2D Vore Platformer ALPHA v0.2.1 (Updated 11/28)

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2D Vore Platformer ALPHA v0.2.1 (Updated 11/28)

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

Next update dev status

Completed:


In progress:


Waiting to start:
Probably more bug fixes

ALPHA v0.2.0 IS HERE!!
Still plugging the holes in my skull that my brain is leaking from, so if there are any glaringly obvious issues I missed please let me know and I'll fix them as soon as I can. Report all other bugs here as usual, with replication steps if possible!

Some thoughts on the next update, since I know people are gonna ask - mostly I'm aiming on improving and expanding on what's already in the game, rather than just raw new content. I wouldn't anticipate any new enemies, at least technically speaking - plans are to give the robot enemies micros who pilot them, available for a quick snack once you break their mech! Beyond that I'm planning on fully reworking the player sprites to be a character who is my own IP, in addition to fixing numerous issues the original player model had in the process (I've improved vastly in animation and pixel art since the original creation), as well as adding more flavor animations in the process throughout (this will be ongoing since trying to do all those extra anims in addition to recreating everything already existing is a hefty job). The stealth/noise system I also have big plans for in making it much more comprehensive and smooth, rather than the more rudimentary form it's in now. I've also got a momentum system in the works to give more weight to player (and possibly enemy) movement, especially while sporting a full belly! Hopefully the update will still include a new level and powerup besides, but we'll see how things go. Also on the backburner is a struggle contest, where sometimes your prey will fight to get back up and you need to keep them down or they'll escape, likely replacing a majority of indigestion events.

About:
Bit of stealth, bit of action, otherwise modeled to be a metroidvania style game - you'll be trying to escape an illegal space research station, filled with both hostile humans and aliens alike. Devouring them while avoiding being devoured is your best course of action, while finding helpful upgrades along the way to aid your escape.

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 monster/alien vore (player prey)
object vore
Digestion/Burping/Indigestion
Full sound effects
Up to 2 prey
Stealth engine

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

Longer term goals:
Weight gain
Alternate character models
Macro vore (player prey)
Enhanced audio
Animation overhaul


Download link
https://mega.nz/file/r1oVSKaS#UT9ytXl_HFO7RruqMkE-hrbnTRBRph8x7SPjMQTkhLk

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

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!


(Update 2) I am still looking for sprite artists if anyone is interested! I'm on the slower/less skilled side of art and it slows the development of the game a good bit, and would love to have someone helping out on the art side of things. Unfortunately, I cannot currently pay any artists interested in helping this project - the game as of now will be released for free, and between that and being a generally broke college student, I simply don't have the funds to hire artists currently. On the upside, any people helping with the project of course will be able to playtest the game through most of its development! Alternately if there are pixel artists out there who are confident in their ability to do the inbetweens of keyframes I create or even just the sprite coloring, that would also be a massive help!

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). 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). PM me if you are interested in working on this together!

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 first enemy type!!
Also massive thank you to my (anonymous) friend who composed the music for the game!

Changelog
Spoiler: show

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


readme (Also included in download)
Spoiler: show
Welcome to my (currently) untitled vore platformer! 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
Capture5.JPG
Capture6.JPG
Open wide!
Capture.JPG
Bad time for indigestion.
Capture3.JPG
Bigger belly to carry with more prey!
Cover Art.png
Cover art! Title pending.
Cover Art.png (9.47 KiB) Viewed 18315 times
Full spritesheet.png
Full spritesheet for the player character.
Capture.JPG
Last edited by DraconicSyntax on Sun Nov 29, 2020 1:34 pm, edited 27 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 Christian-Brony-Voraphile. 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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