Fishfat - Vore Soulslike - Hanging Pits Update OUT NOW!

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What is your favorite/most used mind?

Sardine
2
5%
Crab
5
12%
Catfish
12
29%
Sardine University
3
7%
Pilotfish
5
12%
Sea Cucumber
4
10%
Grouper
3
7%
Gargantuan Adversarial Decapod
7
17%
 
Total votes : 41

Fishfat - Vore Soulslike - Hanging Pits Update OUT NOW!

Postby TheZDude » Sun Feb 04, 2024 4:11 am

Image


I'm currently working on a new vore/body exploration game. Currently it's in the beta stage. The playable game is available.

Fishfat is an action platformer soulslike about escaping your fate post-digestion. Fight the souls of your predator's previous meals in order to make it out of her body.

Screenshots:
Spoiler: show

Image
Image
Image
Image


Fetish Content:
Spoiler: show
Female pred
Feral pred
Soul vore
Oral vore
Sentient fat


Planned Gameplay Content:
Spoiler: show
6 levels taking place within different organs of the digestive system
5 different weapons
7 unique boss fights
18 enemy types


Changelog:
Spoiler: show
----------------------------------
V0.2.1
Content:
-Added [4] new offhand items.
-Added [3] new enemy types.
-Added [4] new minds.
-Added [4] new music tracks.
-Added a new boss.
-Added a new sprite that appears during the sentient fat sequence.

Fixes:
-Fixed an issue that caused the darkness effect to sometimes drift off screen after death.
-Fixed the crab mind erroneously stating +100% max HP when the bonus is only +50%.

Balance:
-The bosses can no longer build up stun progress when it's already stunned.
-Increased the charge time of the mace heavy attack and reduced its damage.
-Boosted the radial detection range of catfish.
-Lowered the cap on the universal damage multiplier.
-Catfish mind now has a cap of 3x damage.
-Slightly reduced the knockback of the sardine's charge attack (they can no longer unavoidably chain a charge into a bite).
-Raised the damage of the greatsword's heavy attack.
-Lowered the stun of the greatsword's heavy attack.
-Greatly decreased the stun of downward attacks for all weapons.

Changes:
-The player can no longer wall-grab on sloped walls.
-Added an indicator that shows when your offhand is on cooldown.
-New game+ can now be cancelled when the menu pops up.
-Crabs are now much more likely to pursue the player one-at-a-time.
-Slightly improved crab movement (they don't hang off of ledges so much anymore).
-New game plus will now have its base difficulty increased every cycle. Choosing to keep your damage boost will still incur this effect, though it will be offset by the bonus.
-Some strong enemies will now wander randomly around their spawn location.
-The NPC at the beginning of the game is now killable.
-Changed the way knockback works for swimming enemies (no longer limited to straight to the side or straight down).
-Raised the minimum enemy and player opacity.
-Smoothed out the camera's transition from the boss to the player when the boss spawns.
-Enemies will now linger briefly after having their health reduced to 0.
-Added a sound that plays when picking up items.
----------------------------------
V.0.1.2
Changes:

-Reduced the degree to which the mouse can change the camera's position
-Added a setting to prevent the mouse from changing the camera's position at all (previous save data should be compatible, but let me know if any crashes occur)
-Slightly changed the level structure to prevent players from missing important information
-Added extra visuals to the tutorial popups to make them more comprehensible and distinct
-Made the different charging animations more distinct from one another
-Tweaked the knockback formulas to look smoother
-Fixed a bug that prevented enemy on-hit effects from applying properly
-Reduced the animation speed of all vore animations
-Added a vore attack to the sardine boss

Balance:

-Slightly increased the vertical size of most thrusting attack hitboxes
-Changed the moveset of the spear to make it more versatile
-Reduced the time until full charge with the dagger
-Reduced the knockback on the dagger's heavy attack
-Reduced the damage of the dagger's heavy attack

Fixes:

-Fixed a bug that sometimes caused the player to face the wrong direction when wall grabbing
-Fixed a bug that sometimes caused the vein menu to shift off screen
-Fixed a bug that prevented enemy on-hit effects from applying properly
----------------------------------
V0.1.1
ALT+ENTER can now be pressed to enter and exit fullscreen mode
J,K, and L can now be used in place of Left Mouse, Right Mouse, and Mouse Scroll respectively
Raised the lower cap on the sardine boss' rate of attack from once per 1.5 seconds to once per 2.6 seconds
----------------------------------
V0.1
-First public release


Some things to note!
As development continues, it's possible that your save files will become incompatible with the new version. If an update comes out and the game crashes when you try to start up an old save, that's the most likely explanation.

WINDOWS DOWNLOAD (V0.2.1): https://mega.nz/file/ay4iBR6C#oNhF32pb3 ... 2A8pqMY4BE

Feedback:
Spoiler: show
Accepted:
---------------------------
Considered (might be accepted later):
---------------------------


Currently working on: Accepting feedback
What's done (for this milestone):
Update released

Known issues:
Spoiler: show
-Enemies can rarely be knocked through walls
-Enemies can sometimes get stuck in walls during knockback
-The player can sometimes get caught on terrain where level geometry pieces connect
-When respawning, if down is pressed too soon it can spawn the player at the first vein in the level


Discord Server: https://discord.gg/5F7h3dwpKM

While you're here check out my previous game, Guts: https://aryion.com/forum/viewtopic.php?f=79&t=63830
Last edited by TheZDude on Sun Feb 23, 2025 2:38 am, edited 54 times in total.
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Re: Fishfat - Vore Soulslike - Pre-Alpha in progress

Postby VillagerLv1 » Sun Feb 04, 2024 8:43 am

Oh sound interesting! i want to try when prototype is out :-D
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Re: Fishfat - Vore Soulslike - Pre-Alpha in progress

Postby wakkoratti » Sun Feb 04, 2024 9:00 am

This looks interesting indeed.
-_- So sincere.
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Re: Fishfat - Vore Soulslike - Pre-Alpha in progress

Postby daeway » Sun Feb 04, 2024 7:33 pm

Got any ideas for a stor for this game? Who's the player? Who was the pred? Is she a giantess? A cannibal (same-size, hard and/or soft)? An animal?
How do we escape? Are we soul passing onto heaven, a past life going to reincarnate as someone new, or maybe just some bad gas?
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Re: Fishfat - Vore Soulslike - Pre-Alpha in progress

Postby TheZDude » Sun Feb 04, 2024 7:36 pm

daeway wrote:Got any ideas for a stor for this game? Who's the player? Who was the pred? Is she a giantess? A cannibal (same-size, hard and/or soft)? An animal?
How do we escape? Are we soul passing onto heaven, a past life going to reincarnate as someone new, or maybe just some bad gas?

The player is an unnamed human who was eaten by Akai (my soul-collecting shark character). In a rare circumstance, the player's soul is freed from her fat. The ideal outcome of that is ascending to heaven, or some equivalent afterlife.
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Re: Fishfat - Vore Soulslike - Pre-Alpha in progress

Postby leonthegreat » Sun Feb 04, 2024 8:27 pm

TheZDude wrote:I'm currently working on a new vore/body exporation game. Currently it's in the pre-alpha stage, and I'm hoping to get a playable demo out soon.

Fishfat will be an action platformer soulslike about escaping your fate post-digestion. Fight the souls of your predator's previous meals in order to make it out of her body.

Planned Fetish Content:
Spoiler: show
Female pred
Feral pred
Soul vore
Oral vore
Sentient fat


Planned Gameplay Content:
Spoiler: show
6 levels taking place within different organs of the digestive system
5 different weapons
7 unique boss fights
18 enemy types


While you're here check out my previous game, Guts: https://aryion.com/forum/viewtopic.php?f=79&t=63830

This looks awesome. I look forward to playing it.
Always looking for a nice belly to relax in.
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Re: Fishfat - Vore Soulslike - Pre-Alpha in progress

Postby Natzkyun » Mon Feb 05, 2024 1:52 am

I'm definitely interested in this one. I'll be keeping a close eye on it, sounds great so far.
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Re: Fishfat - Vore Soulslike - Pre-Alpha in progress

Postby Dogebutbetter » Sun Mar 24, 2024 4:16 am

Oh you made guts? This might actually be pretty good.
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Re: Fishfat - Vore Soulslike - Beta in progress

Postby TheZDude » Thu Apr 18, 2024 3:54 pm

After months of work, the demo is complete. You can download it from the link in the main post.
Hopefully it was worth the wait. Let me know what you think.
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Re: Fishfat - Vore Soulslike - Beta Demo OUT NOW!

Postby randomguy9 » Thu Apr 18, 2024 5:19 pm

It's looking good, but I have a couple of criticisms:

* Enemies don't suffer any kind of knockback or stun from getting hit by sword swings. This means they can damage you in between swings, which means that the only way to reliably kill anything is to damage boost through them while swinging your sword.

* The fish enemies in particular seem almost impossible to kill thanks to the above mechanics, and due to the way they aggressively chase you I haven't been able to get past the second checkpoint.
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Re: Fishfat - Vore Soulslike - Beta Demo OUT NOW!

Postby TheZDude » Thu Apr 18, 2024 6:27 pm

randomguy9 wrote:It's looking good, but I have a couple of criticisms:

* Enemies don't suffer any kind of knockback or stun from getting hit by sword swings. This means they can damage you in between swings, which means that the only way to reliably kill anything is to damage boost through them while swinging your sword.

* The fish enemies in particular seem almost impossible to kill thanks to the above mechanics, and due to the way they aggressively chase you I haven't been able to get past the second checkpoint.


Charge up your attacks before hitting them.
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Re: Fishfat - Vore Soulslike - Beta Demo OUT NOW!

Postby justanotherdragon » Thu Apr 18, 2024 7:11 pm

The boss's last phase is unproportionately difficult, especially because you can very easily be stun-locked. If you normal swing was more balanced or the charge swing was more rewarding, then it would feel more doable, but at the moment the final phase is just a lot of BS thrown at you with very little means to counterattack. It's also extremely BS that you lose your charge when you get hit, it makes the game a bit of a drag to play.

Give me some i-frames and give me some swing. If it's a soulslike then deaths are supposed to feel like my fault, not like the game is actively working against me.
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Re: Fishfat - Vore Soulslike - Beta Demo OUT NOW!

Postby TheZDude » Thu Apr 18, 2024 7:25 pm

justanotherdragon wrote:The boss's last phase is unproportionately difficult, especially because you can very easily be stun-locked. If you normal swing was more balanced or the charge swing was more rewarding, then it would feel more doable, but at the moment the final phase is just a lot of BS thrown at you with very little means to counterattack. It's also extremely BS that you lose your charge when you get hit, it makes the game a bit of a drag to play.

Give me some i-frames and give me some swing. If it's a soulslike then deaths are supposed to feel like my fault, not like the game is actively working against me.


I'm sorry. I'll look into it.
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Re: Fishfat - Vore Soulslike - Beta Demo OUT NOW!

Postby UnidentifiedTurian » Thu Apr 18, 2024 8:40 pm

This is a really Cool game and I like the setup, but I would like an option to make the game windowed and bind attack and block to keyboard buttons.
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Re: Fishfat - Vore Soulslike - Beta Demo OUT NOW!

Postby TheZDude » Thu Apr 18, 2024 8:43 pm

UnidentifiedTurian wrote:This is a really Cool game and I like the setup, but I would like an option to make the game windowed and bind attack and block to keyboard buttons.


I'll see what I can do. Would you be able to aim without use of the mouse, though?
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Re: Fishfat - Vore Soulslike - Beta Demo OUT NOW!

Postby SmilingSoviet » Thu Apr 18, 2024 9:10 pm

Great game! I've been having a ton of fun with it. Beat the first boss twice now, hoping for another level soon! I'll be watching with keen interest! Movement feels good, and it is punishing to miss an attack but not too difficult to land them once you get the hang of it.

A few tips for those struggling- Charge attack will 1 hit kill almost all enemies excluding the catfish and the boss. Sardines can easily be baited into a charge attack for an instant no damage kill. The 2nd charge attack is better that the first for dealing with them in my opinion. As far as the boss goes, shield is your friend and can help make it almost trivial. Same goes for magic missile, make sure you have full MP for the fight.

Catfish is REALLY tough to do without damage, only managed it a couple times.
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Re: Fishfat - Vore Soulslike - Beta Demo OUT NOW!

Postby Rubiont-47 » Thu Apr 18, 2024 10:45 pm

I would suggest to make screenshots smaller. They are not really visible on preview.
Sorry for my bad english.
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Make some pixels.
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Re: Fishfat - Vore Soulslike - Beta Demo OUT NOW!

Postby dagar » Fri Apr 19, 2024 12:41 am

The boss is a bit of a pain, but I found some techniques to get through. XD I'm unsure of the balance entirely between some of the weapons yet as I've only cleared once. I did, however, enjoy just leaving that "# days as fat" screen going. I think I tabbed back to that instance of the game at about 6000 days. XD I'm hoping that things like getting swallowed by the catfish makes us have that wait time as just fat before we get to move again. I had heal, shield, crab, and minnow buffs by the end. The shield almost felt necessary to beat the boss with, since at the last bit he literally does not stop shooting.
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Re: Fishfat - Vore Soulslike - Beta Demo OUT NOW!

Postby empatheticapathy » Fri Apr 19, 2024 1:39 am

TheZDude wrote:
UnidentifiedTurian wrote:This is a really Cool game and I like the setup, but I would like an option to make the game windowed and bind attack and block to keyboard buttons.


I'll see what I can do. Would you be able to aim without use of the mouse, though?


Absolutely. Attacks are aimed either left or right, depending which direction the player last moved in. Isn't that how it works now in fact?
And if there's going to be attacks that can be aimed in other directions, you could simply bind attack directions to the numpad; ie: 4 aims left, 8 aims up, and so on.
I'd really love an all-keyboard system because using the mouse and keyboard together is super awkward. It actually started hurting my hands after a bit.
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Re: Fishfat - Vore Soulslike - Beta Demo OUT NOW!

Postby TheZDude » Fri Apr 19, 2024 1:41 am

empatheticapathy wrote:
TheZDude wrote:
UnidentifiedTurian wrote:This is a really Cool game and I like the setup, but I would like an option to make the game windowed and bind attack and block to keyboard buttons.


I'll see what I can do. Would you be able to aim without use of the mouse, though?


Absolutely. Attacks are aimed either left or right, depending which direction the player last moved in. Isn't that how it works now in fact?
And if there's going to be attacks that can be aimed in other directions, you could simply bind attack directions to the numpad; ie: 4 aims left, 8 aims up, and so on.
I'd really love an all-keyboard system because using the mouse and keyboard together is super awkward.

While that might work for melee attacks, some offhands are aimed with the mouse. That's why the pointer points from the position of your character. I don't think that level of aiming is replicable on a keyboard.
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