forumlurker wrote:I liked it! art style fits perfectly in the setting. Only thing feedback I can give is that the scenes are a bit short so far and stop rather abruptly in some cases.
GoneForever wrote:While its short as of the first release version, it short and sweet! Dialogues are nice and the artstyle is good, I like them! Looking forward to see the game's progress, nice work Egads!
Thank you so much!
vgove wrote:mediafire link is set to private
Oops! My bad! The link should work now!
eleventh wrote:If you talk to the thief after eating them, once the full scene is over you can still talk to them, and it displays the full belly image again.
Fixed in the next version!
aem wrote:Do you have an idea of how often about updates will happen or what extent the game will reach before you call it done or is it just going to be a 'when it happens' sorta case?
The latter. As for the extent of the game, then maybe when the game has a lot of NPCs it's gonna be done.
PrismaticAria wrote:The only things I'd say is missing are some swallowing sfx, and some alternate prey dialogue. This has quite a bit of potential for how quickly it seems you put it together.
My main question: Are the tilesets and charsets your using made from the default tools in MZ?
That's right! And I didn't really bother with swallowing sfx so this game won't have some. As for alternate prey dialogue, I'm gonna assume you mean where the protag gets eaten. There are a few scenes like that in the game already!
TheVoreEngineer wrote:I gave it a little play, and here are some thoughts.
- Happy to see the VisuStella engine implemented in the game. Having the diagonal movement and the general UI improvements already shows you're willing to go above and beyond, and honestly, that diagonal movement is really nice for getting around smoothly. Also, the permanent onscreen UI is neat!
- The actual scenes are decent as well. While having the images centered rather than left-aligned would be preferable, it works fine, and I appreciate the small animation work in the shopkeep scene.
- Having characters not change how they act when you've already spoken to them feels a bit disconnected. Things like speaking to the magic shop owner go straight into eating you if you speak to her again without leaving, or even small changes that acknowledge prior conversations would be nice.
While it's certainly basic right now, I'm looking forward to seeing what you do with it!
- That, and I wanted my games to be 1280x720. That's just my preference. I'm glad you liked the UI I put in!
- The reason why some images aren't centered is for the character sprites to be viewable and not blocked by the images.
- Huh, I never really thought of that. I'll think about it.
And thank you as well!
What is vore? Baby don't- wait wrong song.