ryanshowseason3 wrote:I dunno having there be no consequences besides having to grind up more seems odd.
Definitely players will let themselves be eaten by something just to see what happens. It's kind of maybe a letdown that a counter goes to zero and that's it...
Might be nice to have the enemies react somehow to sucking so the tastiness from their meal. Perhaps if something brings you to zero it gets contented, falls asleep and is just background from then on?
Also an animation while they have you inside.
Maybe the player when going to level 0 the sprite goes to being a ghost until it gathers pellets for level one?
Just seemed off that the only consequence was having to grind back up. Other games like sonic and Mario solve this by having a two hit system. You get hit, you lose your rings but can pick some of them up in the aftermath during invincibility frames.
For a bigger release, I'll change the level and progress system. I'm thinking something like:
- level 0: can't attack at all, have to flee and look for respawning gems
- you can get skills/effects from bosses that you don't lose (like longer attack range or dash)
- use skills to open up new areas, instead of keys
- new areas have better gems, so you can return to your level faster after defeating more bosses
I will probably add multiple difficulty modes with different consequences. The problem with level drain is that balancing for decent players could make it a huge grind for others.
And I'm planning to do some animations, and facial expressions for humanoid enemies to see how happy they are while eating. Reactions like sleeping is a nice idea too, depending on the enemy. Or some might carry the player away after reaching zero.
mcpreyboy wrote:I love the concept, struggle mechanic and vore is always a Win combination in my book.
I just got a little disappointed that the fairy and succubus don't get any bulge when they eat you.
Yeah, I didn't have time for bulges, but they will get some. But cute and small bulges.