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