hey there! i wanted to show a new idea about the animations and stuff like that
let the companion also have struggle contests too having a 50/50 chance of spitting the mini mech out.
when mia has struggle contests, make the companion a bit worried, not scared just worried.
about the upgrade machine for the companion, i have mentioned that it should upgrade the belly size of the companion, when her belly size gets updated, let her eat the scientist too cuz why not? he was the reason she's here in the first place. and when it comes to her eating her maximum, make her a bit tired.
let some characters in which can vore (other than Mia) have a 25% chance to grab and vore the companion because of hunger or suspicion (the enemy can still fight and move, occasionally the companion will start struggling causing the enemy to stop and maintain control however this does not happen when chasing, attacking or voring, but there will be a bit sluggishness in their movement) and when they spit Mia out, they should also spit out the companion.
let some enemies crawl because Mia can craw but what about the others? but if a group of enemies is arriving at the crawl space, let the strongest or the one with the most health go through first while the others stay behind.
when MIA collects the energy orb, let there be a small animation where she grabs it and electricity courses through her
give some idle animations to Mia cuz why not?
also for death screens, instead of a boring closing window covering the screen, show the player how Mia died in looping animations like if Mia got digested by the snake it does its normal digestion process then she is just there idling and if mia has been killed by a sentry or a dasher or any kind, then show mia from an upward angle sprawled on the ground. if she has prey inside of her, then create looping animations of her stomach still jolting and moving (her belly size also depends). and for the game over sign, just make it red in a corner and below it, the cause of death like you got whipped to death by lamia, death to sentry, slashed by dasher or digested by lamia maybe even add hints of what to do and what to avoid.
So, I've come across a bug that occasionally, and inconsistently, whenever I shoot the missile mechs and destroy them, my game completely freezes and I have to ALT+f4 just to get out of the game. I have tried uninstalling and reinstalling but it continues to occur. :/
you should add a option on the setting to tell you how to use the ghost/ slime girl cause I see she can be different colors but never figured out how to do it or what each color means, also you should add a map upgrade so that players can have an easier time navigating cause I was so lost trying to find the purple laser control panel but eventually found it, another thing that would be cool is an option to change the button layout cause I'm sorry but ctrl for vore was a pain especially when I accidentally clicked the windows button and when I pressed it again to close it I had to go to my open tabs at the bottom and click on the game to pop it back up on my screen while being attacked, in early games I died like twice cause of this and later I on just got down to lower health but nothing a little vore couldn't fix to restore my health.
I am really enjoying this game with each update it is always fun to play just wish some of my victims turned into weight~
The type of slime companion is selected in the companion settings menu within the pause menu, as mentioned above. Currently there is no difference between which you use besides how they appear, though that will change eventually. There will be a proper in game tutorial describing important information like this eventually as well, just not yet since there is still a lot to be done and a lot that is changing. A map is planned as well, they are just a bit complex to set up and there's a lot to do still. Same with rebindable controls, but I do plan to get to that one on the soon-ish side of things. Weight gain is also planned, but will need several thousands of new frames of animation, so it'll be a good while before I'm able to get to adding that.
Good update! Level 3 was a pain to get through the first time, but learning the optimal route was really fun. The new areas behind the doors are very impressive as well.
Some bugs I found:
Burping out bones while Mia is on the edge of a platform freezes the game.
The mechs can spontaneously freeze the game for no apparent reason, but it happens the most with the mech in the wall of the level 1 scientist area.
The companion can eat a minimech pilot that you already tossed.
You can spam the ground slam while full (1 fullness or above) by holding down and spamming attack.
Also, could you make the sparkle on keycard enemies more noticeable? I didn't notice they had the keycard until after I had digested them.
The issue with bones and mech debris freezing the game is caused by both bones and debris still using the old collision system by accident - I've got it fixed in the project files already so it will be fixed in the next update!
The companion eating pilots that Mia already tossed was intentional - I thought it was a fun detail to include for how ravenous they are. It's supposed to be something that only happens occasionally though - I'll check and see if it's happening every time, since that shouldn't be the case.
The ground slam spammability isn't technically a bug, it's just due to Mia getting bounced back in the air when she lands that move with a full belly allowing her to immediately use it again. I hadn't quite decided on if I wanted to fully prevent that since the move already costs a lot of stamina, but I'll probably tweak it a bit (like by lowering the damage/area size) when it's used that close to the ground.
I'll also see what I can do about making the sparkle on key card carrying enemies more noticeable - at the very least I can increase its frequency.
It would be cool if Mia had a special animation for when the companion steals a minimech from Mia instead of the regular swallow animation just continuing
ok guys since no one is doing this, imma say it. TIME TO DESCRIBE THE COMPANIONS!
I've looked and observed their animations and have a conclusion.
Mel: genuinely cares and worries about the player especially when in danger. usually carefree and has more idle animations. i would rate this a solid 8/10 (my genuine favourite)
Bubbles: carefree and unashamed. her mood seems goofy and happy. feels like that one kid with ADHD. I would rate this a good 7.5/10
Maude: sassy. feels like she is disgust from inside out. does get concerned about the player when in trouble. I would rate a 7.8/10
Bounce: greedy glutinous being that only cares about food. childish and carefree. gives 3 year old vibes. the one companion which i partially dislike for some reason cuz, when you get in trouble, she just looks like she's just waiting or some thing looking bored. 4/10 and I'm being generous.
well that concludes the description and thank you reading BYE!
Tried new update and I love it. If you could add it, will there be like reactions to remains? Like e.g. I think doctors/executives should get scared seeing some half melted bones.
Happy to hear you're enjoying it! That's a good idea about the remains - I've gone ahead and swapped things around so the scientists and executives will immediately panic and enter their fleeing state when they find remains. Of course I'd like to add more actual new animations for stuff like this too for unique reactions, I've just got a very strict priority list I have to follow the order of to keep the workload from getting out of hand - I'll definitely come back around to it at some point though!
I like the design of area 3, with the assumption that a map will be added at some point. An non-linear area that large with backtracking is a bit of a nightmare with no map, especially if there are gaps between play sessions.
Also the game loses fullscreen whenever you close the game or load a save, and I kept getting a slightly moving seam that stretched across the screen, both on fullscreen and windowed.
The acid damage upgrades scale up a bit too fast for the current enemy health, and while rapidly digesting enemies can be useful it's counterproductive with the healing/stamina regen for active prey as well as the offensive burp. Plus you get less time to see the animations of having live prey. Not a major issue but after getting a number of upgrades in it I ended up feeling like I'd made the game less fun for myself.
A map is definitely planned, they just can be a bit complicated to set up properly - I've got to figure out what method will work best for the game.
For some reason the variable that checks when the game is supposed to be fullscreen is the one I've been having issues getting saved consistently - I'll keep looking into it though.
The original plan was that later enemy health values will scale up a decently significant amount, and the existing upgrades already well surpass the power of current enemies in game, so at max rank several perks make you VERY strong. That all said, I'm definitely still playing around with the balance of everything, the cost of perks, and more - unfortunately I probably won't have a super clear idea of what "balanced" will look like till I have a more significant portion of the game developed, but I'll try and keep things in check as development goes along. I just made a similar nerf to the augment strength perk for similar reasons. The recent update DID add an option to disable passive digestion damage though, so if you feel you've upgraded acid damage too much to be able to see the live prey animations, disabling that should help!
Hey DraconicSyntax, I’ve been really enjoying the new update! The third level is a bit of a maze, but the new companion features are great. I have a few ideas for future updates—no pressure at all if they don’t fit your plans, but I thought I'd share them.
Extra details
it would be nice if there were just small details (and i know this is gonna take a buttload of work, but people kind of like small details. so here it is (ig)
when the game over screen comes don't make it go to black make the UI disappear and flash a game over sign in the corner , put a small dialog box asking if you want to return to the main menu or not if you stay in the game, its honestly up to you of what to put. and when digested (or your health gets depleted) you get asked whether to get fully digested if not, then the character that has digested you will continue on roaming ( Mia will automatically come back up to the belly part of the enemy cuz why not?) and if possible, the vore enemies that kill you will either eat your companion or you it honestly depends due to realization that the companion will help anyone that it lays its eyes apon.
make the executive have more reactions like laughing when Mia dies and shaken up after regurgitated by Mia (though it would be nice if her clothes get half torn after being digested or hurt and that goes same with the scientist)
Sandbox Mode
It would be awesome to have a sandbox mode on a flat, empty platform where we could spawn different enemies and allies. It would be cool to see how they interact, and perhaps see some idle animations of them talking or reporting (though I know that’s a ton of extra sprite work!). Adding a toggle to make the player invisible so they aren't targeted, or a way to force enemies to fight each other, would be a lot of fun.
Companion & Logic Details
Lamia Logic: If you get swallowed by a Lamia while having a companion eaten, it would make sense for the Lamia to "burp out" the ghost slime or a bubble once digestion is finished, since the companion respawns anyway.
Mel’s Animations: I really like how the animations make Mel look like she genuinely cares about the player—especially when you’re getting eaten. It would be a great detail if, when you're at low health (e.g., under 10%), Mel tries to help by pushing on the Lamia’s belly or tail to get you out. It wouldn't necessarily have to save the player, just add a bit of personality. Maybe even add an interaction where she gets knocked back if the player tries to move while she’s pushing IDK its an idea if needed, put it on the others too.
Upgrades
Regarding the genetic enhancer (or whichever menu handles it), it would be interesting to add a new category where you can upgrade the companion. This could include stats like belly containment size, shove power, HP, and more, which would make the progression feel a bit more engaging.
also i have a new character (that can vore you) you can put idk i just made it. no pressure if you don't like it
abilities???
Fire Breath: She breathes fire, primarily in the form of fireballs. The fireballs travel slightly faster than the rockets fired by the mechs. It takes her 1 second to create and launch a fireball. If Mia eats the fireball, it deals 3 damage over 2 seconds but grants her 2 ammo.
The fire inflicts a burning effect on the player for 5 seconds, although the duration is reduced depending on the player's Strength and Resistance. Without any health upgrades, the burn deals 2 damage per second. The attack does not cause knockback while the player is moving or jumping, but it reduces the player's movement speed and jump power.
Movement Speed: She moves faster than a normal player, matching a player's sprint speed, similar to the dragon.
Being Eaten / Digestion Process: The digestion process works as follows: when she swallows the player, they immediately take 2 damage, and smoke comes out of her nostrils. During this stage, her usual posture is one hand on her hip and the other resting on her belly, giving her a careless appearance.
When the player reaches the second stage of digestion (for example, when the snake pushes them into her tail), she lifts her belly and pushes on it, causing her tail to bulge. (I know there is a type of pelvis armor, and I'll discuss that later.) During this second stage, the player is inside her tail. Her posture changes so that she turns around, showing her back, with the enlarged end of her tail resting on the ground where the player can be seen.
When the player comes back up from her tail, the lizard turns around, and her belly suddenly pops back out since the player exits from behind. When eaten by Mia, the lizard occupies 2 spaces, or 3 if preferred, since she is tall and significantly larger than most characters.
Size Comparison: Compared to the player, the player's head reaches approximately the lizard's neck. She is also noticeably larger than the Executive. This explains why I gave her solid chest armor, as her chest expands slightly during digestion while the opening of her tail remains tight around it.
Melee Attacks: She can also perform melee attacks using blocks, similar to the sentries. Her combo consists of two punches followed by a tail whip that deals heavy knockback.
Animations: I don't mind how her animations are handled overall, but would it be possible for her to return to her normal walking animation if the player does not struggle for 10 seconds? (This would not apply during Stage 2.) If possible, make her movement slightly slower during this state.
i really hope redfrog sees this
Anyway, thanks for all the hard work! I’m looking forward to whatever you come up with next. I hope i didn't give you too much trouble! haha
Happy to hear you're enjoying the update! There will be some kind of map added eventually once I figure out a good method to code it, but future levels also shouldn't be AS much of a maze I think.
Some form of sandbox mode like that is in the plans - I'm going to update the debugger in a significant way first to give it an actual control panel and all sorts of extra functions like spawning enemies and such. Of course extra idle animations and such would be excellent as well, and I plan to add what I can, they're just lower on the priority list than a number of other things. Enemies eating each other is also planned - it'll mainly be between the aliens and station crew, as my plan is for them to be naturally hostile to one another, but once again I need several more animations for this so it'll be a bit.
Good call on the lamia burping out the companion - I'd forgotten that the lamia can eat the companion if Mia eats her first. I'll be sure to add a contingency for that in the future!
Glad to hear the companion's animations landed well too - she obviously doesn't talk, but I wanted it conveyed that while she's a little carefree she still quickly becomes attached to Mia. I have plans for a few more animations for her in the future to further this expression - one idea I had was that once every so often, if Mia hits 0 HP then the companion will force feed herself to Mia to revive her with a bit of health. I quite like the ideas of her trying to push on the lamia's belly to get Mia out - I'll have to play around a bit with how that actually looks, but if I can get it looking good I'll definitely add it!
There are also definitely plans for some kind of upgrade machine for the companion too - hadn't decided on if it'll be a separate machine from the one Mia uses, but there will definitely be a way to upgrade the companion in the future.
I like the character concept art as well, it's pretty fitting with the theming of everything else! If you're offering permission to use that design in game, then there's a decent chance that I may.
Hello! It's great to hear from you! I'm really glad you liked my character. It took me quite a while to create the original design. I actually started by using the Sentry outline as a base and then heavily edited it until it became its own character.
My original idea was to make her a female dragon-like enemy that could swoop down from the ceiling. However, I felt that might overlap too much with the dragon from the previous game, so I decided to redesign her as a lizard instead. I also thought that fit better with the reptilian vore theme I've noticed throughout the series. if you put this character in the game plz put in her abilities it would be a hard enemy too as she does melee damage AND long range damage.
Since you asked, you have my full permission to use both the character and her abilities in the game. They're completely free to use, and I have no issues with you implementing them if you think they'd be a good fit.
As for the upgrade machine, I had an idea that might be fun. On the side of the existing upgrade machine, there could be a small compartment that the companion squeezes into, compressing itself until it fits inside. The machine would then rumble, shake, and make a few cracking noises before going quiet. A moment later, the slime would ooze back out onto the floor and gradually reform into whichever companion the player selected. I think it would be a fun little transformation animation while keeping the process simple and fitting the game's style.
as for the hostility between the aliens and the crew, i'd be better for the alien to be alone with the crew member before eating them its tactical knowledge and when eating them, the alien (after 2 seconds) fully digests the crew member after they struggle enough times. (you can choose the crew anyway but keep it so that the alien eats the sentry, dasher or scientist just a fact)
and also about how you said about the sandbox mode i kind of meant like a make-your-own-level type of mode where you get an empty platform, some tools to spawn in enemies and change their hostility and all stuff like that but i like your idea too.
oh and btw if you didn't like the armor on the original lizard, here is a different version without it
There will be a map eventually, they can just be a bit complex to set up so it'll take a bit of time while I work out a good method to get it working and useful
You also need a tier 1 key card to get through the doors that say "access denied". The tier 1 card is carried by a missile mech near the purple control terminal.
So where do you find the little smile buddy(s) cause I went through all three levels didn't find one of them? Also Wall jumping while hard at first is so satisfying to pull off although I will say for a while till I found the lvl2 card I was completely lost on where to look for that purple laser terminal. All in all love what your doing and keep it up/
The slime companion(s) are found in level 1 behind a couple doors that require a lvl 1 key card, which can also be found in level 1 (it's carried by a minimech near the purple control terminal). The gif on this itch page of Mia going through a door is actually the first of those doors you need to go through (there IS also another door that will lead to this area elsewhere in level 1, but you'll still need the lvl 1 key card in order to get through the final door before the companion).
Glad to hear the wall jumping works well! I think I underestimated how difficult it would be to learn for players since I was the one who made it, but I'm happy to hear that once it is learned, it handles well.
There's still plenty more game yet to come so stay tuned :)
But seriously, is the map for Level 3 for real? I got completely lost, and that final jump at the end is insanely hard.
I’m really looking forward to seeing bigger belly sizes. I feel like you could add more edible stuff around the map—maybe eating random little objects could give a boost to your eating speed.
2. Did you know that if you fall from a wall just (by pressing down while being on a side of a wall) you can do the "double" jump endlessly (as long as you repeat this each time)
I added some extra platforms to help with some of the most difficult parts of the wall jumping - I've recieved plenty of feedback though that in general there is too much jumping/wall jumping in level 3. I definitely don't plan to use nearly as much in future levels.
Level 3 is also probably the upper end of what I'd make in terms of map size/complexity in the future - most levels will be easier to navigate, similar to the previous levels. There will also be some kind of actual map in game in the future, though they can be a bit complex to set up - I still need to decide on a method to use for it.
Would it be possible to have the vore increase her bust and ass size indefinitely, and have that act as extra health, where they decrease whenever she gets hit?
It won't be indefinite, but weight gain will be added to the game eventually. It will require literal thousands upon thousands of frames of animation though since Mia already has so many to account for all her belly sizes, so it will be a good while before it can be added.
It would be great if there were human enemies that could also eat Samus, not just the snake and the red monster. Furthermore, it would be great if the snake could eat her while trapped inside Samus.
I was thinking more along the lines of a "vore-ception" scenario where the snake-woman could eat Mia—even after Mia has already eaten one or two of the big girls or the one with glasses. And maybe there could be a human enemy who can also eat Mia, and vice versa, to make it more challenging. nwn
Enemies that are carrying key cards will have a little sparkle usually near their hip, but this only shows while they're in their idle or patrolling state - it will not show if they are searching or chasing.
There is a missile mech in level 1 near the purple control pannel that has a tier 1 card, and an executive in level 3 that has a tier 2 card. That executive is somewhere behind door #4, and is also the only executive in that area.
Unbirth should mostly just need alternate animations for "swallowing" and "regurgitating", so it's pretty doable - that said, I'm focusing first on non-sexual vore for the game (so mostly oral with a few special exceptions for things that can consume multiple ways, like a slime enemy that can absorb Mia). If mods/modders wanted to add alternate forms of vore in the meantime though it should be fairly easy.
Please do make the wall jumps less, long I guess, my fingers are hurting, I think I checked everything in the third level due to wanting to see everything, but now, I don't wanna even go back to that mess if there was anything below the lasers that were in door 3/4. And maybe something to indicate where you should go, at least for when the mission continues(or for where to go toget the next session) as I was running around like a chicken without a head.
I released v0.9.1 with a few balance changes to the wall jump sections, including adding platforms in several places to alleviate how grueling some can be. The general feedback though has indeed been that there's a bit too much/too difficult wall jumping - I'll definitely be toning it way back in future level. I doubt ANY other level in the game will require quite as much jumping/wall jumping as level 3.
I'm also still working out better ways to communicate the direction the player is supposed to go. A map is definitely on the task list, maps just can be a bit complex to set up depending on how they're done, so I'm still working out what method I want to use for that.
Really keen to see the origin of the protagonist to see how she became what she is and if she likes or hates it. Would be cool if possible to have little idle animation where if you haven't eaten in a while the belly grumbles or growls.
There will be a more fleshed out story as development continues, including Mia's origin story! She'll get a bit of dialogue as well with a few characters. As for whether she likes or hates the change, I'm planning to make that something the player can influence based both on a few minor dialogue choices the player can make as well as how often the player actually eats/digests enemies. She'll range anywhere from hating them and refusing to use her abilities, viewing them as a necessary evil for her to escape, or just straight up fully enjoying them.
As a longtime enjoyer of both Metroidvania and vore, I support this wholeheartedly. When funds come in, will be supporting this.
As a side note, would love to see just a few things;
-a spiderlady with unbirth, possibly hangs from ceilings -maybe a period of time after digestion where the chest swells up a bit -possible hipcheck attack -maybe different ammo types -enemies that swallow one another -maybe a few extra area hazards besides missiles (i.e. enemy traps, laser grids that turn on and off)
Those're my suggestions, but you do you! Keep up the great work! I love this!
Thank you for the feedback, I'm glad you're enjoying the game!! As for your suggestions:
- some kind of alien spider girl is definitely doable, though when it comes to alternate forms of vore like unbirth, I'm trying to first keep the game focused on oral consumption first (with a couple special exceptions for enemies that can consume to their stomach in non standard ways, like via tail maw or via absorption for things like slime creatures). After any pred enemies have ways to eat the player normally, I'll consider alternate forms of vore as extra animation sets that can be toggled on/off.
- Weight gain for the player character is planned! It'll just be a long ways off since it'll require a ton of extra animations - due to Mia having multiple belly sizes, there is something like 4,000 frames of animation that she currently uses, so adding even just 2 new weight levels would be an additional 8,000 frames that need to be drawn. It's probably the single most requested feature though so it'll definitely be in at some point sooner or later!
- I do like the idea of a hipcheck ability - there's already an ability similar to a hipcheck in game (wrecking ball) but honestly it could do with a visual update since it doesn't even use any unique animations, so I could see about updating it or otherwise just adding a new ability, since I still want to add many many more
- Different ammo types are also planned! Currently the rough plan is to include fire, ice, kinetic, and electric, with a couple different firing modes for each. There will also be an inventory for using some consumables, like throwable smoke bombs and stun grenades and whatnot.
- There is a plan for alien enemies to regularly swallow station crew (and eventually vise versa as well) if they come across each other - there are LOTS of animations needed for this as well though, since not only will it require a full set of belly animations, but the enemy will then need to be able to do their normal full move set as well if the player engages them while they're full, so it'll be a bit before this can happen
- There will be lots of extra hazards and features I'm planning on adding! I've got a small list already prepared and concepts for several more. Having the missiles and laser barriers being the only things in the levels to interact with would be a bit dull.
Thanks again for your suggestions, I hope you keep enjoying the game :)
There are too many sections requiring wall-jumping parkour, and there's absolutely no opportunity to return to the main storyline. I think either the difficulty should be reduced, or the option to abandon the attempt and return should be given.(Chinese translation)
I've added some extra platforms in v0.9.1 to help with the wall jumping sections. In the future I also won't be adding nearly so many jumping sections so close together. I'm not sure what you mean about returning to the main storyline though, you can always go back to any part of the game that exists so far.
I have a problem, i started a new game and my reload function just gives me an error report. Is it possible to get a clean save file, I wont start this journey again, needed two hours to reach the terrible jumping passage and now everything is lost thats more than frustrating if you just have one save and no save points.... Hope theres a solution, time is precious and i want start a new run... :(
That's a strange error, there shouldn't be any reason for it to show up. Is this on a new save file in v0.9.1? Are you running the game on a modern Windows PC? I've learned people run in to all sorts of strange bugs and glitches when they try to emulate Windows, so if you're not running a modern Windows machine that might be the issue.
Either way, I'll add more save slots in the future, as well as a more advanced debugger that will at least allow you to more easily regain lost progress.
I've been following this project for a long time and I see real talent. I have no doubt that this and next updates are going to be great. This is an amazing game
Thank you!! With all this foundational stuff nearing completion, I'm really starting to have a clear picture of what the entire full version of the game will look like - there should be lots of content to enjoy :D
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hey there! i wanted to show a new idea about the animations and stuff like that
let the companion also have struggle contests too having a 50/50 chance of spitting the mini mech out.
when mia has struggle contests, make the companion a bit worried, not scared just worried.
about the upgrade machine for the companion, i have mentioned that it should upgrade the belly size of the companion, when her belly size gets updated, let her eat the scientist too cuz why not? he was the reason she's here in the first place. and when it comes to her eating her maximum, make her a bit tired.
let some characters in which can vore (other than Mia) have a 25% chance to grab and vore the companion because of hunger or suspicion (the enemy can still fight and move, occasionally the companion will start struggling causing the enemy to stop and maintain control however this does not happen when chasing, attacking or voring, but there will be a bit sluggishness in their movement) and when they spit Mia out, they should also spit out the companion.
let some enemies crawl because Mia can craw but what about the others? but if a group of enemies is arriving at the crawl space, let the strongest or the one with the most health go through first while the others stay behind.
when MIA collects the energy orb, let there be a small animation where she grabs it and electricity courses through her
give some idle animations to Mia cuz why not?
also for death screens, instead of a boring closing window covering the screen, show the player how Mia died in looping animations like if Mia got digested by the snake it does its normal digestion process then she is just there idling and if mia has been killed by a sentry or a dasher or any kind, then show mia from an upward angle sprawled on the ground. if she has prey inside of her, then create looping animations of her stomach still jolting and moving (her belly size also depends). and for the game over sign, just make it red in a corner and below it, the cause of death like you got whipped to death by lamia, death to sentry, slashed by dasher or digested by lamia maybe even add hints of what to do and what to avoid.
add these if you want but please add these
anyways thanks for reading this and see ya
So, I've come across a bug that occasionally, and inconsistently, whenever I shoot the missile mechs and destroy them, my game completely freezes and I have to ALT+f4 just to get out of the game. I have tried uninstalling and reinstalling but it continues to occur. :/
The mech parts use an old physics engine, but it will be fixed next update.
For now, remember to save before mech encounters :)
pls let companions eat you!!!!!
hmm if they do that... then
Is there anything planned for August?
Any plans for other types of vore? (AV BV that stuff)
can you add a sandbox mode
There will be something like that eventually yes
the game crashes randomly when a swallow enemies sometimes in the new rooms
Did you get an error report of any kind? I can't do much with just that information
you should add a option on the setting to tell you how to use the ghost/ slime girl cause I see she can be different colors but never figured out how to do it or what each color means, also you should add a map upgrade so that players can have an easier time navigating cause I was so lost trying to find the purple laser control panel but eventually found it, another thing that would be cool is an option to change the button layout cause I'm sorry but ctrl for vore was a pain especially when I accidentally clicked the windows button and when I pressed it again to close it I had to go to my open tabs at the bottom and click on the game to pop it back up on my screen while being attacked, in early games I died like twice cause of this and later I on just got down to lower health but nothing a little vore couldn't fix to restore my health.
I am really enjoying this game with each update it is always fun to play just wish some of my victims turned into weight~
The type of slime companion is selected in the companion settings menu within the pause menu, as mentioned above. Currently there is no difference between which you use besides how they appear, though that will change eventually. There will be a proper in game tutorial describing important information like this eventually as well, just not yet since there is still a lot to be done and a lot that is changing. A map is planned as well, they are just a bit complex to set up and there's a lot to do still. Same with rebindable controls, but I do plan to get to that one on the soon-ish side of things. Weight gain is also planned, but will need several thousands of new frames of animation, so it'll be a good while before I'm able to get to adding that.
hey there i have another idea in which will kind of help.
add small pieces of lore in the map and blueprints related to the sentries, the dashers' armor and the observations of the aliens.
make these pieces of lore to correspond with your story
Already planned, in fact it should be in the next public update
Good update! Level 3 was a pain to get through the first time, but learning the optimal route was really fun. The new areas behind the doors are very impressive as well.
Some bugs I found:
Also, could you make the sparkle on keycard enemies more noticeable? I didn't notice they had the keycard until after I had digested them.
Glad you enjoyed the update! :D
The issue with bones and mech debris freezing the game is caused by both bones and debris still using the old collision system by accident - I've got it fixed in the project files already so it will be fixed in the next update!
The companion eating pilots that Mia already tossed was intentional - I thought it was a fun detail to include for how ravenous they are. It's supposed to be something that only happens occasionally though - I'll check and see if it's happening every time, since that shouldn't be the case.
The ground slam spammability isn't technically a bug, it's just due to Mia getting bounced back in the air when she lands that move with a full belly allowing her to immediately use it again. I hadn't quite decided on if I wanted to fully prevent that since the move already costs a lot of stamina, but I'll probably tweak it a bit (like by lowering the damage/area size) when it's used that close to the ground.
I'll also see what I can do about making the sparkle on key card carrying enemies more noticeable - at the very least I can increase its frequency.
It would be cool if Mia had a special animation for when the companion steals a minimech from Mia instead of the regular swallow animation just continuing
This game will have Android version?
Eventually yes, so long as android devices are capable of running it, I'll make a port. There is no official port right now though.
ok guys since no one is doing this, imma say it.
TIME TO DESCRIBE THE COMPANIONS!
I've looked and observed their animations and have a conclusion.
Mel: genuinely cares and worries about the player especially when in danger. usually carefree and has more idle animations. i would rate this a solid 8/10 (my genuine favourite)
Bubbles: carefree and unashamed. her mood seems goofy and happy. feels like that one kid with ADHD. I would rate this a good 7.5/10
Maude: sassy. feels like she is disgust from inside out. does get concerned about the player when in trouble. I would rate a 7.8/10
Bounce: greedy glutinous being that only cares about food. childish and carefree. gives 3 year old vibes. the one companion which i partially dislike for some reason cuz, when you get in trouble, she just looks like she's just waiting or some thing looking bored. 4/10 and I'm being generous.
well that concludes the description and thank you reading BYE!
Tried new update and I love it. If you could add it, will there be like reactions to remains? Like e.g. I think doctors/executives should get scared seeing some half melted bones.
Happy to hear you're enjoying it! That's a good idea about the remains - I've gone ahead and swapped things around so the scientists and executives will immediately panic and enter their fleeing state when they find remains. Of course I'd like to add more actual new animations for stuff like this too for unique reactions, I've just got a very strict priority list I have to follow the order of to keep the workload from getting out of hand - I'll definitely come back around to it at some point though!
I like the design of area 3, with the assumption that a map will be added at some point. An non-linear area that large with backtracking is a bit of a nightmare with no map, especially if there are gaps between play sessions.
Also the game loses fullscreen whenever you close the game or load a save, and I kept getting a slightly moving seam that stretched across the screen, both on fullscreen and windowed.
The acid damage upgrades scale up a bit too fast for the current enemy health, and while rapidly digesting enemies can be useful it's counterproductive with the healing/stamina regen for active prey as well as the offensive burp. Plus you get less time to see the animations of having live prey. Not a major issue but after getting a number of upgrades in it I ended up feeling like I'd made the game less fun for myself.
A map is definitely planned, they just can be a bit complicated to set up properly - I've got to figure out what method will work best for the game.
For some reason the variable that checks when the game is supposed to be fullscreen is the one I've been having issues getting saved consistently - I'll keep looking into it though.
The original plan was that later enemy health values will scale up a decently significant amount, and the existing upgrades already well surpass the power of current enemies in game, so at max rank several perks make you VERY strong. That all said, I'm definitely still playing around with the balance of everything, the cost of perks, and more - unfortunately I probably won't have a super clear idea of what "balanced" will look like till I have a more significant portion of the game developed, but I'll try and keep things in check as development goes along. I just made a similar nerf to the augment strength perk for similar reasons. The recent update DID add an option to disable passive digestion damage though, so if you feel you've upgraded acid damage too much to be able to see the live prey animations, disabling that should help!
Hey DraconicSyntax, I’ve been really enjoying the new update! The third level is a bit of a maze, but the new companion features are great. I have a few ideas for future updates—no pressure at all if they don’t fit your plans, but I thought I'd share them.
Extra details
it would be nice if there were just small details (and i know this is gonna take a buttload of work, but people kind of like small details. so here it is (ig)
when the game over screen comes don't make it go to black make the UI disappear and flash a game over sign in the corner , put a small dialog box asking if you want to return to the main menu or not if you stay in the game, its honestly up to you of what to put. and when digested (or your health gets depleted) you get asked whether to get fully digested if not, then the character that has digested you will continue on roaming ( Mia will automatically come back up to the belly part of the enemy cuz why not?) and if possible, the vore enemies that kill you will either eat your companion or you it honestly depends due to realization that the companion will help anyone that it lays its eyes apon.
make the executive have more reactions like laughing when Mia dies and shaken up after regurgitated by Mia (though it would be nice if her clothes get half torn after being digested or hurt and that goes same with the scientist)
Sandbox Mode
It would be awesome to have a sandbox mode on a flat, empty platform where we could spawn different enemies and allies. It would be cool to see how they interact, and perhaps see some idle animations of them talking or reporting (though I know that’s a ton of extra sprite work!). Adding a toggle to make the player invisible so they aren't targeted, or a way to force enemies to fight each other, would be a lot of fun.
Companion & Logic Details
Upgrades
Regarding the genetic enhancer (or whichever menu handles it), it would be interesting to add a new category where you can upgrade the companion. This could include stats like belly containment size, shove power, HP, and more, which would make the progression feel a bit more engaging.
also i have a new character (that can vore you) you can put idk i just made it. no pressure if you don't like it
abilities???
Fire Breath: She breathes fire, primarily in the form of fireballs. The fireballs travel slightly faster than the rockets fired by the mechs. It takes her 1 second to create and launch a fireball. If Mia eats the fireball, it deals 3 damage over 2 seconds but grants her 2 ammo.
The fire inflicts a burning effect on the player for 5 seconds, although the duration is reduced depending on the player's Strength and Resistance. Without any health upgrades, the burn deals 2 damage per second. The attack does not cause knockback while the player is moving or jumping, but it reduces the player's movement speed and jump power.
Being Eaten / Digestion Process: The digestion process works as follows: when she swallows the player, they immediately take 2 damage, and smoke comes out of her nostrils. During this stage, her usual posture is one hand on her hip and the other resting on her belly, giving her a careless appearance.
When the player reaches the second stage of digestion (for example, when the snake pushes them into her tail), she lifts her belly and pushes on it, causing her tail to bulge. (I know there is a type of pelvis armor, and I'll discuss that later.) During this second stage, the player is inside her tail. Her posture changes so that she turns around, showing her back, with the enlarged end of her tail resting on the ground where the player can be seen.
When the player comes back up from her tail, the lizard turns around, and her belly suddenly pops back out since the player exits from behind. When eaten by Mia, the lizard occupies 2 spaces, or 3 if preferred, since she is tall and significantly larger than most characters.
i really hope redfrog sees this
Anyway, thanks for all the hard work! I’m looking forward to whatever you come up with next. I hope i didn't give you too much trouble! haha
Happy to hear you're enjoying the update! There will be some kind of map added eventually once I figure out a good method to code it, but future levels also shouldn't be AS much of a maze I think.
Some form of sandbox mode like that is in the plans - I'm going to update the debugger in a significant way first to give it an actual control panel and all sorts of extra functions like spawning enemies and such. Of course extra idle animations and such would be excellent as well, and I plan to add what I can, they're just lower on the priority list than a number of other things. Enemies eating each other is also planned - it'll mainly be between the aliens and station crew, as my plan is for them to be naturally hostile to one another, but once again I need several more animations for this so it'll be a bit.
Good call on the lamia burping out the companion - I'd forgotten that the lamia can eat the companion if Mia eats her first. I'll be sure to add a contingency for that in the future!
Glad to hear the companion's animations landed well too - she obviously doesn't talk, but I wanted it conveyed that while she's a little carefree she still quickly becomes attached to Mia. I have plans for a few more animations for her in the future to further this expression - one idea I had was that once every so often, if Mia hits 0 HP then the companion will force feed herself to Mia to revive her with a bit of health. I quite like the ideas of her trying to push on the lamia's belly to get Mia out - I'll have to play around a bit with how that actually looks, but if I can get it looking good I'll definitely add it!
There are also definitely plans for some kind of upgrade machine for the companion too - hadn't decided on if it'll be a separate machine from the one Mia uses, but there will definitely be a way to upgrade the companion in the future.
I like the character concept art as well, it's pretty fitting with the theming of everything else! If you're offering permission to use that design in game, then there's a decent chance that I may.
Hello! It's great to hear from you! I'm really glad you liked my character. It took me quite a while to create the original design. I actually started by using the Sentry outline as a base and then heavily edited it until it became its own character.
My original idea was to make her a female dragon-like enemy that could swoop down from the ceiling. However, I felt that might overlap too much with the dragon from the previous game, so I decided to redesign her as a lizard instead. I also thought that fit better with the reptilian vore theme I've noticed throughout the series. if you put this character in the game plz put in her abilities it would be a hard enemy too as she does melee damage AND long range damage.
Since you asked, you have my full permission to use both the character and her abilities in the game. They're completely free to use, and I have no issues with you implementing them if you think they'd be a good fit.
As for the upgrade machine, I had an idea that might be fun. On the side of the existing upgrade machine, there could be a small compartment that the companion squeezes into, compressing itself until it fits inside. The machine would then rumble, shake, and make a few cracking noises before going quiet. A moment later, the slime would ooze back out onto the floor and gradually reform into whichever companion the player selected. I think it would be a fun little transformation animation while keeping the process simple and fitting the game's style.
as for the hostility between the aliens and the crew, i'd be better for the alien to be alone with the crew member before eating them its tactical knowledge and when eating them, the alien (after 2 seconds) fully digests the crew member after they struggle enough times. (you can choose the crew anyway but keep it so that the alien eats the sentry, dasher or scientist just a fact)
and also about how you said about the sandbox mode i kind of meant like a make-your-own-level type of mode where you get an empty platform, some tools to spawn in enemies and change their hostility and all stuff like that but i like your idea too.
oh and btw if you didn't like the armor on the original lizard, here is a different version without it
thanks for replying again see ya
Could we have some type of map screen to who there you been
(I got lost in level 3 and 2 of the side and STILL don't know how to get out of the side room)
There will be a map eventually, they can just be a bit complex to set up so it'll take a bit of time while I work out a good method to get it working and useful
Thanks for the confirmation
Good luck with it
Can you give a slight hint in game of the location of the slime companion because i searched everywhere and couldn't find it.
nvm found it
I wen't into the side room that looked like a lot more important alien lab but the last door denied my access. Can you help me?
its in the room with the light out and tubes broken but you need to first turn off lasers and it is all in the first general area before the big door.
I turned off 3 lasers but access is still denied. What did I miss?
You also need a tier 1 key card to get through the doors that say "access denied". The tier 1 card is carried by a missile mech near the purple control terminal.
holy reply staircase😭🤞
So where do you find the little smile buddy(s) cause I went through all three levels didn't find one of them? Also Wall jumping while hard at first is so satisfying to pull off although I will say for a while till I found the lvl2 card I was completely lost on where to look for that purple laser terminal. All in all love what your doing and keep it up/
Have you tried looking in the side rooms?
The background doors lead to them (I got lost around 5 times whiles in the side rooms)
The slime companion(s) are found in level 1 behind a couple doors that require a lvl 1 key card, which can also be found in level 1 (it's carried by a minimech near the purple control terminal). The gif on this itch page of Mia going through a door is actually the first of those doors you need to go through (there IS also another door that will lead to this area elsewhere in level 1, but you'll still need the lvl 1 key card in order to get through the final door before the companion).
Glad to hear the wall jumping works well! I think I underestimated how difficult it would be to learn for players since I was the one who made it, but I'm happy to hear that once it is learned, it handles well.
There's still plenty more game yet to come so stay tuned :)
I managed to beat the game without cheating!
But seriously, is the map for Level 3 for real? I got completely lost, and that final jump at the end is insanely hard.
I’m really looking forward to seeing bigger belly sizes. I feel like you could add more edible stuff around the map—maybe eating random little objects could give a boost to your eating speed.
Also, didn't there use to be a dragon?
1. The did used to be a dragon
2. Did you know that if you fall from a wall just (by pressing down while being on a side of a wall) you can do the "double" jump endlessly (as long as you repeat this each time)
I added some extra platforms to help with some of the most difficult parts of the wall jumping - I've recieved plenty of feedback though that in general there is too much jumping/wall jumping in level 3. I definitely don't plan to use nearly as much in future levels.
Level 3 is also probably the upper end of what I'd make in terms of map size/complexity in the future - most levels will be easier to navigate, similar to the previous levels. There will also be some kind of actual map in game in the future, though they can be a bit complex to set up - I still need to decide on a method to use for it.
I didn't know I could do a double jump after hitting the wall, but I still managed to complete the jump. Am I really quite good at this?
There were still some doors that I could tell you didn't want us to jump through, but we still managed to jump through them.
I suggest adding some road signs on the basis of the third level.
Using translation software to answer.
Could the naga go back to normal patrol idle movement if the player doesn't move inside her?
Once I've got the animations for that ready, yes
Would it be possible to have the vore increase her bust and ass size indefinitely, and have that act as extra health, where they decrease whenever she gets hit?
It won't be indefinite, but weight gain will be added to the game eventually. It will require literal thousands upon thousands of frames of animation though since Mia already has so many to account for all her belly sizes, so it will be a good while before it can be added.
Hello, is it possible to increase the capacity of Samus's stomach
just wanted to ask is there an area 4 or not and I'm just asking a simple question looking for a simple answer
There is no level 4 yet, no
hey um does anyone know where it find the terminal that gets rid of the purple beams in area 3 cause i can't find it or is it not in the game?
nvm i found it
pls can you update the discord link
Her name is Mia, not Samus. Also, what is the logic of "it would be great if the snake could eat her while trapped inside Samus."?
i think they are referring that the naga eats the humans that Mia ate? or am I wrong?
I wouldn't know, it's worded weird.
There will be human predators capable of eating Mia eventually - they're still a work in progress
finally the creator replied 😭🙏
I’m having trouble finding the enemy with the key-card
Enemies that are carrying key cards will have a little sparkle usually near their hip, but this only shows while they're in their idle or patrolling state - it will not show if they are searching or chasing.
There is a missile mech in level 1 near the purple control pannel that has a tier 1 card, and an executive in level 3 that has a tier 2 card. That executive is somewhere behind door #4, and is also the only executive in that area.
Any chance for unbirth, or would that be too much work?
Unbirth should mostly just need alternate animations for "swallowing" and "regurgitating", so it's pretty doable - that said, I'm focusing first on non-sexual vore for the game (so mostly oral with a few special exceptions for things that can consume multiple ways, like a slime enemy that can absorb Mia). If mods/modders wanted to add alternate forms of vore in the meantime though it should be fairly easy.
Will it be on phone
So long as phones have the processing power to run it, I do definitely plan to port it to mobile, but it'll be a bit before I can do that
Please do make the wall jumps less, long I guess, my fingers are hurting, I think I checked everything in the third level due to wanting to see everything, but now, I don't wanna even go back to that mess if there was anything below the lasers that were in door 3/4. And maybe something to indicate where you should go, at least for when the mission continues(or for where to go toget the next session) as I was running around like a chicken without a head.
I released v0.9.1 with a few balance changes to the wall jump sections, including adding platforms in several places to alleviate how grueling some can be. The general feedback though has indeed been that there's a bit too much/too difficult wall jumping - I'll definitely be toning it way back in future level. I doubt ANY other level in the game will require quite as much jumping/wall jumping as level 3.
I'm also still working out better ways to communicate the direction the player is supposed to go. A map is definitely on the task list, maps just can be a bit complex to set up depending on how they're done, so I'm still working out what method I want to use for that.
Please make a rival character like Space Pirate Alpha from UFO 50, that would be cool.
Really keen to see the origin of the protagonist to see how she became what she is and if she likes or hates it. Would be cool if possible to have little idle animation where if you haven't eaten in a while the belly grumbles or growls.
There will be a more fleshed out story as development continues, including Mia's origin story! She'll get a bit of dialogue as well with a few characters. As for whether she likes or hates the change, I'm planning to make that something the player can influence based both on a few minor dialogue choices the player can make as well as how often the player actually eats/digests enemies. She'll range anywhere from hating them and refusing to use her abilities, viewing them as a necessary evil for her to escape, or just straight up fully enjoying them.
I tried to start a new game, but it just gives Me an error how do I start from the beginning.
What's the error?? Starting a brand new game shouldn't cause issues
As a longtime enjoyer of both Metroidvania and vore, I support this wholeheartedly. When funds come in, will be supporting this.
As a side note, would love to see just a few things;
-a spiderlady with unbirth, possibly hangs from ceilings
-maybe a period of time after digestion where the chest swells up a bit
-possible hipcheck attack
-maybe different ammo types
-enemies that swallow one another
-maybe a few extra area hazards besides missiles (i.e. enemy traps, laser grids that turn on and off)
Those're my suggestions, but you do you! Keep up the great work! I love this!
Thank you for the feedback, I'm glad you're enjoying the game!! As for your suggestions:
- some kind of alien spider girl is definitely doable, though when it comes to alternate forms of vore like unbirth, I'm trying to first keep the game focused on oral consumption first (with a couple special exceptions for enemies that can consume to their stomach in non standard ways, like via tail maw or via absorption for things like slime creatures). After any pred enemies have ways to eat the player normally, I'll consider alternate forms of vore as extra animation sets that can be toggled on/off.
- Weight gain for the player character is planned! It'll just be a long ways off since it'll require a ton of extra animations - due to Mia having multiple belly sizes, there is something like 4,000 frames of animation that she currently uses, so adding even just 2 new weight levels would be an additional 8,000 frames that need to be drawn. It's probably the single most requested feature though so it'll definitely be in at some point sooner or later!
- I do like the idea of a hipcheck ability - there's already an ability similar to a hipcheck in game (wrecking ball) but honestly it could do with a visual update since it doesn't even use any unique animations, so I could see about updating it or otherwise just adding a new ability, since I still want to add many many more
- Different ammo types are also planned! Currently the rough plan is to include fire, ice, kinetic, and electric, with a couple different firing modes for each. There will also be an inventory for using some consumables, like throwable smoke bombs and stun grenades and whatnot.
- There is a plan for alien enemies to regularly swallow station crew (and eventually vise versa as well) if they come across each other - there are LOTS of animations needed for this as well though, since not only will it require a full set of belly animations, but the enemy will then need to be able to do their normal full move set as well if the player engages them while they're full, so it'll be a bit before this can happen
- There will be lots of extra hazards and features I'm planning on adding! I've got a small list already prepared and concepts for several more. Having the missiles and laser barriers being the only things in the levels to interact with would be a bit dull.
Thanks again for your suggestions, I hope you keep enjoying the game :)
can you make it so you can have a ton of prey at a single time
There are too many sections requiring wall-jumping parkour, and there's absolutely no opportunity to return to the main storyline. I think either the difficulty should be reduced, or the option to abandon the attempt and return should be given.(Chinese translation)
I've added some extra platforms in v0.9.1 to help with the wall jumping sections. In the future I also won't be adding nearly so many jumping sections so close together. I'm not sure what you mean about returning to the main storyline though, you can always go back to any part of the game that exists so far.
This game will have Android port?
Eventually yes, but it does not have an official one right now
I have a problem, i started a new game and my reload function just gives me an error report. Is it possible to get a clean save file, I wont start this journey again, needed two hours to reach the terrible jumping passage and now everything is lost thats more than frustrating if you just have one save and no save points.... Hope theres a solution, time is precious and i want start a new run... :(
That's a strange error, there shouldn't be any reason for it to show up. Is this on a new save file in v0.9.1? Are you running the game on a modern Windows PC? I've learned people run in to all sorts of strange bugs and glitches when they try to emulate Windows, so if you're not running a modern Windows machine that might be the issue.
Either way, I'll add more save slots in the future, as well as a more advanced debugger that will at least allow you to more easily regain lost progress.
I've been following this project for a long time and I see real talent. I have no doubt that this and next updates are going to be great. This is an amazing game
Thank you!! With all this foundational stuff nearing completion, I'm really starting to have a clear picture of what the entire full version of the game will look like - there should be lots of content to enjoy :D