daeway wrote:Out of all the games I've looked into on this website, this one might be my favorite. I have not encountered any glitches, and all enemies are decently difficult to face. That being said, I think most of us agree that if the player is going to prey, than I do not want to meet a single enemy in the game that cannot be eaten. What I'm saying is if we need to pick up abilities and upgrades to gobble up more incredible enemies, then I'm super okay and excited for that.
I'm not an animator, but I might have a few ideas:
- A ranged grapple that pulls enemies, items, and projectiles into Samus' maw.
- A sphere mode that when standing still, acts like Snake's cardboard box with a sneak attack.
- A dash attack that can gobble multiple enemies BUT must be used with an empty stomach and after eating them completely immobilizes the player (Samus lies on a bean bag belly) depletes stamina, and Samus must digest them completely before she is able to move again.
- If it is not too much to ask, can we get some emotes in the game? Being able to manually have Samus belch may be trivial, but it would be fun (recall South Park: The Fractured But Whole where the player can fart at any time; kind of like that), oh and when the stomach is empty, her tummy rumbles hungrily.
Awesome to hear!! I'm glad you're enjoying it ;p
I will definitely keep these features in mind! I do also really enjoy the idea of having a taunt of sorts, why go to all the work of catching prey if you can't tease a bit?
kongpow wrote:Nice job on this, I'll be looking forward to future updates!
Thank you!! Love all the work you've put into devourment btw, that mod was my first real dip into vore games and I'd honestly go as far as to say it's what originally inspired me to make my own vore game like this.
Anonno wrote:Can I see the spritesheet for this game?
I don't actually have a full spritesheet - I've been putting them together in Aseprite and exporting them as seperate PNG images for import to Game Maker, so I've never had a reason to have them all collected on a typical sheet. I may see about putting one together though, would possibly be good as like a gallery option in game!
wetcardboardbox wrote:Do you have any guidelines for people interested in developing sprites? Like what resolution do you want or what animation sets you need for potential enemies/objects/alternative player characters or if anything has to be a certain number of frames?
I will see about editing the main post to include a sort of template for what I'd be looking for for sprites, but in general:
GoldenKuji wrote:For guidelines, the resolution should be 128x128, especially for the animations.
There's lots of animation sets involved: walking, attacking, idle, alert, jumping, hitstun, etc.
Also, it might be worth it having some sort of set up to draw the animations by hand instead of by mouse...
The biggest thing to note here is really the 128x128 size (though I may have large scale monster enemies bigger than this, most the enemies will be 128s). There are plenty of different overall sprites needed for each enemy, which again I'll try and include in the edit. Good news is there's really not any restrictions on how many frames the animations are - there are a couple that I'd have minimum numbers of frames for (mainly running, I try to use a good 8 frames for that to keep things looking smooth). Animations are hardly ever gonna be too long except for gameplay purposes perhaps!
lurker474 wrote:Just found this thanks to GoldenKuji's latest art and I've got to say I'm very impressed by this! Great work so far!
Glad you enjoy it!! GoldenKuji has done some great art I've seen and was a fantastic help in making the first main enemy