Ideas for Vore games?

Have any interesting vore scenarios in mind? Post your ideas here, and others may use them to create drawings, stories, and other forms of entertainment!

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Have any interesting vore scenarios in mind? Post your ideas here, and others may use them to create drawings, stories, and other forms of entertainment!

Make sure you names the subject of your post properly!

Remember, this isn't a forum for you to make request to draw your character. Please ask an artist in private directly.

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Ideas for Vore games?

Postby Chessa » Thu Jul 13, 2023 1:41 pm

From my point of view, Ekas vore game forum is in a sort of golden age. We get a new type of game with vore content every few months, which for a niche fetish is really Really good.

I was thinking of something, like a board game multiplayer sort of thing, maybe similar to mario party, could be a neat idea... But I'm not sure I'm talented enough to make such a thing (I'm certainly willing to give it a try, and I have something in the works).

But let's think out of the box here, what kind of games would we like to see made exactly? What kind of games just vibe well with vore? What kind of features do vore games need in order to be enjoyable for you?

It's shocking to me that we don't have a thread like this pinned so we can give content creators ideas to break their developer block.
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Re: Ideas for Vore games?

Postby wariodude128 » Thu Jul 13, 2023 2:00 pm

I think it all depends on how the vore is implemented, if it's the main part of the game or one of many game mechanics, what kinds of vore are featured and the scope of the game. Another thing to consider is if the vore is a reward for doing good or "punishment" for losing.

Me, I've been sitting on a long list of ideas for a monster collecting game called Hothumon. They can evolve in a number of ways, some of which involve various kinds of vore. So in my case vore is very much a reward because the creature evolves and therefore is likely stronger as a result.

Another idea I've been considering is a metroidvania of sorts where your character eats an enemy and gains some ability to access new areas.

There was also an idea I had where it's an RPG. Each boss has a vore specialty and if you lose that's how they end you. If you win, you vore them and gain the specialty. It also happens to be the weakness of a boss, but you would have to trial and error that. It would be like a vore-centric Mega Man RPG in that sense.
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Re: Ideas for Vore games?

Postby umakeisee » Thu Jul 13, 2023 2:08 pm

This might fall under Suggestion & inspiration. It's essentially the shadow realm of non-starter projects. I dip in every so often because there can be neat ideas floating around, but it's mostly uninteresting or low-key request fishing.

As far as games I'd like to see, or more accurately want to make, I really want to remake my space adventure "The Feral Maw" with visuals and in a less garbage engine. Main issue there is the time it would take. Not just to code, but to practice drawing enough to make the visuals myself. I might look into commissions too.

I also had an idea for a slave casino. I'd need a good engine for a poker/black jack style game. If anyone knows a user friendly one, let me know.
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Re: Ideas for Vore games?

Postby Chessa » Thu Jul 13, 2023 2:34 pm

umakeisee wrote:This might fall under Suggestion & inspiration. It's essentially the shadow realm of non-starter projects. I dip in every so often because there can be neat ideas floating around, but it's mostly uninteresting or low-key request fishing.

As far as games I'd like to see, or more accurately want to make, I really want to remake my space adventure "The Feral Maw" with visuals and in a less garbage engine. Main issue there is the time it would take. Not just to code, but to practice drawing enough to make the visuals myself. I might look into commissions too.

I also had an idea for a slave casino. I'd need a good engine for a poker/black jack style game. If anyone knows a user friendly one, let me know.


You see, this is why I made this thread. If you need help with your game (I would do it for free), let me know.

This is basically a thinktank thread as I would want it, where we can brainstorm ideas for games. We have nothing like that elsewhere is why I made this.

Another idea I have is a minimalist style text adventure exploration sim. I'm working on the visuals for something similar to that but I'm not sure if I'm gonna use it in a boardgame typed game or just that.
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Re: Ideas for Vore games?

Postby umakeisee » Thu Jul 13, 2023 3:52 pm

Chessa wrote:Another idea I have is a minimalist style text adventure exploration sim. I'm working on the visuals for something similar to that but I'm not sure if I'm gonna use it in a boardgame typed game or just that.

Why not both? Original visuals are already a rare commodity. I don't see anyone taking issue with you using your own assets on multiple projects.

As for the Suggestion & inspirations comment, I just wanted to let you know this thread might be shuffled around without warning. I've seen plenty of posts end up there and it kills the thread, since S&i threads aren't put on the front page.
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Re: Ideas for Vore games?

Postby groo456 » Wed Aug 09, 2023 4:56 am

I'll post this as an "idea" even though I do intend to try making it myself someday. It'll be a pretty big project so it's very possible, even probable, that I'll never finish it. Maybe never even start on it. I figure if I don't end up managing to get it done, it'd be a shame for the idea to simply go unheard for the rest of time.

Ideally it'd be a VR game, but as of this writing I have no personal experience making VR games. I've worked with regular 3D assets in Unity for a couple of years though, so my hope is that Unity's VR tools might make it easy enough to figure out from there.

Anyway, basically the game features you (the player), standing in the middle of a dense fog, fighting a dragon (or something else, so far I've felt that a dragon would be the most appropriate). The dragon likes to circle around you, too far into the fog for you to see, and sporadically attack from random directions. You're supposed to use sound cues (or maybe shadows? both?) to figure out which direction it's going to come from, and then if you anticipate it and face the right way, you can do some kind of counterattack move that damages it and knocks it back into the fog. Of course, if you do this enough, you win.

On the other hand, if you fail to predict where it's attacking from and don't react quickly enough, it's going to get its jaws around you and try to eat you. I definitely intend to give this a kind of "struggle" mechanic where you can escape and continue the fight, but if it turns out that there's enough time for the extra coding and animating, then it'll also be a bit of a high-risk-high-reward tactical option. You could still be free to swing your weapon(s) around while being held in the dragon's jaws, and attacks to the inside of its mouth would do significantly higher damage than normal. However, you either do enough damage to meet some minimum amount in the very short time before it can swallow you, or... well, or it swallows you, and you don't manage to keep hold of your weapon(s) this time. So, if you're really confident in your tongue-fighting skills, you can always let the dragon grab you, deal a whole bunch of damage all at once, be spat out, do it a couple more times, and win. Somehow this just has to be balanced so that it's possible to pull off, but still pretty insanely difficult.

If you do get eaten, I think in a normal solo fight that's just game over. In any version of the fight where hypothetically there might be teammates, you might get to choose to wait in the dragon's stomach with whatever HP you have left being slowly digested away, in hopes that your teammates can defeat it quickly by that point. Obviously I'd like to imagine such teammates could be other players, but realistically every time I've ever touched C# networking it's been a nightmare I've had to almost completely relearn each time, so it's much more likely there'd just be NPC teammates.

Again, this is here as an idea/suggestion because I really don't mind if someone else takes a shot at making it. Honestly, I'm a pretty terrible 3D artist and usually focus more on the coding side of games, so anyone halfway decent at both can almost certainly do more with the idea than I could.
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Re: Ideas for Vore games?

Postby umakeisee » Wed Aug 09, 2023 2:35 pm

groo456 wrote:I'll post this as an "idea"...

Interesting, but it's more of an encounter design than a fully fledged game. If you take away the first person aspect, I could easily see this in a much more manageable form, like an RPGMaker boss.
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Re: Ideas for Vore games?

Postby groo456 » Wed Aug 09, 2023 6:03 pm

umakeisee wrote:
groo456 wrote:I'll post this as an "idea"...

Interesting, but it's more of an encounter design than a fully fledged game. If you take away the first person aspect, I could easily see this in a much more manageable form, like an RPGMaker boss.
Fair enough, though it wouldn't be the first solo-developed game that's essentially one boss fight that feels like it could be part of a larger game. Less complex than a whole RPG-style game, sure, but lots of fully fledged games are. Just depends on whether the goal is a "narrative" game or something else. The way I envision it, the target audience (besides the obvious) would probably be the kind of people who play things like arena combat games, more than the type that prefer RPGs.
Still, that's only if I'm the one making it. Of course there's no reason anyone else should have to do it the way I would, and I'd certainly love to see parts of it included as some sort of encounter in a wider game.
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Re: Ideas for Vore games?

Postby sizehunter » Thu Aug 10, 2023 8:55 pm

Why not one where the giantesses are both the dungeon, and the boss of said dungeon. Their innards warped into temples/labyrinths/other by their own immense magic, with challenges, enemies, and traps that fit the host. However, getting to the actual boss fight involves waking them up first.
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Re: Ideas for Vore games?

Postby MisterMan32 » Sat Jan 20, 2024 12:28 am

I've had a vore-centric RPG idea floating around my brain for a while now, but I'm fairly sure I don't have the time, budget, or programming skills necessary to make it happen, so I'm releasing it into the wild here in case anyone wants to take a stab at it themselves.

Gastric United Transport (GUT)
Set in a fantasy world where bandits and monsters plague the roads between settlements, and traditional methods of transport are often considered too dangerous to attempt. However, this is where Gastric United Transport steps in and offers a unique solution - Vouriers. Equipped with enchanted bracelets that elasticize their digestive systems, Vouriers are able to swallow packages and people to quickly and/or quietly carry them to their intended destination. Most Vouriers are able to handle themselves in a fight, but a stealthier approach is recommended while on the job, as the extra weight hanging from the front makes combat much trickier.
You would play as one such Vourier, and work your way up the ranks of the company until you make it big and can retire with a rather large nest egg. Starting out, you'll be delivering packages in acid-proof containers, as you're new to vore and can't control your stomach acids. After you earn enough experience to get a handle on that, though, you can upgrade to carrying live passengers in your belly. Live deliveries come with a few extra conditions, however, and your pay is dependent on the comfort of the trip.
Combat would be an essential part of the game, being turn-based encounters (but not random, kinda like the Mother series where running into an enemy in the overworld starts a fight). However, entering a battle with a full belly saddles you with a major speed debuff, so avoiding fights while stuffed is recommended. In your spare time, though, you can more easily battle enemies and earn XP to unlock useful skills, like a blinding spell or a short-distance teleport/jump. And hey, some of those enemies can be rather tasty, and might give you some extra padding in the form of extra HP and defensive stats.
I'd imagine overworld traversal as similar to the movement used in "Tower of Everfrost" (which is an excellent game, btw), with dodges and dashes to help you avoid enemy encounters and equippable skills as mentioned earlier. And similar to the Mario RPGs, hitting an enemy in the overworld gets some extra damage in when the battle starts, and might even stun foes for a couple turns if you hit from behind (like with the Mother series).
While you'd only have enough room for a single passenger early on, completing more tasks and earning money for weapons and armor (and optional furniture for your house/apartment) will expand your capacity, letting you transport multiple people at the same time, at the cost of a worse speed reduction in the overworld and in battle. And some of those passengers, after experiencing the inside of a belly once, may come to like the idea of staying in one for longer, signing on with the company as "transport aides" that can offer benefits for traversal and combat. (And hey, maybe the player could have the option to convince a favorite aide to be a roommate... or more.)

If anyone ends up making this, please let me know!
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