faster than it has been. But since most of my focus is everywhere else. I would imagine it's hard to see minor differences like those. (Unless you fully max it out and you just watch a minotauress do a 6-hit combo in 2 seconds flat. which would be possibly funny to watch IMO.)

That is shorter re-deployment time. Can't tell you what attack cooldown does though. As idk what attack it's lessening.

While I 100% agree that the final stage feels impossible. It is the final stage. Made purely to give you a run for your money no matter how powerful you've become. Even when I survive the 2 hordes of enemies. It's usually a 50-50 whether or not I can actually beat the Heroine.

To try and help out, however. This is my strategy that has so far worked.

Place a goblin mage around top right corner at the start of the stage. Feed her what you do not feed the orca, so that you boost your kinetic attack. Make sure to have orca's energy maxed out before the hordes come. Once you see the hordes spawning in, focus on the necromancer summoners. They are your top priority, if you must focus on anything else. The trumpet lady is your other choice. Should you pick up any zombies while spamming your kinetic attack like crazy. Just toss them up in the air once. Then feed your zombie free pickings to the orca. No matter how fast and powerful you are. Enemies will start gathering up and attacking the Orca soon. Should all go well and no more summoners exist. Spam the orca's suction ability until the cannoner's arrive.

By this point you want to focus on sending out 2 specific allies. Centaurs and Kitsunes. Use the kitsunes as a panic button of sorts. Extremely cheap fodder meant for nothing but blocking 1-2 attacks and or a singular cannon shot. The centaurs however are made for soaking up attention and attacks. Place them in front of stray paladins and black knights. 

When the heroine shows up is when things get truly annoying. By now you want to be almost 70% focused on her and her only. Always have 2 centaurs in front of her, if you can. Place them somewhat apart from each other. This can usually lead to the heroine 'wasting' an attack. As she only hits the 2 centaurs if your arguably lucky. By now you want to be focusing on slow but steady DMG. Placing Alraune and Mooru is the best for this. Do not overplay, however. As some more catapults will come along and gladly wipe them all out and waste your energy. So obviously, spread them out and perhaps even leave 1-2 close to the spawning zone. They'll get wiped out but at least it would be just that 1-2.

Once 260 enemies have been eliminated. You will have no more fear of stray catapults showing up. If you've done extremely well/got very lucky. Then you should be close to 300 max energy and hopefully a surviving Alraune or 3. By now you can either focus on trying to get as much reserve energy as possible. To continue spamming centaurs and slowly chipping away the heroine's health. Or you can try to get some last Alraune's out. I'd recommend energy. As you never know when the heroine will just simply attack very widely. And wipe out all those background allies. 

So, you're basically looking to have a team of. 1 Goblin Mage, 1 Mooru, 2-3 centuars, 2 kitsunes, 3-4 Alraune's.

As a final note. I'd consider the kitsunes completely useless once they reach 160 energy consumption. 

Hopefully this helps someone and I will go ahead and say. This is obviously not the most perfect strategy. Don't blame me if you try it once and still fail. 

I agree with most of everything said. But just to add some clarity. The summon menu shows off which "main" pred you'll be pulling. In the top left corner when you are on the summoning screen. As indicated by the X5 beside their image. Everything else is kinda meant to just be feed for da Orca.

While certainly not every detail is given in the descriptions of enemies and allies alike. The demon lord does actually state most of the info. Using the mummy for example. The demon lord tells you that she is in fact an attack buffer. When fully fed of course. She also grants a cooldown reduction buff when fed undead enemies. (As seen by a golden glow/shading enveloping the mummy after eating a zombie.) So, while yes, some units have been given a more so "last minute" description. Rather than a fully developed log of info and flavor text. I personally haven't seen any that was unclear enough. That I couldn't grasp what they do.

This was just to help clarify. Not trying to attack or anything of that nature. <3

To be utterly precise. I mean just 'being able to use' 1000%. Not actually using it via difficulty spike. I'm leaning more towards the idea that it's based on completion. Of the last stage to be precise, again. Because I sure haven't completed the last stage above difficulty lvl 21. And they still are dropping them with surprising ease.

I'm not 100% sure as to when/why/how. I've finally gotten the pills to drop. Since they started dropping for me since I've updated my game to latest version (1.3.17). But either it requires somewhere around 1000% drop rate. Or beating the games current final stage. I cannot tell you what actually causes it as I basically achieved both of these. Within the same 10-20 minutes of each other. 

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Strangely enough. I've been getting the pills now since the latest update. I've also gotten to about 1000% item boost, so maybe it's just absurdly rare? Or the game literally prevents it from dropping unless you reach a specific drop rate? I kinda don't doubt that's the case. As in all honesty by that point of the (current 1.3.17) game you've all but fully beaten it. I've also noticed the deployment line has been shrunk back a bit. So that it's not at the literal edge of the screen.

The sandbags also actually drop them as well now as the enemy description says they should. Instead of just being minor annoyances.

Understandable. At the end of the day this was just an idea that floated through my mind. As I've already stated. This is your lovely game and it's up to you what gets added. I certainly won't be offended if any idea I give gets shot down.

Great game altogether. Still need to beat last 2 or so lvl's but I've been having a good time. Only problems I've seen aside from not being able to exit the game. (As in the big red X under the sort button doesn't work, assuming that is the exit button.) Is the fact that I can't get any Anti-digestion pills. I've gotten up to 200% natural drop rate. Even boosting the rates by an extra 500% via difficulty spike. I've yet to see a single one of the things. 

I'm also not completely sure about this either, as it wouldn't make much sense. But I think if enemies are killed "before they get on the map" so to speak. (In other words, you have unit's like Kitsune-Pike ladies. Just holding down the front line. Where the enemy's spawn.) Then they don't drop any supplies, ever. Either that or for some reason the Kitsune's do not allow enemies to drop supplies.

Having thought about it some more. I think I have a better solution to my idea of an 'extra stats' skill. Instead of having to nom a piece of gear and dealing with all that. It could be instead done by a 'companion skill' of sorts. 

While the addition of belly rubbing has made the game much more enjoyable. I do find myself wondering. "Who or what is exactly doing this mechanic on the protagonist? Just some ethereal disembodied hand?" Instead of that strange idea, I think throwing in a companion would be all sorts of fun. It certainly doesn't have to be some fleshed out sidekick with loads of character. I think just a little robot buddy would do the trick. While also acting as a helper for many other things. Like carrying some special items for the protagonist. Acting as the games encyclopedia, perhaps even being a tool for hacking. OR perhaps, as a better implemented form of alternate skills? Such as of course, instead of eating a piece of equipment. This helpful buddy could instead, temporarily absorb the equipment. Attach to the protagonists back/suit and provide them the extra stats in that fashion? Basically, transforming itself into an 'extra piece of gear' for the protagonist to 'wear'. 

Though I still like the idea of perhaps getting some ultimate skills for the protagonist as well. This is your game however, so while I like all these ideas. I am also aware that perhaps this isn't crossing your mind as a 'good idea' by any means. I'm just excited to see where this game goes and the story behind its universe. <3

For some reason the game is considered a virus if I try to download it. For windows.

I fully understand. I also love hunting down the perfect set of gear in games. Plus, it isn't as if the other stats don't help in some fashion or another. I just do find it a bit annoying, to not have equipment that is geared for specifics. So having Legendary gear that has less mix-matching stats is a very welcome idea. It might also be a neat way to introduce 'side-quests' so to speak. As in, while exploring main areas you could run into notes/npcs. That tell you about a new area that is specifically much more challenging. But you only need to worry about clearing it 1 time. As the reward would be a full set of legendary gear. That way you could kill 2 birds with a singular stone. By (possibly) introducing lore alongside great rewards. 

Best example I can give. The protagonist finding an old terminal. It speaks of another dawn-touched that was a savior of sorts to that planet. Telling a brief tale of their heroics and special ability. It then tells of a possible resting place for that dawn-touched. But no one knows for certain as it's infested with traps and powerful creatures. Once finished with exploring their current area, the protagonist can go attempt a new mission/area. Which of course, would lead to the legendary gear. That gives the protagonist the same special ability as the old dawn-touched.

As for the eating items/gear. You could introduce Special Skills that can be only activated once per mission run. These could also be rewards for clearing out specialized challenge areas. Going with the theme of eating gear, here is an example.

(By holding down a button for 2-3 seconds)

"The dawn-touched voraciously grabs and devours whatever is in front of them. Seeing the ravenous glint in your eyes and a starving smile. Even the strongest enemy's quake in fear at your approach." 

"Should you devour something else in your maddened state. Such as a piece of gear you didn't see in your fit of hunger. In exchange for 'permanently' taking up some space in your stomach. Gain the stats of the equipment you swallowed. Until the end of your current exploration."

Thank you for taking the time to help sort through my confusions! While I cannot speak for everyone else who has done some grinding in this lovely game. I can say that it just goes to show how well made it is. (Though I was also curious to see how OP I could make the protagonist.) It has left me with a desire to play more, yet of course. I, like everyone else, must wait patiently for further updates.

I also like the idea of a checkpoint system in this game. But feel as if it's not entirely needed, if that makes sense. If anything you could make it optional. OR perhaps in the form of an item?

1 last thing I would recommend is better balancing on armor/clothing. To be specific. It's a tad annoying to have every piece of armor being 'broad' in its coverage. I think it would be more fun to have specifics instead. In other words. Instead of having ATK, stomach strength, life and vore skill. It could be just ATK, DEF, life, and possibly rupture chance/DPS. That way people aren't hording 3 sets of gear. Because 1 set has good capacity and acid DMG but is muddled with rupture boosting stats. Another set has good ATK but doesn't have rupture boosting stats. 

I'm aware it's also because of bad RNG. But it does feel as if none of my armor has explicitly. 'Boosts all vore related stats to better yourself as a stomach-based warrior'. Just broad coverage for all styles of fighting.

A neat idea to also toss out while on this subject. Armor that is a 'grade' above perfect, but isn't quite simply OP. In the event that all equipment remains broad in its stat boosting. You could at least add specialized armor's dropped by optional bosses. Best example I can give is of course, the optional boss of stage 4. Dropping an 'entire set' of rupture-based armor. Every time you beat them, they drop a singular piece of the armor. Which only boosts rupture chance and DPS. By a fair bit higher than what you might get from 'perfected grade' armors. That way it's risk/reward so to speak. Do you boost most of your stats for better survivability? Or go all in on specialized gear that forces you to play by its rules? 

(I also think it might be neat/unique to add a function or skill. Where the protagonist can swallow a piece of armor. Which would temporarily boost their stats. According to the armor's 2 highest stats.)

Great game altogether. Beautiful animation's, good gameplay, lovely protagonist and best of all, an interesting story waiting to unfold. I patiently wait for more updates to this game and its story.

Until then, I will give my full opinions on this current demo and report some minor bugs I came across.

Stage 1 was absolutely perfect. Aside from of course, figuring out controls and just getting used to the gameplay itself. It was arguably easy to beat on my first attempt. (Though I did have to cheese the boss by kicking its crown from the safety of a high ledge. Bordering the boss arena.)

Stage 2 was by far the worst of all the stages. Especially if you are tempted to replay stages for XP or just to explore the game. Thankfully being just, the second of four stages. It can be dealt with once and never touched again. My personal reasoning behind its lack of overall grandiose. Is simply because you MUST explore every little corner in this stage. While being tedious it is also riddled with "pitfall traps". Which force the player to re-walk areas already traversed. While it was also a problem, I can see what was being attempted during the entirety of this stage. So, I cannot truly lay blame on someone's good intentions. Namely speaking the parry mechanics. While the parry system itself is good once you can mostly master it. This stage was simply a bit too much to for it. Needless to say, I died at the boss and was not desiring to rematch it anytime soon.

Stage 3 was nicely balanced, not overly easy but certainly not difficult. The hardest part was probably reaching 'optional' platforms that had extra healing. The boss(es) of that stage was also a tad bit annoying. Mostly when trying to use the small window of time. That allows the player to attempt a devouring attack. The A.I. seemed relatively confused as to when it should jump. Which of course, makes the aforementioned attempts of devouring harder to time.

Stage 4 was certainly the hardest challenge of them all. I didn't even die my first time around. Inside the boss arena of all places. The 'optional boss' made sure of that. The boss of stage 4 was also a bit overwhelming. Attempting to fight it without a massive pool of HP. A good build of rupture DMG. Or a lack of stomach capacity. Makes it all but certain you won't beat it unless your very high leveled. Seeing as you'd more naturally have better passive stats. I wouldn't change much about it though. As it's great for XP farming should you desire to see how far the protagonist can grow.


With that all said, I found 2 minor bugs/glitches while playing. The first of which being, the stage 4 boss's flunkies. While devouring them shows that you've gained XP. You actually get a total of zero. Not sure if that's just a graphic glitch. Or that something is just preventing the protagonist from getting the XP. I would hope that you can in fact get XP from the flunkies. As it would help tremendously in terms of grinding out LVL's. Rather than repetitively replaying the 4th stage endlessly. For barely 1 LVL up around the 30's. 

The other glitch I found was a very strange occurrence. That I 100% do not know what/who/why causes it in the first place. While I think it also happened in stage 2 at one point. While playing stage 4 the protagonist starts spam locking the parry command on themselves until all stamina is drained. IDK if it's a random chance of certain enemies' attacks. IDK if it simply just happens while attempting to use parry. Or if simply my keyboard is haunted. Regardless, I wish I could say more certainly what causes this. But all I know is that it sometimes happens.

Thank you Endeavore for making a wonderful game. And sorry for the long comment.

Not sure where else to put this. But in case it hasn't been mentioned yet. Whenever you get swallowed by (secretary) pred. Bring them out to battle, while still in their stomach. Then use the sandbox mode while in battle. The game hard glitches upon your return to base. Making it so that you can never be swallowed by your current secretary. Even if you change them out for a different pred. Go out for another battle. Nothing seems to fix it and your locked out from being swallowed ever again. Thankfully this is still in demo phase so hopefully it can be fixed before full game releases in the future. (Though I also somewhat doubt sandbox mode would even be around. In full release, as it's obviously rather game breaking.)