A downloadable game for Windows

Solar Extraction completed...
Scanning sample for target parameters...
Residual traces of the Dawn Particle detected in sample...
Correlating data with previous samples...
Calculating most probable heading towards the Origin...
Heading entered into helm control...
Star Engine engaged...



Endeavore: Dawn Seeker

You, a regular rank-and-file explorer just doing your job never thought you'd end up neck deep in a race for the fate of the galaxy.

Luckily, you are Dawn-Touched, a descendent of the original few conceived at the moment of the, 'Ravenous Dawn.'

The power of the Dawn-Touched has not decayed over the generations, current day Dawn-Touched are just as capable of the same freakish feats of their ancestors.

The power to devour their enemies, and now, with the help of modern technology, the ability to enhance themselves physically.

Adventure across the stars, exploring new worlds and strange places as you search for the Origin of the Dawn.

Gain strength and find new equipment as you feast on this galaxy's denizens, you'll need it to keep up with the Fallen Admiral.

Will you be able to reach the Origin before she does? Alone in deep space, the fate of the galaxy rests on your shoulders.


Dawn Seeker is a 2D Action-Platformer with a heavy focus on leveling up and, my favourite thing, LOOT. And of course, vore.

Currently, it only contains Player as Predator Vore and most prey are 'monsters' like slimes and things.

Contains:

Player Pred
Monster Prey
Humanoid Prey
Multiple Vore
Disposal (Optional)
Weight Gain (Optional)

Eka's Thread

Eka's Portal • View topic - (Update: 30/11/24) Endeavore: Dawn Seeker

Discord

https://discord.gg/38px3mWq

A barebones discord for teasers and a place for people to give feedback/ideas if they're more comfortable on Discord than the forum

Patreon
Endeavore Games | Vore-centric game developer | Patreon
If you'd like to get access to work in progress updates and support my work.

Thank you for your time!

Updated 3 days ago
StatusIn development
PlatformsWindows
Rating
Rated 4.8 out of 5 stars
(36 total ratings)
AuthorEndeavoreGame
GenreAction, Platformer
TagsAction RPG, vore

Download

Download
Endeavore Dawn Seeker (Release) (DOWNLOAD THIS ONE) 324 MB
Download
Endeavore Dawn Seeker (Release Installer) (OR THIS ONE).exe 337 MB
Download
EXPLORER’S GUIDE TO EXPLORATION.pdf 560 kB
Download
Endeavore Dawn Seeker (Installer) (BETA VERSION) 79 MB
Download
Endeavore Dawn Seeker (Zip) (BETA VERSION) 66 MB

Install instructions

The Explorer's Guide is a game manual, containing lots of information about the basics of the game.

Development log

Comments

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I was thought its can play on android or joilplay:(

Love the game, it's extremely fun to play itself, even without the vore aspects

Have you considered adding more types of vore? Might give the game a bit of a variety.

One minor teeny tiny issue I have is, the parry mechanic isn't really all that useful or satisfying to use, would be cool if you could improve it later

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The possibility of different types of vore only exist as 'flavour.' Like I might change the internals to something else like for unbirth. But there most likely won't be any new significant animations, I'm so over spritework for the player at this point. It would be so nice to have properly implemented alternative vore styles but it's far too much for me to pull off.

I might one day redo parrying, but I never want parrying and dashing to be too strong. If the defensive abilities are too strong, then they invalidate defensive stats.

Good to hear you find it fun!

I understand for sprite reworking as many times before I had to do that and was a pain, I'm fine with different internals as such.

As for parrying I believe you could maybe give damage boost/guaranteed crits/speed boost/etc, that would give it a lot more uses for offensive abilities, I would also say that you could reduce the parry active frames to make it more challenging but also more rewarding.

And finally, don't stress yourself out, I hope you the best 

(+1)

Finished the demo, i'm not much of commenting or making big reviews of games, but this one caught my eye with how much potential it has to become an actual big thing!

First of all, don't take anything i say seriously, this is mainly my point of view and most things here can be argued or will be bettered/changed in later versions of the game, i do understand this is a BETA version after all (even tho it's more like an alpha)

Things i LOVED about the game!

  1. Like how people said, the game is responsive as hell, it is honestly very nice to see a game with this attention to detail on the code itself and not just the art, it makes it a game where you want to come back to PLAY it, and not just to see the vore animations, absolute cinema right there.
  2. The equipment system is great, and i love the randomness too, i think going from one rarity to another is a little too op tho, most of the time it is better to get a higher rarity item like going from uncommon > rare, rather than getting the stats you want in the build you want. Most of the time not getting the better rarity is detrimental, since losing the stats you want on an item and getting the better one is 9 out of 10 times the better choice, the only good case of the randomness being justified is going from the same rarity item to another same rarity item.
  3. Being able to eat parts of the scenario was honestly an amazing surprise, i wonder what more you'll do with that.
  4. The Vore! I do like vore, and at least for me, i think the belly size progression was perfect, the amount of gurgles, bulges, and pretty much everything (besides disposal, didn't test since that's not my cup of tea) was perfect!
  5. The skill tree is godlike, the values seem small at first, but you can feel how impactful it is even if it's by little, and the more you play, the better you feel, and towards the late game, you're just the right amount of OP.

Some things i didn't like about the game. . .

  1. Bugs, they're everywhere! Enemies with seemingly weird hitboxes and not getting hit when they should, menus overlapping eachother, clipping through the floor just because yes, the enemy AI not colaborating with you since it's kinda bad not gonna lie, the sprites randomly bugging and getting stuck till you move (like the damage pose getting stuck).
  2. The art, i like the art in general and in isolated cases, but they don't seem to fit together or straight up are arguably bad, some scenarios are too bland and simple, sometimes they're ruined by a single object (E.G. First stage trees seems like they were not even made in a drawing app, just fit together with shapes, they're a solid color with barely anything, and the entrace/exit horizontal holes don't even fit the size of the character, even the locked doors on the trees seems weird and that they just don't fit there as most of them have large gaps around it) even the big pictures on your character screen seems like the face change in between a more anime style and a more traditional style (those are just the vibes i have tho)
  3. The size of the game, i mean like, the literal size of the game, the game feels pretty zoomed in, and other times it feels perfect (more often than not you feel the zoomed in more than the good side), some objects seems too small, other seems too big, some enemies feels too small, others feels too big, even the vore, some enemies feels like they should fill your stomach more, others feels like they're filling your stomach too much.

What i want to see in the future!

(I will label the following things as needs and wants, since some things would be fundamental seeing added, and others are just things i want to see in the game because yes)

  1. [Need] A better settings system, having buttons and toggles on things that should clearly be sliders is not good, and some settings that SHOULD be here since the start screen or be accessible mid game are locked behind you using that intermission stage.
  2. [Need] A better control management, the rebinding is perfect and i'm here to talk about the overall game controls, and yes this is a nitpick, most of the game is played on keyboard and using arrow keys, and sometimes the only way of seeing something or interacting with something is by using your mouse, it would be nice to see a better support for WASD gaming and a better ultilization of the mouse or complete removal of the mouse so there's not much stitching around for pointless things or a more comfortable usage of both the keyboard and the mouse.
  3. [Want] Pred enemies, this is just a classic on vore games now, and i love it, having dagerous enemies that can vore you and slowly drain your hp bar is never not good, or at least having an animation of them eating you after your HP reaches 0.
  4. [Want] More characters and/or outfits, the main character is lovely and it would be nice to see other characters or to customize your main character more, and an overkill solution would be for equipments to actually impact how your character looks (i know this is very hard to implement so i think this is definitely gonna be ruled out)
  5. [Want] More dynamic enemies

BUGS:

  1. Dropped items are still shown behind the skill tree.
  2. Some screen aspect ratios completely break the game and the interface (skill tree, menu, selection)
  3. If you take damage (and the enemy is still on you), then you pause the game, when you unpause the game you immediately take damage again, like if the immunity frames (short immunity you get after taking damage) time is still going even when paused.
  4. Sometimes when tabbing out of the game makes the menus stuck in the screen

CHEESES:

  1. On first boss stage, you can just stand on that edge and wait for the boss to charge at you, then you kick him, and repeat, actual 0 hit/0 damage boss.
(-1)

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

(+1)

It is true that I am solo developing the game, but I don't want that to stop people from giving honest feedback and making suggestions.
Though it is also true that sometimes we need to temper our expectations, I am not a good coder, and I am not a good artist. I'm not always going to get it right, or pretty.

For clarity, there are more supporters than are in the list, for privacy reasons, only supporters who let me know they are okay with being added are on there. There are currently around 50 supporters which I am extremely grateful for.

I'm glad you're so passionate about the game and supportive of me as an amateur developer!

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.

(+1)

First of all, I'm glad you think it has potential and thanks for all the feedback.
Yes, bugs, I know they're annoying, not just to experience but also to fix. As this is just an amateur's first game my philosophy so far has just been, 'as long as you can make it to the end without a headache, it's good enough for me.' I focus on the stuff I like to do, otherwise there wouldn't be much point in doing it.
Same with menus and menuing, yes, a lot of it could be better implemented, but UI design isn't interesting even if it is important.
The inconsistencies in art are a combination of inexperience and laziness. Some of the older art and sprites do not fit in with the new stuff, but redoing all of it over and over again would take too much time and I'd rather just keep moving forward. I'm personally quite fond of leaving the older, uglier stuff in because it feels likes markers of my own progress and improvement. Might not be the smartest thing anyone's ever done while making a game, but this is a learning experience for me.
Predator enemies is a possibility but only as a game-over type thing.
Whole new outfits and things would probably only be added if I ever finished the game. Making entire new spritesheets is not something I'd look forward to.

Sorry if I didn't answer everything you wanted and also for the late reply. I was away from home and couldn't log into my account.

I do hope you continue to enjoy the game.

This is the answer i was looking for and i look forward for more updates on this game or even newer projects!

Played the demo and enjoyed the game, however my computer is detecting a trojan virus in this new release... hopefully it's just some weird screw-up, but could you look into this?

Windows Defender doesn't seem to like when you put an .exe file in a .zip file and that usually sets it off. For what it's worth, I promise it is a false positive and there is no trojan.
I'll soon upload an Installer version which should avoid setting off a false alarm in the meantime.

Not big into vore, but this is surprisingly responsive and straightforward. Experience does seem to be a little on the low side, but I feel that's probably more a product of release and testing than a desired growth. 

Progression is pretty good. I presume that the action skills that are mentioned in the guide aren't part of the game as-is?

Currently the only skills in the game are the buffs yes.

Looking forward to seeing how they change things up when they're implemented!

(1 edit)

Huge!!!! I'll be checking it out once my papers are finished, looking forward to all the new content! I wonder if trying a new save on the harder difficulties would be reasonable or if it's more a New Game+ kinda thing

It'd definitely be tough playing on the hard difficulty from the beginning. And probably downright impossible on the hardest difficulty.

I see... I tried Totality on a fresh file and I'm falling short on stage 1, but it seems very possible if you play extremely carefully in every stage. Would definitely be a crazy challenge to attempt, if someone is maybe starting over for a second or third playthrough!

The game is better than I actually expected,upgrading skills are a little problem for now (the game is short so we have tl play levels more than a a lot) but I don’t think it will be a problem.You can add new suits,new mobs and maps (as you can expect).I think It will be better if you focus on the gameplay/design and not the story that much.(People probably play this game for gameplay right ? :) ) Overall,keep updating this game as much as you can,it has a lot of potential.

Thx.

(1 edit)

Found this game a few days ago by chance, a super nice 2D platformer with vore as a key component to powering up. There not much I can say that most likely has already been said is I hope you keep up the good work & add some more nice weight gain spites as well.

Update: the equipment menu doesn't pauses the game so you can be jumped if opened in combat.

(1 edit)

Could not for the fucking life of me figure out how to use the specialization menu. If I'm doing something wrong please tell me. (I am playing on a laptop on windows 10 if that even matters) 

Edit: I am a fucking idiot. I just read the entire description and I'm pretty sure talents aren't even able to be upgraded yet. 

What are you having trouble with? If you're trying to apply talent points you've earned from leveling up, you have to start from the center group of talents.

I learned how to do it but I cannot figure out how to apply talents to the other branches.

Got to work out from the centre, taking the big capstone talents to unlock the outer layers.

Huh?

With your first points you have to start in the centre group of talents. After maxing 3 of the smaller talents you can pick one of the big ones.
After that, you'll have unlocked the next tier ring. From there you'll repeat the process (max 3 small, take the big one) 2 more times. Completing 2 groups in the 2nd ring by taking the big capstone talents will unlock the 3rd ring.
In the 3rd ring you only have to max 2 smaller talents before you can pick the big one.
Hope this helps.

(+1)

Hey there, just tried this yesterday and gotta say that I'm a big fan, even if I'm usually not super into vore. 

I'll join Green in saying that the EXP feels a little wack at the moment, though balancing is never easy when it comes to games, and I have to say that the progression system is looking quite good already, so you're like 70% of the way there already!
It definitely took me a second to get used to the controls, but I really appreciated that you gave us the possibility to remap the controls, even if the UI buttons stay the same (that's a detail, really). Once I had stuff the way I prefer, getting my head around the controls wasn't really hard, though I was a bit confused by the fact that pressing yourself into walls lets you jump higher sometimes.

Anyway, I do wish that belly rubbing were mentioned somewhere, since I went through the levels without ever realizing it was a thing, so I played the vore version of "Waiting for Godot" a lot.
Overall, I also really liked the amount of customization you gave us (God how I love when vore games have some WG) and the art is lovely, down to the sprites themselves. 

Now, besides just giving general feedback and praise, I wanted to ask if you need any help at all with writing, be that dialogue, story planning (if you want one, anyway) or any such thing. I've got experience in writing for games of many varieties and do not ask for money when it comes to helping out on things like these. I don't want to bloat this message too much and it's kinda awkward for me to extend an offer this way, but if you're at all interested I'd love to discuss things further with you.

(+1)

I'm glad you enjoyed it despite not being into vore.

Thanks for the offer too, I might take you up on that in the future, in particular regards to dialogue. The games not going to be too story heavy, but I think good dialogue would help a lot.

(+1)

Wait, you can belly rub here too?! Oh man, my eyes have been opened. Could you please tell me how to do it? 

(+1)

It's a little funny - you need to actually take your mouse cursor and move it across the belly while holding down left click. It's not really stated anywhere, I just happened to find it while going through previous status updates here.

Just tried this yesterday, I think there's a lot of promise! I got through the first three maps and they were fun, although the second map was rough mainly because the physics and jump height are a little inconsistent right now (and also I'd have to wait awhile to be light enough to jump, but I didn't notice the belly rubbing devlog till just now). The skill tree is also really cool, but I had about 3 good attempts on each of the first three maps and I still couldn't even get out of the basic skills. The leveling feels like it takes super long, and once I realized you HAVE to max the basic group it really started to feel like a grind. But it was still a good time, the art is nice and the controls, menus, and mechanics all work very well! Considering the camera feels a little close for my taste I really like that you can quickly look up and down to see where you're jumping!

(+1)

I'm glad you had a good time with it.
I think there is a point to be made for early progression being a bit slow. Definitely could increase XP rewards on lower-level enemies just for a quicker early levelling experience which then peters out to a more controlled progression.\

(2 edits) (+1)

Maybe. I think the scaling just felt off if I were to get stuck on, say, stage 2, and suddenly the levelups seem to stop for a long while, but after playing a bit more it looks like if I don't die the first time I clear each stage, then the XP scaling is plenty to get 3 or 4 levels a stage if I'm thorough. So I agree that making the first couple stages give more XP would help since I feel like that's where a new player is likely to get stuck, but I guess it is a pretty controlled progression already which I can understand since that makes it harder to overlevel. (And to be fair, maybe my expectations were too high for what level I should be able to reach since it's still only a demo...)

Also, it turned out the skill tree lets you out of the basic tier way faster than I had thought, I was leveling the talents evenly so I thought I had to complete the whole thing, I guess I got confused by the wording in the guide

(+1)

XP gain in the remade levels I've been making is a lot higher early on, it's probably more fun to get a bunch of levels early on so you can start to carve out a build right away rather than it being a slog to start feeling the effects of your talent choices.

I might try and add a counter to the talent UI to show how many lesser talents you have to complete to unlock the capstone of each constellation so it's clearer.

Nice game. The controls are a handful - or three rather - but once you get behind it, the game plays quite nicely. Though the game definitely has its ups and downs. What makes matters worse is that the first two maps are really hard with how the game progresses. First, when you have no equipment and points in the skill tree, you get bullied by all the slimes until you've gotten a good grasp of the controls and some good gear. I tried my luck in harder maps before I beat the first one to get some better gear at least, which somewhat worked, but it doesn't feel nice to scrape some leftovers wherever you can get some just to be able to beat the first level. (Maybe I'm just bad on a skill level though, so I'm not really upset about it)

The second map is... weird. It's a maze, sure, and with the instruction to collect the keys for the bossfight there's some direction to it, but the layout really is annoying. Some passages you can't take because you either miss a little bit in jump height, or you're just a little bit too tall. So finding and memorizing not only the layout but also the paths that are viable is quite annoying. Here I noticed that the healing items only replenish your bursts when you're completely healed, otherwise they activate straight away. So a single hit from an enemy can keep you from stacking bursts. In the middle of a fight it might be useful that they activate instantly, but for every other purpose I think giving the player the choice of when to use them would be better. And then there's the bossfight... this could be me being too unskilled again, but I really struggle with that boss and only ever gotten a draw where we killed each other at the same time, even with level 3 and 4 gear. 

Third map is my favourite one of the four. Really the opposite of map two with how there is only one path. The cysts on the walls are a bit annoying, but that seems to be their intended purpose. This map tests your patience though as there are a lot of monsters with little room inbetween, so I had to spend quite a long time just waiting for digestion. Especially after I had to decide on a xp boost for either slaying or eating enemies. I think it would be nice if digestion sped up over time, like normal speed when you've just eaten and then faster and faster the longer you do nothing, or massage your belly. The boss here was a bit weird. The first time I had beaten and eaten those dogs before I realized they were the actual boss. After that I tried to figure out their moves, but now I think you're better off not thinking about that at all. The more you think you understand how they move, the harder the fight seems to get.

Fourth map - is a map. Nothing really stood out. Which is not a bad thing really, as I find the enemies and map design are a good combination. Haven't beaten the boss yet, but that one really boils down to energy management and mastering the controls. Speaking of which - they feel like really unintuitive. I know there were lots of games that used similar keybinds, but I can't remember playing  any of those. To me it felt like you were trying to map a controller onto the keyboard without reaching a satisfying setup. I think this game would really benefit from adding controller/gamepad support. Everything just feels like it's a ported console game. 


I hope there'll be lots of levels in the future that allow me to unlock more of the skilltree. I feel like the game could use a story that connects the different levels, but not necessarily so. Right now it's about doing whatever you want to and getting stronger through that, which is totally fine, although a bit unrewarding. With either a story or an unlock system (or potentially both) clearing levels and beating bosses would serve a higher purpose rather than just average loot and a bit more xp than common enemies

First of all, thanks for all the feedback.
I'm not sure I understand the issue you're having with controls though. Arrow keys + ZXCV feels fairly standard to me unless you're maybe using an AZERTY keyboard which would mess it up. There is key rebinding to help with that though as well. I'd have to investigate supporting controllers on Gamemaker, because I haven't looked into it at all and not sure where to start.
I think I will change health burst behaviour to default to picking them up rather than activating them. 
In terms of levels, I'm glad you gave such detailed feedback on them and I will be onboarding all of that as I redesign/remake levels.
The update I've been working on is more like a relaunch of the game, new tutorial, new ship and a new set of starting levels, including an overhaul of enemy behaviours. And yes, my initial plan was to have a story, won't be super story heavy and its pretty low priority though.

Thanks again for the detailed post.

Could be because I never played games like these on keyboard. I just found it hard to get used to, but that doesn't mean that your approach is wrong or nieche. What I'd like to change is what you did with Z and Shift though. Z (punch) only works at smaller sizes, so pretty much useless most of the time for someone who's constantly stuffed. Shift (dodge) however is a lot more useful, especially against ranged enemies, but isn't really where the fingers are positioned. There are 1-2 useless keys inbetween, which isn't ideal especially for something you'd like to use as a quick reaction. 

I don't really see a point in the punch anyway as the kick/belly bump are pretty much the same in terms of attack area. Not sure if there are any combos you could pull off with both kick and punch, but to me the punch felt rather redundant and unimportant. Putting dodge on Z would make a lot more sense than having the punch there

I think I understand where you're coming from now, but I'm reluctant to part with the basic attack combo. While I personally weave basic attacks and special attacks in my own gameplay, I have realised that special attack spamming is a little too effective, so maybe a rebalancing of the two is in order.

An probrability of next update in soon time or around 2-3 months?

(+1)

I don't have an ETA at this time I'm afraid. It's going to be a monster of an update with a planned minimum of 15+ levels along with new enemies so it's a bit of a task.

well that’s way more than I was expecting. consider me excited~☆

what's the maximum capacity in the game? and biggest belly size?

(+3)

There's no maximum capacity stat, it's dependant on gear/talents and will go as high as you can push it. However, the belly size stops getting any bigger after the 4th stage.

(+1)

Is there a consideration of WG making it to illustration of Character? Also, is perks out of first one, basic area, is allowed or still work-in-progress?

WG in the character arts is not something I'm going to deal with unless the WG gets significantly bigger. It'd be just too much work to make so many variations of every art for every weight stage.

All the visible talents can be taken, just need to work your way outwards taking enough in each area.

(+2)

I wish I had a map.The key is hard to find al

(1 edit) (+3)

Hope it helps
I probably won't make many levels like Labyrinth because I don't really want to make in-game maps. Maybe some day I will

(+1)(-1)

When will be next update?

(+1)

Still quite a ways out from another update, I post updates on my progress on the discord if you want to stay up to date on development.

Are you considering supporting other languages in the future?

(+2)

Unfortunately, I haven't set up the game in a way where translations would be easy, I also don't have the means to provide accurate translations. Maybe in the future it's something I could look into finding help to do translations.

I translated the game myself, if you need a Chinese translation I can provide it for free

Is this game playable on JoiPlay

I haven't tested it, but I don't think so unfortunately.

(+1)

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

(+5)

I do plan to have some kind of companion for the explorer, so at least there's something to interact with. I haven't decided how it's going to take shape and I'm not sure just how deep it'll be gameplay wise. I WANT for it to have its own mini skill-tree type thing but that might be pushing it.

(+1)

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.

(+4)

Finally the busy part of the holidays is over and I can get back to work! Looking forward to working with you all into the new year!
Thanks for playing and enjoying my game!

(+2)

i hope this game continues to get updates and support as it's a nice little game

(+1)

And I hope I'll be able to continue working on it!

Congratulations on the itch release! love the update that added the cut-ins (I was often opening equip menu just to gawk at myself) I’m impressed you managed to conserve save compatibility with the reworked skills. I like the system, as I feel extra incentivized to grind, which is fantastic because the gameplay is fun in and of itself.

I’m underleveled for it, but my favorite area is stage 4, with stage 1 also feeling great.

Also, I may have said this before, but the playable char is incredibly cute and I absolutely adore them.

(+1)

I had the same experience with the equipment menu XD So I'm glad we're both happy with the cut-ins.
I'm glad you think the MC is cute too!

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.

Thanks for all the wonderful feedback! I'm glad you've enjoyed it so far.
I might've taken the whole Labyrinth theme a little too far on the 2nd stage you're right. Maybe checkpoints would be in order for longer levels because I can sympathize with how brutal losing to the boss might be and having to do it all again.
The boss of the 3rd stage, Descent, was pretty much intentionally designed to be annoying :D. Before I changed the attack animations they would specifically stand JUST out of range of attacks. The time until they attack is random each time, so you have to rely solely on reaction speed, which I admit is really tight and makes them, in my opinion, the hardest boss.
The adds in the final boss fight don't give XP, if you're referring to the blue text that pops up when you digest them, that's the Calories they are worth for the Weight Gain system if you have it enabled. Scrolling text for XP might be nice though and I might add that.
I'll be honest, I wasn't expecting people to grind levels in the game after they had finished it, but it seems quite a few people did which makes me glad :D. But I didn't really put much thought into methods to farm XP.
That action lock glitch with the repeated actions is one that's been plaguing me for a while now, it'll happen occasionally when inputting parry and another action in some peculiar timing. I've never been able to do it consistently but I'm hoping my next update will finally be the one that pins it down for good.
Thanks for the kind words! And I appreciate long comments, to me it means that you care about the game, and that's a good feeling.

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.)

This comes down to personal preference, but I actually like having so many different affixes that can appear on equipment. I know it can be annoying to never quite get that perfect item because it has some affix that's useless to you, but I enjoy that never-ending hunt for the perfect item. I would like to change it so that some items can't have some affixes, so that you don't have to find the exact same affixes on all your gear for the perfect set. But it'll require an overhaul of how items are generated and might be a bit of work.
I do plan on having 'Legendary' items that are rare drops from bosses but haven't decided whether they'll be just epic but better or be predetermined items with set stats. I am leaning towards predetermined items with special names too, I just think that'd be cooler.
Sets of items would be neat too, but I'd definitely want to have Set-bonuses to go with it and I might need a bit more time to figure that out.
I don't know if I'll add an eating items type thing, just because it'd be such a pain if you accidentally ate an item, so it'd need some special way to activate.

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."

The discord link seems to have expired. Could I ask for a fresh one?

Sorry about that, I thought I had but I must have forgotten to save it!
It's been updated and should work now.

TY

how many weight stages are currently in the game? as i can only seem to jump between 0 and 1, unless there is some way to unlock more?

Only those 2 for now with more planned to be added as I complete the sprites

Currently it seems like sprites max out around 10 capacity; are there any plans for sprites for higher capacities?

Funny you should ask that, I JUST updated the game with a larger belly size XD.
You'll have to redownload the game for them.

Sounds good.

I want this protagonist belly is to get the biggest bump it is pretty cute

Looking forward to where this goes! Great art, great concepts, and an ambitious implementation.

It would be nice to have some way to actively digest, like in Project G.L.U.T.T., when considering predator-heavy playthroughs.

I'm glad you're enjoying it!
I would like to do something like that, but spritework is my weakness and I find it hard to make new player animations, so maybe some day but no promises unfortunately.

It'd just be nice to have some way to speed it up! An animation isn't 100% necessary- that's something that slows progress for Project G.L.U.T.T., too. (And something I desperately tried to avoid with how I've rigged up my systems.)

It's just that without a way to speed it up, you're stuck with the base idle-digestion speed- and this can take a lot of waiting to empty out!

I had an epiphany after reading your post and I've made an update to include belly rubbing.

(1 edit) (+1)

srash

##

ERROR in action number 1

of Draw Event for object oPreyDisplayStomach:

Unable to find instance for object index 102454

at gml_Object_oPreyDisplayStomach_Draw_75

##

gml_Object_oPreyDisplayStomach_Draw_75 (line -1)

Thank you for the crash report, it should be fixed in the new hotfixed version.
If you continue to get this crash please let me know how and when it happened.

good game, mechanics aren't really explained well but it's understandable with enough trial & error.

The tutorial is very out of date for sure. It was made a long time ago when there were a lot fewer systems in the game and will be updated hopefully in the next update.
For now, if anything is still confusing you can try the separately downloaded guide.