(Update: 30/11/24) Endeavore: Dawn Seeker

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Re: (Update: 15/11/24) Endeavore: Dawn Seeker

Postby F00dforthot » Fri Nov 15, 2024 2:28 am

So, quick thoughts on the new update (aka only two dungeon runs cause I didn't expect there to be an update ^^; ) Firstly aerial attacks. The normal aerial could probably do with a little more forward range (it felt a little short especially compared to the special) and the special aerial is either strong or just fun to use (maybe both :lol: )

Internals are a nice addition, and I think I prefer them to the old graphics, but I'm not sold on the emojis. I think there are better ways to depict what they're depicting, like indigestion having sparks around the stomach (like in the indigestion status effect icon) and over-capacity using the little x/muscle spasm thats currently on the max stomach graphic (either by adding more of those all over when over-capacity/stuffed or potentially the current x only showing up when overcapacity, as it kinda reads that way to me already) or maybe a broken chain link icon (symbolizing going over capacity) Ultimately they're also redundant as the info indigestion and being over-capacity is already displayed elsewhere, though I do think displaying the info on the internals aswell is a good idea (hence the suggestions)
Minor thing, maybe a bug or an oversight, but the internals don't disappear when in the talent menu.

As implied earlier, I was hoping to comment on some other thoughts before stumbling upon this update, so onto those.

Two things, first, if possible, multiple save files would be nice. I imagine this might be hard to implement but I had the urge to replay the game from level 1 earlier this week but stopped due to fear of losing my current save, so multiple save files (even just 2 or 3) would be appreciated. I understand if it isn't possible though.

Second, I am also starting to miss specifically two old talents that I think should be re-implemented eventually, those being the increased rarity chance for items and the higher damage while full. Idk what trees they'd be apart of, but I am kinda sorely missing them (especially the fullness damage, as I think its kinda crucial for that particular play-style)

Last thing. I did run into a bug where escaped enemies (specifically the slimes in the sewer in level 4) couldn't damage me. I was testing the internals and so I swapped over to a build with the gluttony talent and devour and glutton as auxiliaries. I mention all this because I had popped both auxiliaries in order to devour all the slimes (which then escaped and didn't deal damage to me) so I feel the bug might be related to that.

Anyway, keep up the good work! :D
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Re: (Update: 15/11/24) Endeavore: Dawn Seeker

Postby CatKnight21 » Fri Nov 15, 2024 9:28 am

Update is nice as always. Can confirm bug with internals still being visible on talent page.

Wanted to leave some suggestions:
- Talent pages (having an option to save some builds. Let's say 4 slots).
- Maybe an extra belly size for when we are really full
- A bit random idea for a world but maybe a planet which got frozen for some reason?

Anyway I will go test more things in this update and maybe find new ways to bully bosses.
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Re: (Update: 15/11/24) Endeavore: Dawn Seeker

Postby 18874172826 » Sun Nov 17, 2024 8:43 am

wow, you worked on it alone in three months, and it's really impressive to get the game to this point. I want to konw will there be more belly size levels and struggle animations in your plans?In addition,I suggest a timer should be set after the protagonist's first contact with the enemy and is damaged, so that it cannot be judged continuously for a short time. Because when I had to face several enemies at the same time or in a small space with one enemy, I was often continuously controlled until death.
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Re: (Update: 15/11/24) Endeavore: Dawn Seeker

Postby EndeavourGame » Mon Nov 18, 2024 5:18 am

F00dforthot wrote:So, quick thoughts on the new update (aka only two dungeon runs cause I didn't expect there to be an update ^^; ) Firstly aerial attacks. The normal aerial could probably do with a little more forward range (it felt a little short especially compared to the special) and the special aerial is either strong or just fun to use (maybe both :lol: )

Internals are a nice addition, and I think I prefer them to the old graphics, but I'm not sold on the emojis. I think there are better ways to depict what they're depicting, like indigestion having sparks around the stomach (like in the indigestion status effect icon) and over-capacity using the little x/muscle spasm thats currently on the max stomach graphic (either by adding more of those all over when over-capacity/stuffed or potentially the current x only showing up when overcapacity, as it kinda reads that way to me already) or maybe a broken chain link icon (symbolizing going over capacity) Ultimately they're also redundant as the info indigestion and being over-capacity is already displayed elsewhere, though I do think displaying the info on the internals aswell is a good idea (hence the suggestions)
Minor thing, maybe a bug or an oversight, but the internals don't disappear when in the talent menu.

As implied earlier, I was hoping to comment on some other thoughts before stumbling upon this update, so onto those.

Two things, first, if possible, multiple save files would be nice. I imagine this might be hard to implement but I had the urge to replay the game from level 1 earlier this week but stopped due to fear of losing my current save, so multiple save files (even just 2 or 3) would be appreciated. I understand if it isn't possible though.

Second, I am also starting to miss specifically two old talents that I think should be re-implemented eventually, those being the increased rarity chance for items and the higher damage while full. Idk what trees they'd be apart of, but I am kinda sorely missing them (especially the fullness damage, as I think its kinda crucial for that particular play-style)

Last thing. I did run into a bug where escaped enemies (specifically the slimes in the sewer in level 4) couldn't damage me. I was testing the internals and so I swapped over to a build with the gluttony talent and devour and glutton as auxiliaries. I mention all this because I had popped both auxiliaries in order to devour all the slimes (which then escaped and didn't deal damage to me) so I feel the bug might be related to that.

Anyway, keep up the good work! :D


I see your point about the emojis, and in hindsight they do kinda look out of place and goofy. I think I might run with your ideas and update the indicators with a more down-to-earth look.

Currently the saves are still split up into a couple files so save select would be a pain because I haven't learnt much about file manipulation yet. Later, I'm going to consolidate all the saves into one file and then save select will be easier, probably something I tackle once I get up to starting story mode.

Talents like those would be in the next tier of talents, which won't be coming until story mode either, they will make their return someday!

I've got no idea how that bug could happen, that'll be a tough one to pin down.


CatKnight21 wrote:Update is nice as always. Can confirm bug with internals still being visible on talent page.

Wanted to leave some suggestions:
- Talent pages (having an option to save some builds. Let's say 4 slots).
- Maybe an extra belly size for when we are really full
- A bit random idea for a world but maybe a planet which got frozen for some reason?

Anyway I will go test more things in this update and maybe find new ways to bully bosses.


Talent pages would be a neat addition, but it's something I might leave till later once there's another tier or 2 of talents.

For sure, my hope is there's gonna be all kinds of different worlds and environments. From lush jungles to rogue planets, nothings off the table at this point.

18874172826 wrote:wow, you worked on it alone in three months, and it's really impressive to get the game to this point. I want to konw will there be more belly size levels and struggle animations in your plans?In addition,I suggest a timer should be set after the protagonist's first contact with the enemy and is damaged, so that it cannot be judged continuously for a short time. Because when I had to face several enemies at the same time or in a small space with one enemy, I was often continuously controlled until death.


It's been a lot of work and learning for me but it's been fun (for the most part ^^; )

I have plans to do one more belly size for the player, anything beyond that though seems a bit silly to me. If you get any bigger you won't be able to move!

In the next update I've changed how the damaged state works as a whole, including more consistent stuns and extended iframes. In the meantime, and moving forward, you can always Dash, even while stunned, out of danger.



Thanks for the bug reports too! And thank you for your continuing interest!
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Re: (Update: 15/11/24) Endeavore: Dawn Seeker

Postby VAddict » Sun Nov 24, 2024 3:53 am

I've been replaying it with the recent updates and I really enjoyed the game. I love the amount of effort you've put into the vore mechanics and the skill tree is a nice addition to this type of game. The events are great, being a good reason to go back to old levels and replay them or explore the map to its fullest. I also like how there seems to be something to always find, like the unique dialogue for eating different enemies or the scat pile you can make if you build up enough waste.

As a game it's good, but it does have some rough areas here and there, but it's great for a vore game. I think what's missing at this point is level variety and puzzles. Level two is probably the most unique as it's less about getting from point A to point B and more about exploration and figuring out how to get to each key, which was interesting, but can get a little tedious. I also think a second save file would be nice.

One thing I think would be interesting to see is weight puzzles. Where how heavy your gut is can affect the environment or switches. It could be a main mechanic of a level, or used to find secrets. You could even use the scat feature as a way to keep weight in one spot, but it would probably be best to use it for a scat event so people who have scat turned off don't miss out or get stuck.

I think exploration is the thing I think your game does the best as I enjoyed finding new things or mechanics. So if I were to say anything I think simple things like secrets or more events are what I would love to see more of. Stuff like an event only seen at a certain weight stage or belly size where you get stuck, or even an event affected by stomach capacity, like with the solution event, where instead of getting a belly ache, she seems satisfied if you have a higher capacity. It may just be me but I find it rewarding to find these types of things
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Re: (Update: 30/11/24) Endeavore: Dawn Seeker

Postby EndeavourGame » Fri Nov 29, 2024 3:36 pm

Update

Taking Inventory
Image
Hold the interact number to add an item from the floor to your inventory. Press 'I' to open the inventory and click on an item to drop it from your inventory.
I'll add the inventory binding to the control menu in the next update, for now you're stuck with 'I.'
KNOWN BUG: You can click on WHERE an item in your inventory is to drop it even while the inventory is closed.

Floating Combat Text
When striking an enemy, floating combat text will pop out showing how much damage each hit dealt. A critical will be in red.

Cutting In
There are now art cut-ins when you devour enemies. The chance they appear is configurable in the diet control menu on the computer, also, they won't appear if enemies are too close.
They use the character art sprites, of which there are 2 new ones to see.


Some other things as well,
New enemy health bars
Redesigned the DISABLED mode for internals
Changes to the damaged state, getting stunned is more consistent but you have more iframes after recovering
Small changes to the aerial attacks

Discord
https://discord.gg/zeFjrAcH

Download
Mediafire

Now, I did have issues when I first tested the new download with Windows Defender flagging it as a virus. I waited a day and the last couple times I downloaded it from the link Windows Defender did not alert to it so I hope it's fine now.
I can ASSURE you it is NOT a virus, I haven't suddenly turned bad.
https://www.virustotal.com/gui/url/30d4 ... ?nocache=1
You can use VirusTotal on the link as well if you're worried.

Thank you for playing!
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Re: (Update: 15/11/24) Endeavore: Dawn Seeker

Postby EndeavourGame » Fri Nov 29, 2024 3:41 pm

VAddict wrote:I've been replaying it with the recent updates and I really enjoyed the game. I love the amount of effort you've put into the vore mechanics and the skill tree is a nice addition to this type of game. The events are great, being a good reason to go back to old levels and replay them or explore the map to its fullest. I also like how there seems to be something to always find, like the unique dialogue for eating different enemies or the scat pile you can make if you build up enough waste.

As a game it's good, but it does have some rough areas here and there, but it's great for a vore game. I think what's missing at this point is level variety and puzzles. Level two is probably the most unique as it's less about getting from point A to point B and more about exploration and figuring out how to get to each key, which was interesting, but can get a little tedious. I also think a second save file would be nice.

One thing I think would be interesting to see is weight puzzles. Where how heavy your gut is can affect the environment or switches. It could be a main mechanic of a level, or used to find secrets. You could even use the scat feature as a way to keep weight in one spot, but it would probably be best to use it for a scat event so people who have scat turned off don't miss out or get stuck.

I think exploration is the thing I think your game does the best as I enjoyed finding new things or mechanics. So if I were to say anything I think simple things like secrets or more events are what I would love to see more of. Stuff like an event only seen at a certain weight stage or belly size where you get stuck, or even an event affected by stomach capacity, like with the solution event, where instead of getting a belly ache, she seems satisfied if you have a higher capacity. It may just be me but I find it rewarding to find these types of things


Thanks for the compliments!
Those are some really cool ideas for sure, I'll save them for when I get to story mode and start making levels again.
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Re: (Update: 30/11/24) Endeavore: Dawn Seeker

Postby F00dforthot » Fri Nov 29, 2024 11:11 pm

New update, so as per usual some more feedback :-D

Art cut-ins are fun. It's a good way to incorporate the equipment menu art, and it acts as a sort of dramatic finisher to combat (since they won't appear if enemies are nearby.) The 2 new art sprites are nice aswell. Ideally, I'd like to be able to customize it more, like which direction it slides in from (right to left, descending from above, ascending), the speed at which it does so, and the duration it stays for. I also think that the positioning and scale of the art could be kept a little more uniform. From the few gameplay tests I did the art was a tiny bit (yet also quite literally) all over the place which was a bit disorienting in a few cases. To be clear this was only the cause of a few outliers, and most of the art looked really good with this new system implementation.

On the note of the art however, one minor nitpick I have is with one of the two new art sprites, specifically the stretching pose one. I find it a bit weird (especially when it pops up as an art cut-in) that its missing legs. iirc all or most of the other art sprites have legs, so maybe thats why (though even on the equipment screen the placement of the cut-off means it still looks a bit weird) it still looks good, just the cut-off point feels a bit early.

Inventory is a great addition (and will help with all the different build testing I occasionally like to do)
The new enemy health bars plus the damage numbers feel great, especially the numbers make each hit feel more impactful personally. One thing I do appreciate is the "GULP!" text being in red like the critical hits (since devour attacks essentially are), for some reason that little bit of design consistency/synergy really stood out to me.
Maybe its in my head, but I think I notice a difference with the aerial attacks (as you mentioned) idk exactly what was changed but they feel more balanced I guess (for lack of a better word.)

Finally, I did notice the changes to the internal version of the stuffed/indigestion icons (from the emoticons to the changes I suggested.) As I hoped they did fit a lot better (though I am a bit biased ^^; ) but I do think the indigestion little lightning bolts could use a little more oomph. Like them moving around a little more, some occasional sparks, or maybe have a mirrored set of lightning bolts on the other side of the stomach. They definitely work as is, but I don't think they currently fully sell (specifically the strength of) the indigestion status effect.

Thats all from me. Though I hope breaks are being taken considering the speed of these updates :lol:
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Re: (Update: 30/11/24) Endeavore: Dawn Seeker

Postby GrayLotus » Sat Nov 30, 2024 9:24 am

Just had a hard crash on level 2. I was fighting one of the triangle mines using jump attacks, and I think the cause was colliding with the mine at the same time as my attack hitting. Possibly the game tried to apply the rupture effect after the mine had exploded? Here's the error log:
Spoiler: show

___________________________________________
############################################################################################
ERROR in action number 1
of Step Event0 for object oEnemyRuptureIcon:
Unable to find instance for object index 101025
at gml_Object_oEnemyRuptureIcon_Step_0
############################################################################################
gml_Object_oEnemyRuptureIcon_Step_0 (line -1)
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Re: (Update: 30/11/24) Endeavore: Dawn Seeker

Postby EndeavourGame » Tue Dec 03, 2024 4:24 am

F00dforthot wrote:New update, so as per usual some more feedback :-D

Art cut-ins are fun. It's a good way to incorporate the equipment menu art, and it acts as a sort of dramatic finisher to combat (since they won't appear if enemies are nearby.) The 2 new art sprites are nice aswell. Ideally, I'd like to be able to customize it more, like which direction it slides in from (right to left, descending from above, ascending), the speed at which it does so, and the duration it stays for. I also think that the positioning and scale of the art could be kept a little more uniform. From the few gameplay tests I did the art was a tiny bit (yet also quite literally) all over the place which was a bit disorienting in a few cases. To be clear this was only the cause of a few outliers, and most of the art looked really good with this new system implementation.

On the note of the art however, one minor nitpick I have is with one of the two new art sprites, specifically the stretching pose one. I find it a bit weird (especially when it pops up as an art cut-in) that its missing legs. iirc all or most of the other art sprites have legs, so maybe thats why (though even on the equipment screen the placement of the cut-off means it still looks a bit weird) it still looks good, just the cut-off point feels a bit early.

Inventory is a great addition (and will help with all the different build testing I occasionally like to do)
The new enemy health bars plus the damage numbers feel great, especially the numbers make each hit feel more impactful personally. One thing I do appreciate is the "GULP!" text being in red like the critical hits (since devour attacks essentially are), for some reason that little bit of design consistency/synergy really stood out to me.
Maybe its in my head, but I think I notice a difference with the aerial attacks (as you mentioned) idk exactly what was changed but they feel more balanced I guess (for lack of a better word.)

Finally, I did notice the changes to the internal version of the stuffed/indigestion icons (from the emoticons to the changes I suggested.) As I hoped they did fit a lot better (though I am a bit biased ^^; ) but I do think the indigestion little lightning bolts could use a little more oomph. Like them moving around a little more, some occasional sparks, or maybe have a mirrored set of lightning bolts on the other side of the stomach. They definitely work as is, but I don't think they currently fully sell (specifically the strength of) the indigestion status effect.

Thats all from me. Though I hope breaks are being taken considering the speed of these updates :lol:


The original character arts were initially designed exclusively for the character menu so their centreing wasn't important so a lot of them were off-centre, I'll correct this and properly centre all sprites so hopefully it'll look better in the next update.

Thanks for all the other feedback as well!

GrayLotus wrote:Just had a hard crash on level 2. I was fighting one of the triangle mines using jump attacks, and I think the cause was colliding with the mine at the same time as my attack hitting. Possibly the game tried to apply the rupture effect after the mine had exploded? Here's the error log:
Spoiler: show

___________________________________________
############################################################################################
ERROR in action number 1
of Step Event0 for object oEnemyRuptureIcon:
Unable to find instance for object index 101025
at gml_Object_oEnemyRuptureIcon_Step_0
############################################################################################
gml_Object_oEnemyRuptureIcon_Step_0 (line -1)


Thanks for the bug report, what I'm pretty sure is happening is that the mine had a rupture when it exploded, and the rupture wasn't being cleared along with the destruction of the mine.
This'll be fixed in the next update.
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