CoinToast wrote:3 ideas I had playing the latest version, not sure if they have been suggested before or if they are implemented but just hard to see:
The first one would be a "push" action, that does the opposite to trying to pull someone free. I just though it weird that an option to taunt and rub was there, but helping was not.
The second one would be some kind of holding/dragging action, to keep someone from moving by force at the cost of not being able to do much that turn.
The third one is inspired by an old-ish game (tales of the mystic wilds). In that game much like in this one eating was not a punctual action but a multi-turns tug of war. The main differences and what made the ToMW mechanic a bit more "engaging" was that escaping was too a multi-turn effort, and not an instantaneous event. If in one turn you stopped eating to do nothing, or any other allowed action, that just gave the prey more opportunity to keep getting out. That gave the player a much finer control of the tempo of the struggle, which I though was kinda nice.
Yeah, those first two might work, so I'll probably add them.
Honestly I'd considered a system like that at first, but ended up thinking that slowing it down further just made it even easier for vore to be interrupted, plus adding a lot of situational text for stalling or pushing back. It's possible some elements of that might be added at some point though. That's part of what the Vore Battle system was designed to fix, if I mange to get it to a point where it feels like it fits.
Turbotowns wrote:HOWEVER... what is this hidden gem of a vore game you've just described?!
It was a vore game that was under construction before entering a point where it wasn't really worked on anymore.
https://aryion.com/g4/blog.php?id=23606 I'd been recommended to check it out for ideas, but I could never get it to run on my computer, but you may have better luck.