What could I make for a test RPG game?

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What could I make for a test RPG game?

Postby Belly4U » Sat Mar 08, 2025 8:08 pm

Uhhh, hi. Hello to all that might have came across this post. Thank for your considerate time to read such a thing and stuffs, first time trying to use the forum in this way so I apologize in advance if it's a little messy.

Soooo, I was kind of curious what might peak the interests of some folks here. Like, I know it varies from person to person, but 'what' in general would peak a person's interest in a 'demo' of sorts. The reason I say demo is because I want to make a test game using some of my own kinks in the mix (which is a HECK ton).

I've been using RPG maker MV and have been generally learning how the mechanics, equations (aaaaaaaaaa), and other things can be modified and slide into place with one another! Even so far as creating my own arts, right down to the portfolios and battle sprites (because again, it was a test to see what I'm capable of and how to do things.)

Just showing examples of what I'm capable of as of now. Here's some stuffs from a test game I made (though none of it is kink or anything, all art is drawn by me!). Do let me know what you'd like to see or simply suggest anything, story wise or kink wise! (In general, I plan to just make a short, goofily modern, yet exaggerated day kind of thing, those are my favorites.)

Spoiler: show
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This one mushroom woman was probably over ambitious, I had different sprites for more consideration of her fight, such as the fact that when her arms are blocking her face all normal attacks were automatic counters! I was like 80% of how to figure that out!

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Just the general test area!
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Re: What could I make for a test RPG game?

Postby Matteo42 » Sun Mar 09, 2025 6:24 am

Frankly, I think most people in the community aren't too strict about what games are about. All that matters is that you find your fun in making it, which can be very hard for many people due to the outrageous amounts of effort that takes to pull off well.
Same goes for kinks; if people ask you to include a fetish you're not into, don't. It's your game and if you're not having fun making it, something isn't right.

There was an official statistical research thingy done by some community members (last year?), which might help with figuring out what people are more into. Female preds are dominant though, and I think most people prefer playing as pred rather than prey, but y'know, take all of those as suggestions. It's your game, make it the way you want to :D
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Re: What could I make for a test RPG game?

Postby Daichi777 » Sun Mar 09, 2025 8:25 am

First rule of thumb when making new games etc.

Give no shits about anyone else or what they say on what you want to make. If you make a game towards what others want, you'll never get good feedback or motivation. You will get everybody under the sun and especially those who don't even try to make stuff telling you what turns them on, and never provide any useful feedback.

Most of all, the motivation on what you make is what you need the most to carry you through your project and continue it. So many give up because for instance rpgmaker is simplistic and can make a lot, but then they find out how much time it takes to make something, and pressure on what they feel others want to see can lead to burn out.

In general, make whatever you like it, chuck a demo out if you like, and those who like your shared kinks will usually give you the better feedback and comments that actually matter.
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Re: What could I make for a test RPG game?

Postby MarinLaFey » Sun Mar 09, 2025 12:18 pm

Your creations should make you happy.

I feel like a lot of game creators get burnout from trying to incorporate an entire audience's needs. What should do is make something that makes you happy first, cultivate an audience who likes what you like, then add extra stuff that you like but also know your audience will like.
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Re: What could I make for a test RPG game?

Postby Belly4U » Sun Mar 09, 2025 4:58 pm

Matteo42 wrote:Frankly, I think most people in the community aren't too strict about what games are about. All that matters is that you find your fun in making it, which can be very hard for many people due to the outrageous amounts of effort that takes to pull off well.
Same goes for kinks; if people ask you to include a fetish you're not into, don't. It's your game and if you're not having fun making it, something isn't right.

There was an official statistical research thingy done by some community members (last year?), which might help with figuring out what people are more into. Female preds are dominant though, and I think most people prefer playing as pred rather than prey, but y'know, take all of those as suggestions. It's your game, make it the way you want to :D


Are they really not too strict? I'm surprised if that's the case. And it's funny because I don't mind the effort it takes to make something...decent? Notable? Whatever the term is, it makes me happy that I could say 'I did that in the end'!

And yeah, I wasn't planning on including any kinks that I'm not into, so anything that the small test game could achieve...well, they just sit right with my kinks and stuffs.

Of course female preds are dominant, I don't mind that at all, but I hope a few don't mind a switch up of things here and there, hah! But yeah, thank you for your rather sweet words there! :)
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Re: What could I make for a test RPG game?

Postby Belly4U » Sun Mar 09, 2025 5:05 pm

Daichi777 wrote:First rule of thumb when making new games etc.

Give no shits about anyone else or what they say on what you want to make. If you make a game towards what others want, you'll never get good feedback or motivation. You will get everybody under the sun and especially those who don't even try to make stuff telling you what turns them on, and never provide any useful feedback.

Most of all, the motivation on what you make is what you need the most to carry you through your project and continue it. So many give up because for instance rpgmaker is simplistic and can make a lot, but then they find out how much time it takes to make something, and pressure on what they feel others want to see can lead to burn out.

In general, make whatever you like it, chuck a demo out if you like, and those who like your shared kinks will usually give you the better feedback and comments that actually matter.


Aheh, yeah, just yolo it and hope for the best, which is rather easier said than done with the way I think about things! I just wanted to ensure that whatever I make had a little bit of input or something beforehand. You never know if someone comes up with something that could really brighten up the lightbulbs or something, hah.

The funniest thing is just that: motivation. It's like once I get into a project I just keep going and going and going all the way until I crash. But it's still amazing to me how much a single week of learning and testing and building could do to a game (seriously, all of the images and screenshots I shared were from a week of progress and learning from a completely blank slate!)

And yeah, considering my wide arrange of kinks, hopefully most folks would definitely feel like putting in as much feedback or goofy stuffs as they're comfortable with.

And thank you for the kind words there! :3
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Re: What could I make for a test RPG game?

Postby Belly4U » Sun Mar 09, 2025 5:08 pm

MarinLaFey wrote:Your creations should make you happy.

I feel like a lot of game creators get burnout from trying to incorporate an entire audience's needs. What should do is make something that makes you happy first, cultivate an audience who likes what you like, then add extra stuff that you like but also know your audience will like.


Yeah, haha, I always forget that part. Most of the time I just try to gauge general interest and then start from there, but really should just put something out that I'm happy with and then just go from there!

Thank you for the generous words too! :)
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Re: What could I make for a test RPG game?

Postby Daichi777 » Sun Mar 09, 2025 7:08 pm

Belly4U wrote:Aheh, yeah, just yolo it and hope for the best, which is rather easier said than done with the way I think about things! I just wanted to ensure that whatever I make had a little bit of input or something beforehand. You never know if someone comes up with something that could really brighten up the lightbulbs or something, hah.

The funniest thing is just that: motivation. It's like once I get into a project I just keep going and going and going all the way until I crash. But it's still amazing to me how much a single week of learning and testing and building could do to a game (seriously, all of the images and screenshots I shared were from a week of progress and learning from a completely blank slate!)

And yeah, considering my wide arrange of kinks, hopefully most folks would definitely feel like putting in as much feedback or goofy stuffs as they're comfortable with.

And thank you for the kind words there! :3

Oh me and a lot of others have been where you are before haha. I'm talking from experience about motivation and also from how many people abandon games when the buzz wears off or when something happens that they didn't think of that demoralizes them completely (someone going through game files and mentioning/modding, or piracy/resellers and having to waste your time with that shit instead of being able to work nonstop etc)

Also living situation forces you to work on it for years, or quit your day job like I did to work on it and hope to make enough to scrape by each week. viewtopic.php?f=79&t=68498#p3021884
dxasmodeus wrote:
strawhat64 wrote:Thx for the heads up. I also got it even just for the heck of it. I've always been curious though what is like to build a game.


As someone who has worked with RPG maker since the Don Miguel days, I can tell you that making a game is both very rewarding, but also terribly exhausting, especially if you are a one-man show. It is near impossible, as others have said, to find a dev that is a total package; someone who can write, code and draw. Missing any of those talents is a massive discouragement for finishing a project. Collaboration is its own minefield and I won't discuss that here. The greatest challenge to making a game is simply doing the work. Most devs do so as a hobby. Said devs have day jobs just to pay bills and it can be damn hard to maintain a game development schedule when basic wage slaving sucks out one's will to do anything.

From my own experiences, my project has been in a hiatus because 1) I had to start it again from scratch to refine and remove slop from the code. 2) my day job pretty much sucks out my will to live, and 3) despite being a talented writer and reasonable coder, I cannot draw and porn games live and die upon artwork. Text can only get one so far. My project is also extremely ambitious, meaning more work on the backend to force RPG Maker to do what I want. The amount of work involved is daunting. I know I can do it, but being burned out on simply making a meager living destroys what energy reserves I may have for work on games.

If you or anyone else are serious about making games, I can give plenty of advice. I have experience with every version of RPG Maker as well as Smile Game Builder. However, make no mistake that making even a small game is one hell of a project that requires a ton of work and indepth knowledge of whatever engine you are using. It is surprisingly overwhelming.
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