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Yangus

3
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A member registered Jun 21, 2024

Recent community posts

(1 edit)

To be honest, I had completely forgotten about this. But I’ll explain my experience in case it helps you fix it.
I jumped into the fight and started attacking her with the knife, but the giantess wasn’t doing anything. Then I attacked her with the torch until she lost all her health—her health bar disappeared, but she was still alive. Finally, I threw the defibrillator and she died, which kicked me out of the fight, but now her sprite was naked. Very strange, to be honest. I could fight again, so I started the battle and just defended. Then what you mentioned happened: after a few turns, she grabbed me and ate me.

Pdt: Unless you defeat her once, she will never start the event of eating you.

I'm glad you're already taking all that into account. I'll be keeping an eye on the project for future updates. Good luck, and I hope everything turns out just as you've envisioned. ♥

Hello, greetings from Latin America. While searching for vore games, I came across your game, and it was an oasis in a sea of generic RPG Maker games.

Your enemy designs and animations are wonderful; I really like the wide variety of “monsters” in the game—it’s so imaginative and not just generic zombies. I like the gameplay, the many weapon features, and some of the boss battles, like the sorceress or the giant exorcist—that cock-vore attack was amazing. I also really liked the part inside the giant; it’s not the first time I’ve seen it, but your version is definitely the most satisfying one I’ve seen. I really like the animations after digesting an enemy and the bad ending. 

I’m going to follow the project, and I’m really looking forward to the updates—I really love both the futa and vore content.

Now, if you’re interested in a bit of feedback, I’d like to mention two things.

The first is the issue of bad endings and pouncing on enemies. Honestly, I came for the vore, and I wasted more time than I’d like losing to the hungry enemies just to see if anything would happen—the same goes for using the pounce ability. I think in this demo version, it would be helpful to have an “Analyze” skill that tells you whether an enemy has a bad ending associated with it or can be pounced on. Or anything that makes it easier to test these things without wasting too much time.

Second, and honestly I don't know if this matters much, but mechanically speaking, the fights feel a bit rigid to me. The weapons have interesting abilities, but it's a huge disadvantage to lose a turn switching them, and I really feel like hitting really hard is always the best strategy. To give an example: an enemy gets buffed; the Bible lets you remove buffs, but I have to switch weapons, so I lose a turn and get attacked; I use the ability, so I remove the buffs and get attacked; and then I switch back to my damage weapon—another turn where I get attacked. Plus, considering that in these cases you can attack the part that grants the buffs. I think the best strategy is usually to go with the knife+ or the bat and kill everything as quickly as possible.To conclude, I absolutely love the game—the demo feels really solid to me. I think it has a ton of potential, and even though I’d like to see things like a route where you can eat the girls instead of pouncing on them, I understand that this takes a huge amount of work and effort.

So I wish you the very best of luck and success with the project, which I came across by accident and was really surprised and delighted by.

I'm sorry for the long message.