Project: G.L.U.T.T. v0.3.6.1 ALPHA - A 2D Vore Platformer

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Project: G.L.U.T.T. v0.3.6.1 ALPHA - A 2D Vore Platformer

Postby DraconicSyntax » Thu Dec 19, 2019 4:28 pm

Patreon page is now live!! Check it out if you're interested in play testing beta builds or feel like supporting the game and its development :-D

Next update dev status

Completed:
-

In progress:
Melee system

Waiting to start:
vore system rework(??)
Probably more bug fixes

On "The List":
Sound system overhaul
Tinies
New powerup
Level 3
Various other enhancements
Still probably more bug fixes


v0.3.5 is now live!

We now also have a Discord!!

Momentum system is now live! Let me know what you guys think or if any of it needs tweaking, and of course report any and all bugs you find (with steps to reproduce!). Next up is melee attacks, followed by the fabled vore system rework (possibly in the same update, depending on how long melee takes). Following that, there will be a few tweaks/improvements to some existing systems and such (namely the sound detection system), then we're finally on to more new enemies and a level/perk system!

About:
An illegal space research station, the Genetic Labs of Unique Trials and Testing seek to modify organisms in all kinds of creative ways. Mia is just one such experiment, testing the limits of human appetite...
Fight/devour your way out of guards, scientists, and aliens alike in this stealth-based metroidvania!

Please comment your thoughts! I'd love to hear any feedback you have, and ESPECIALLY any bugs you find! I've worked pretty hard to make this about as bug free as possible for the alpha release, but especially with the number of mechanics I've added (detailed in the readme file) it's pretty difficult to test every possible iteration without an extra hundred hours of work, so I'm counting on you all to report any issues you find here! If/when you report any bugs here, please include steps to replicate the bug since I likely won't be able to figure it out if it's not something I can get to happen in my own game.

Current features:
f/f same size oral vore (player pred)
?/f alien vore (player prey)
object vore
Digestion/Burping/Indigestion
Full sound effects
Up to 2 prey
Line-of-sight and sound detection stealth system

Long term goals:
Additional enemies (both human and alien)
3+ prey
Micro vore (player pred)
(Further) ability upgrades
Further animation enhancements
prey struggle contests
Stealth system overhaul
lots more levels and enemy types

Long(er) term goals:
Weight gain
Alternate character models
Macro vore (player prey)
Enhanced audio


Download link

(Let me know if something about this isn't working, I'm frequently dumb)

FAQ
Spoiler: show

Q: When is the next update??
A: Generally depends on the amount of content I have coming each update - based on how things have gone so far though, I'd estimate an average of 4 months between major updates for now. Check the top of the post for dev status!

Q: What kind of preds will be in the game?
A: Currently, there is just the one feral alien pred capable of eating the player, but there are plans to add plenty more preds, both human and alien alike.

Q: What enemies can actually be eaten?
A: Eventually, ALL standard enemies will be edible, however as this game is rather early in development the blind drake and robot enemies are not currently edible.

Q: How do you kill enemies?
A: Currently enemies can only be stunned with your stun gun (with the exception of robotic enemies, who will take damage). Eating them is the best way to dispatch them, though there will be melee options added relatively soon.

Q: I can't sprint while moving left, why isn't this working?
A: Due to the sprint key currently being bound to Alt, some keyboards don't allow for pressing multiple keys at once in conjunction with the Alt key. In the meantime, "C" also works to activate sprint if you have this issue.

Q: Will this game run on Mac?
A: Unfortunately no - Apple requires extremely exhaustive and expensive measures to be taken to obtain a license to publish to MacOS, including owning a Mac myself (which I do not).

Q: How does x mechanic work?
A: READ THE README!! All of the game's mechanics and functionality are detailed there, it was made specifically so that you won't have to await a reply from me on how a certain aspect of the game works, especially since there isn't an official tutorial level yet and won't be for a while!


Changelog
Spoiler: show

v0.3.6.1
- fixed a SUPER LAME IDE BUG that makes it so I CAN'T USE ANIMATIONS 9 FRAMES LONG animated at 10 FRAMES
PER SECOND like the AUTO DIGEST START ANIMATION or else it will SOFTLOCK THE GAME
- also the auto digest start animations are now cancellable

v0.3.6
- player hitbox for eating enemies is now a proper hitbox rather than relying on the player collision
- player can now turn around mid-air without needing to reverse the direction they're moving
- fixed a bug that deleted enemies if you took a hit at the same time as eating an enemy
- fixed a bug that caused a crash after being regurgitated by the blind drake
- fixed a bug that replayed swallow animation by pressing down
- fixed a bug that allowed skipping half of the quick digest animation
- fixed a bug that caused run sprite to display while holding quick digest while empty
- fixed a bug that caused knockback sprite to continue to be displayed after taking a hit while eating

v0.3.5
- Added momentum to player movement
- Added braking/sliding sprites
- Swallow animations can now be exited early by inputting movement towards the end of the animation
- Tweaked jump/fall animations to have a little more detail
- increased top speed while carrying 1 and 2 prey (.8/.6 top speed to .9/.8 top speed, respectively)
- reduced accelleration/deceleration while full as trade off
- Changed control scheme - check readme or menu for new layout (supports old control scheme except WASD)
- removed start lag upon shooting, added end lag
- adjusted animation speed to match player speed when running/crawling
- added missing knockback sprite for sentry
- modified how prey are handled when eaten in code to be more efficient and modular
- fixed a bug that caused a soft lock while finishing digestion and attempting to eat projectiles
- fixed a minor bug where the wrong airborn animation displayed for a frame before hitting the ground
- fixed a few other bugs where the wrong sprite displayed for a single frame
- fixed a minor bug where dash direction wouldn't match the double tapped key
- fixed an inconsistent sound effect

v0.3.3
- fixed my own stupidity (temporarily) and actually added the missing stamina code :)
- tweaked player collision masks to be more uniform and fix a collision bug

v0.3.2
- stamina bar will now flash red when attempting an action that costs more stamina than is remaining
- optimized player code and collision checks
- tweaked animations for full1 and 2 projectile swallowing to more closely match empty state
- fixed a bug that allowed manual digestion to continue while being eaten
- fixed a small bug that allowed manual digest to be used during indigestion
- fixed a bug that allowed the player to get higher than max ammo
- fixed a rare bug that caused dashers to disappear upon being eaten

v0.3.1
- fixed couple minor bugs for indigestion audio

v0.3.0

- Replaced/revamped player sprites
- New title screen
- Revamped menu music
- Tweaked vore audio to match new animations
- fixed bug that caused a soft lock if the player attempted to activate auto digestion while auto digest finished
- fixed bug that caused crash while digesting enemies and getting a gameover
- fixed bug that caused prey to not be regurgitated properly after loading a saved game while full
- fixed bug that caused crash on eating dasher while they were dashing
- fixed bug that caused crash while on the TBC screen

v0.2.2

- Player can now use stamina to crawl faster
- Slightly increased dash distance
- action key is now hidden after pressing button
- added preventative for potential crash bug when eating dasher while it is dashing
- fixed bug that caused question mark to not appear in the right position when multiple enemies of the same
type existed
- fixed a bug that caused wrong collision mask to be used while crouch shooting
- fixed a bug where player could loop indigestion animations by triggering manual digestion
- fixed area in level 2 where it was impossible to dodge wall cannons
- infinite struggle loop bug with blind drake has been partially fixed - don't hold more than 2 keys at once
when struggling!

v0.2.1

- Fixed pred enemy digesting player way too fast
- Removed manual triggering of indigestion used for testing

v0.2.0

- Added new crew enemy
- Added new alien enemy
- Added new dash powerup
- Added wall cannons
- Crawl spaces exist now that they won't get you stuck in walls!
- Eating enemies now costs stamina
- Eating projectiles also costs stamina, but replenishes ammo
- reduced hitbox size of sentry enemy attack
- Added zoom function ("O" to activate)
- Enemies now base initial detection off of line of sight, and pursue based on proximity
- Enemies can be alerted of you if they hear you - be mindful of the sound meter!
- New JSON based save system
- Question marks now stay properly tied to the enemy that generates them
- Increased range at which you can grab enemies to eat
- eat key can now be held prior to colliding with enemies to eat them
- indigestion now will not happen chained extremely close together, but should otherwise still happen at about
the same frequency
- Added alternate sprint key (C) for those who's keyboards have issues with using alt to sprint
- Updated vore system to be able to handle different types of prey
- Player can now shoot ~20% faster while on the ground
- Increased player sprint speed while not full
- Being fuller also reduces knockback range and duration
- slightly increased enemy 1 stun time
- Digesting/quick digesting 2 enemies at once heals slightly more now
- Manual/quick digest can be done during auto digestion now (if you couldn't already)
- Updated readme
- fixed bug that caused crash on gameover
- fixed bug that caused enemies to vanish when they detected you too close
- fixed bug that caused crash when regurgitating the last enemy of a type in a level
- fixed issue where enemies could get stuck in walls
- fixed bug that caused regurgitated enemies to get stuck in nearby platforms
- fixed bug that caused regurgitation animation to not always play properly
- fixed bugs that caused regurgitation to duplicate or delete enemies
- fixed regurgitation bug for REAL this time
- fixed collisions to properly get player/enemies out of walls should they get stuck


Quick note about the game resolution - this was designed to run on 1920x1080 monitors, and while it SHOULD work just fine on other resolutions, I struggled a fair bit with getting the resolution of my game to work without breaking the pixel aspect ratio during development, and never had a different resolution monitor to test things on. If this is an issue for many people, I'll create an alternate game version using anti-aliasing to correct the broken ratios, but it will be at the cost of everything looking a good bit fuzzier - pixel style games aren't really meant to be anti-aliased!

If you're interested in potentially contributing sprite work to the game, shoot me a PM! Couple other things that may be important to interested artists: The pixel sizes I'm working with currently are a maximum of 128x128 (for the typical biped characters), though this is a bit flexible. The majority of what I need right now are tiles and general detail sprites (furniture, environment pieces, etc). For characters, I will likely need more female character sprites than male and monster characters, but time permitting I would like to add as many as I can to the game, both as enemies and player characters (male/female sets would work thinking on it, it would be easy to implement if they were functionally identical, if a bit time consuming). Players will be able to be both pred and prey, and most vore will be same size (with a couple exceptions).

Enemy names for reference in bug reporting/critique
Sentry (First encountered enemy)
Dasher (Red armor, blue blades)
Missile robot
Alien drake/Blind drake

HUGE thank you to GoldenKuji for their wonderful work in designing/animating the vast majority of the sprites for the sentry!!
Also massive thank you to my (anonymous) friend who composed the music for the game, and another to AbsoluteVL for helping me refine Mia's OG redesign!


readme (Included in download)
Spoiler: show
Welcome to Project: G.L.U.T.T., a stealth-based vore platformer of my own making! Here you can find install info and all the extra tips and tricks for
the game and its features. Controls are available from the main menu, but will also be listed here. Unless you really
really want to experiment on your own, I highly recommend reading through the gameplay tips, as there are numerous
mechanics that are not very immediately obvious, especially when dealing with the vore mechanics.

Installation
----------
Extract all files from this zip into any new folder you choose. Run the game via the executable. Enjoy!


Controls
----------
WASD/Arrow keys for movement/jumping/crawling

Space: Shoot

Ctrl: Eats (edible) enemies or projectiles if held

Alt/C: Sprint

Enter: Begin automatic digestion

Shift (Hold): Manual/quick digest

O: Zoom (toggle)

F8: Save game

R: Restart game

M/N: Mute/Unmute music

Esc: Close game


Gameplay tips
----------

This platformer is designed to be stealth oriented - enemies are strong, especially in numbers. Eliminating them one at a time
and away from other enemies is a good strategy, or sneaking around them as a whole! Explore your options for ways forward.

You have limited ammo - use it wisely! Ammo pickups can be found around the level, and eating projectiles will restore some ammo.

Regular enemies can detect you 2 different ways - by line of sight (exempting blind enemies), and by sound. Your sound meter
in the lower right of the screen shows how much sound you're currently giving off - the more you make, the further away enemies
will detect you.

Robot enemies detect you entirely off proximity regardless of sound or line of sight - crouching/crawling however still reduces
how far they can detect you from!

Your sprint is limited by regenerating stamina - you will have little to start, so save it for escaping multiple enemies rather
than speedrunning.

Stamina regenerates faster during automatic digestion.

The more prey in your belly, the less damage you will take, and the less knockback you will receive. If you are not digesting
however, you will be prone to random bouts of indigestion which can leave you temporarily immobile at inopportune times!

Starting digestion, finishing digestion, and manual digestion all will have you temporarily immobile - timing is key.

Taking a hit during indigestion or while eating an enemy will cause you to regurgitate one of your prey (or the one you're
currently eating).

Both swallowing enemies and projectiles costs stamina - be sure you have enough!

Swallowing projectiles comes at no penalty beyond stamina cost while carrying no prey, but the more you already have in your
belly, the more likely that swallowing projectiles will cause indigestion.

You can only swallow projectiles if you are both facing the right direction AND they collide with the upper half of your body.

You cannot eat enemies during auto digestion. You CAN still eat projectiles and use manual digestion however.

Both forms of digestion restore health, and if digesting 2 prey at once, you will recover even more. However, manual digestion
(being quicker) will still restore less overall health than auto digestion.

When you're the one who's been eaten, struggling is the only way to escape - if you've struggled enough to interrupt their
digestion, be still for a moment and you will be regurgitated. Alternately you can keep struggling if you really want
to make them regret eating you, though this does nothing special currently.

The dash ability will give you temporary invulnerability - use it to your advantage!

Make sure you explore different areas of levels, you might miss something important!

Attachments
Cover Art redesign.png
Cover art
Cover Art redesign.png (9.15 KiB) Viewed 32009 times
Capture2.PNG
An easy snack.
Capture4.PNG
Capture5.PNG
Not all prey is so agreeable!
Capture6.PNG
Open wide.
Capture10.PNG
Cornered...
Capture11.PNG
Always a bigger fish.
Last edited by DraconicSyntax on Wed Mar 31, 2021 11:23 pm, edited 68 times in total.
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Re: Searching for sprite artists for 2d vore platformer game

Postby CreeperBoy » Fri Dec 20, 2019 10:14 am

So the thing about asking for free labor is that you'll need to provide some sort of compensation, or at the very least let people know what it is they'll be working on, and if it's something they're willing to donate time and effort to. "Free WIP tests" sadly just isn't enough to convince someone to offer their services, most times. It's kinda like "paying in exposure", which essentially means nothing to the artist :?

That said, I am happy to provide help with a few sprites, and maybe help you learn how to make sprites on your own. Though it seems like you have a decent understanding, already
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Re: Searching for sprite artists for 2d vore platformer game

Postby DraconicSyntax » Fri Dec 20, 2019 11:11 am

CreeperBoy wrote:So the thing about asking for free labor is that you'll need to provide some sort of compensation, or at the very least let people know what it is they'll be working on, and if it's something they're willing to donate time and effort to. "Free WIP tests" sadly just isn't enough to convince someone to offer their services, most times. It's kinda like "paying in exposure", which essentially means nothing to the artist :?

That said, I am happy to provide help with a few sprites, and maybe help you learn how to make sprites on your own. Though it seems like you have a decent understanding, already


Right, I definitely recognize the WIP tests aren't much by way of compensation - I was prepared in advance that there wouldn't likely be many takers as a result, which is completely fair. I imagined that the reason other artists might still be interested in helping is due to them also wanting a new vore game, and/or perhaps wanting to see their own art/creations in said game; more for the passion of it, probably. I completely understand artists turning away at lack of monetary compensation here though - I know art isn't easy and can be very time consuming!

That also said, thank you for your interest in the project! Any sprites/help you're willing to spare I'd appreciate very much :)
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Re: Searching for sprite artists for 2d vore platformer game

Postby Zbeubyx » Fri Dec 20, 2019 1:21 pm

Hello there. I am not able to bring help in any way possible but i am heavely interrested in your project and I wish you the best of luck
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Re: Searching for sprite artists for 2d vore platformer game

Postby DraconicSyntax » Fri Dec 20, 2019 1:32 pm

Zbeubyx wrote:Hello there. I am not able to bring help in any way possible but i am heavely interrested in your project and I wish you the best of luck


Thank you!! As of now all the most basic mechanics are in so it's going well :)
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Re: Searching for sprite artists for 2d vore platformer game

Postby Cimche » Fri Dec 20, 2019 4:16 pm

I'm interested and can help with the sprite work. I'm a beginner (kinda) but I gots the aseprite ᕕ( ᐛ )ᕗ if you need any examples of my sprite work there's two in my gallery.
(I did not make my icon, that was made by ghouls)
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Re: 2D Vore Platformer (Looking for sprite artists!)

Postby DraconicSyntax » Thu Jan 23, 2020 10:23 pm

Big progress update!
Last edited by DraconicSyntax on Fri Jan 24, 2020 12:15 pm, edited 1 time in total.
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Re: 2D Vore Platformer UPDATE (Looking for sprite artists!)

Postby VLover552 » Fri Jan 24, 2020 12:14 pm

This looks awesome cant wait to see where you go with this, I'll definitely be keeping my eye on this one
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Re: 2D Vore Platformer UPDATE (Looking for sprite artists!)

Postby Datstrudel » Fri Jan 24, 2020 3:09 pm

Looks interesting, very interested to see where this goes.
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Re: 2D Vore Platformer UPDATE (Looking for sprite artists!)

Postby Zbeubyx » Sat Jan 25, 2020 2:18 pm

Well now that looks good, I’m definitely excited to test it out :D
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Re: 2D Vore Platformer UPDATE (Looking for sprite artists!)

Postby dragon666 » Wed Feb 05, 2020 12:50 am

when will the game be release cause i want to try it out and see how it works 8) 8)
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Re: 2D Vore Platformer UPDATE (Looking for sprite artists!)

Postby DraconicSyntax » Wed Feb 05, 2020 12:56 am

dragon666 wrote:when will the game be release cause i want to try it out and see how it works 8) 8)


I'm close to having an alpha release ready! I need to finish building the full first level and get the first two enemies fully functional (one of which I'm very grateful to have help from GoldenKuji for), plus add sound, then it should be ready.
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Re: 2D Vore Platformer UPDATE (Looking for sprite artists!)

Postby Zbeubyx » Wed Mar 04, 2020 3:55 pm

sorry for bringing up false hope but I feel like I should ask still. Is everything alright? This topic suddenly got silent
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Re: 2D Vore Platformer UPDATE (Looking for sprite artists!)

Postby DraconicSyntax » Wed Mar 04, 2020 5:29 pm

Zbeubyx wrote:sorry for bringing up false hope but I feel like I should ask still. Is everything alright? This topic suddenly got silent


Everything's good, just been incredibly busy largely. Progress is still happening, just slowly XD

I have the remainder of the first level drafted though and more than half built, with only a couple more things that need fresh sprites and code. After that it's adding the rest of the sound and a bit of polish and it should be out - I'd hazard a guess of within the month for the alpha release if things work out.
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Re: 2D Vore Platformer UPDATE (Looking for sprite artists!)

Postby Zbeubyx » Thu Mar 05, 2020 11:40 am

Alright, happy to know everything’s fine, I’ll personally patiently bide my time, and may the force be with you
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Re: 2D Vore Platformer UPDATE (Looking for sprite artists!)

Postby Turbotowns » Thu Mar 05, 2020 4:36 pm

Hello! Nice! Always great to have more vore platformers, ESPECIALLY when we player pred!
I'm the Bi Centrist American Christian Brony Voraphile Chubby-Chasing Lolicon. An acolyte of MaDneSs! And SlimeGirl Connoisseur!
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Re: 2D Vore Platformer UPDATE (Looking for sprite artists!)

Postby DraconicSyntax » Sat Mar 07, 2020 3:16 pm

Another couple progress images!
Attachments
Capture.PNG
adsf.PNG
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Re: 2D Vore Platformer UPDATE (Looking for sprite artists!)

Postby Ziedine » Sat Mar 07, 2020 7:59 pm

firebolt2526 wrote:Another couple progress images!


I can't wait anymooooooreee i'm hunngrrryyyyy!!!!!
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Re: 2D Vore Platformer UPDATE (Looking for sprite artists!)

Postby rbrdiesel » Sat Mar 07, 2020 9:44 pm

looking good. can't wait to see it finished.
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Re: 2D Vore Platformer UPDATE (Looking for sprite artists!)

Postby Zbeubyx » Sun Mar 08, 2020 4:21 am

firebolt2526 wrote:Another couple progress images!

This is looking great ^^. Can’t wait to go at it :gulp:
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