Famished, Hazel's Journey [v.020C - Rural Reinguard]
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Don't ask about updates. If there is an update, it will simply be posted. If someone is committing to a timeline, they will just tell you the timeline without needing anyone to ask.
Use Looking for master thread when you are not posting about an existing game.
You use this forum and website at your own risk for all links and uploads. There is no quality control or malware scanning or testing done here. Proceed with caution and use a virtual machine (VM) for any uploads strongly recommended. Virus/malware scanners alone are generally not good enough.
Re: Famished, Hazel's Journey [Prologue v.04]
just to clarify the only places in the game rn are the place you start at, the radied farm where you find the sleeping avian, the place with the bunny nun, the cave and the town right?
- parky
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Re: Famished, Hazel's Journey [Prologue v.04]
When you eat the sheriff and decide to not grope harder you are stuck on the bed after eating her. After eating the farmgirl's dad he doesn't disapear. The quest log doesn't register once you,ve colloected the berries for the guard to give to the sheriff as the sheriff is asleep after you leave the cave with the berries and before you give the guard the jarlak berries.
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Trailblaz - New to the forum
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Re: Famished, Hazel's Journey [Prologue v.04]
I'm unsure about this but I think digesting heals you
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Aolylk - New to the forum
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Re: Famished, Hazel's Journey [Prologue v.04]
wariodude128 wrote:I find it weird how the woman with the large breasts somehow knows about Hazel saving the merchant regardless of if you ate him or the gobbos. Also odd how eating him didn't seem to have any passive benefits. By the way, it would be nice if after every won fight your HP and MP get topped up. Also find the goblins need nerfing or Hazel needs to get equipment before that fight. Because they hit hard and even with the potion I lost more than I should have, especially with the goblin scout able to hit twice. Letting her wield the ax she grabbed from the bird girl might be a good start.
The merchant things you mentioned are likely bugs, I had those issues too.
There should be some mechanic for healing, but how that gets implemented really depends whether this game uses combat solely as a gatekeeping mechanism (no/few battles, but you need to achieve one or two milestones to be strong enough to beat the battle gatekeeping the next area) or if it's supposed to be part of the core gameplay loop for fun (we do random battles to gain XP and items until we are strong enough to defeat the gatekeeper for the next area). The dad's cologne item from the beginning trivializes every beastfolk fight; I used it on the left goblin, then the right goblin, and just attacked every turn after while taking no additional damage.
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Assimilation - Advanced Vorarephile
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Re: Famished, Hazel's Journey [Prologue v.04]
Can I eat the shopkeeper who refuses to serve you because of your race
- waraya
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Re: Famished, Hazel's Journey [Prologue v.04]
Could you make all the vore scenes a little bit longer? They're all rather short...
More dialoge between the prey and Hazel after they're eaten would really do wonders.
Otherwise a very promising game.
More dialoge between the prey and Hazel after they're eaten would really do wonders.
Otherwise a very promising game.
- Content2020
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Re: Famished, Hazel's Journey [Prologue v.04]
Content2020 wrote:Could you make all the vore scenes a little bit longer? They're all rather short...
More dialoge between the prey and Hazel after they're eaten would really do wonders.
Much like the person above said a very promising and exciting game I hope to have more scenes of the predator taunting their prey after or at least making a teasing remark to their "food"
- Chaos199416
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Re: Famished, Hazel's Journey [Prologue v.04]
Assimilation wrote:wariodude128 wrote:I find it weird how the woman with the large breasts somehow knows about Hazel saving the merchant regardless of if you ate him or the gobbos. Also odd how eating him didn't seem to have any passive benefits. By the way, it would be nice if after every won fight your HP and MP get topped up. Also find the goblins need nerfing or Hazel needs to get equipment before that fight. Because they hit hard and even with the potion I lost more than I should have, especially with the goblin scout able to hit twice. Letting her wield the ax she grabbed from the bird girl might be a good start.
The merchant things you mentioned are likely bugs, I had those issues too.
There should be some mechanic for healing, but how that gets implemented really depends whether this game uses combat solely as a gatekeeping mechanism (no/few battles, but you need to achieve one or two milestones to be strong enough to beat the battle gatekeeping the next area) or if it's supposed to be part of the core gameplay loop for fun (we do random battles to gain XP and items until we are strong enough to defeat the gatekeeper for the next area). The dad's cologne item from the beginning trivializes every beastfolk fight; I used it on the left goblin, then the right goblin, and just attacked every turn after while taking no additional damage.
Didn't know the gobbos counted as beastfolk. That knowledge would have helped immensely. Would be nice if there was a list showing which are and are not beastfolk, unless the game goes with the idea every intelligent creature that can speak human but isn't human is beastfolk. Anyway, it's still a little odd that you gain an axe and can't use it. Haven't played much more yet, but hopefully it can be traded for a weapon upgrade or something.
https://subscribestar.adult/wariodude128 (Where you can pitch in $5 or more to keep The Sobako Files going)
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wariodude128 - Advanced Vorarephile
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Re: Famished, Hazel's Journey [Prologue v.04]
My instincts were to assume that the delver girl from the pit would, if saved instead of savored, be found in her tent where you would be able to recruit her and give her that axe as a weapon once you got it. It was really odd to me when the game didn't let me go into the tent and as far as I could tell (granting that the inn is as of yet unimplemented) she ceased to exist at that point.

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Slayerhero90 - Intermediate Vorarephile
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Re: Famished, Hazel's Journey [Prologue v.04]
Slayerhero90 wrote:My instincts were to assume that the delver girl from the pit would, if saved instead of savored, be found in her tent where you would be able to recruit her and give her that axe as a weapon once you got it. It was really odd to me when the game didn't let me go into the tent and as far as I could tell (granting that the inn is as of yet unimplemented) she ceased to exist at that point.
Im the village Busty guard tells you that this girl have escaped you and sobs at the inn.
Sorry for my bad english.
Made in Russia.
Make some pixels.
Made in Russia.
Make some pixels.
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Rubiont-47 - Participator
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Re: Famished, Hazel's Journey [Prologue v.04]
Regarding taunting the prey, one option would be to make it sort of a minigame where the player can pick dialogue options depending on whether they wanna comfort their prey before they digest, go a more cruel route or also give the option to say: "Be quiet, I'm gonna sleep you off now." to skip it.
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Estee - Participator
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Re: Famished, Hazel's Journey [Prologue v.04]
Congrats on this, even if it's new it's flashed out and there is a lot of options.
Hope we will encounter a reaccurring rival that grows bigger every time we defeat her
Hope to see big gobbos too
If you go out of images for weight-gain i suggest going up instead, it might become a gts game but still, you can do both
Hope we will encounter a reaccurring rival that grows bigger every time we defeat her
Hope to see big gobbos too
If you go out of images for weight-gain i suggest going up instead, it might become a gts game but still, you can do both

- fuocoperpetuo
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Re: Famished, Hazel's Journey [Prologue v.04]
I find it a bit odd that when Hazel is full bellied she can't get into a bed and sleep it off. Not to mention eating someone who is IN a bed, where sleeping could easily be an option. Also eating the seemingly booksmart suitor in the store didn't give Hazel any benefit. My suggestion would be a passive skill where cost of your magic is reduced by 1/8th due to the sudden intelligence boost.
https://subscribestar.adult/wariodude128 (Where you can pitch in $5 or more to keep The Sobako Files going)
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wariodude128 - Advanced Vorarephile
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Re: Famished, Hazel's Journey [Prologue v.04]
Small bug where you talk to the lady after dealing with the two guys that were bothering her. If you talk to her from the right she never makes it to the door and gets hung up walking into the fence forever. Talking to her from below works fine.
- danmatt
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Re: Famished, Hazel's Journey [Prologue v.04]
This hit me new year's bingo!
Bug: interacting anyhow with Mara, would you eat someone or not, results in a fight.
Bug: interacting anyhow with Mara, would you eat someone or not, results in a fight.
- escalato
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Re: Famished, Hazel's Journey [Prologue v.04]
A small bug, but the guy that is interested in the faun respawns after you eat him if you reload the area, and you don't get a buff for eating him, though that might be because he's not as important as the deer?
Also, would it be possible to add the buff for eating the shop girl to the buff for eating the faun if you pushed the girl into her stomach?
Speaking of pushing the girl, the option to push her should probably not show up, or not work, if you've already eaten the faun. If it does work, it should lead to her being hurt on at the bottom of the ledge, instead of gone, since there was no one to eat her.
Enjoyable game, looking forward to more.
Also, would it be possible to add the buff for eating the shop girl to the buff for eating the faun if you pushed the girl into her stomach?
Speaking of pushing the girl, the option to push her should probably not show up, or not work, if you've already eaten the faun. If it does work, it should lead to her being hurt on at the bottom of the ledge, instead of gone, since there was no one to eat her.
Enjoyable game, looking forward to more.
My AI chatbot list: https://docs.google.com/document/d/1Oml ... sp=sharing
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nyanyan - Intermediate Vorarephile
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Re: Famished, Hazel's Journey [Prologue v.04]
So, I just played it. Some bugs:
In the cave, the axolotl doesn't disappear after eating her, and neither does Hazel's bust onscreen. I ate her twice, then had to look in a mirror to reset it (by replacing it with a bust that did disappear as scheduled)
After eating Arnold, the event to knock on his door and talk to him doesn't go away, he just is invisible. You can still talk with him and challenge him to battle again. Also, if you lose his battle, the night shading doesn't go away, it now is everywhere you go (I didn't try to fix it, I just reloaded).
When eating the merchant, the text says that you got a passive from eating him, but I didn't.
If only Laura makes it back to town, Mara still says that the merchant and Laura have vouched for you (but not the other way around).
Some things that might be bugs but might not be:
Not everyone you eat gives you a passive, but most do, and since some of them are so petty (eating the one voraphile girl whose sister then actively follows her gets you TWO passives, and you can get one from an ORDINARY RAT), it's strongly implied that each person eaten gets you one passive, so the ones that don't feel like a bug. The ones that don't are the goblins, the guy in the wheat field, the lady you stuff with cake, the lady you steal the cake from, and the guy who likes the faun. (I ended up with thirteen passives and didn't try eating Belle.)
You can't equip or sell the axe. Maybe this is planned for the future, or getting a follower who can use it, but right now, it feels not just pointless, but like it's not supposed to be pointless.
The other guard disappears once you eat the sheriff. Maybe he's in the inn, but without knowing where he went, it just looks like a mysterious disappearance.
If you try and leave the area with the nun after you eat the kids but before going into the tent, Hazel's dialogue acts as if you haven't found the children yet.
Some design thoughts:
Having the refugees camping out in front of a farm makes it seem like the farm will be interactable at some point. If not, it might be better for them to just be camped out in the wilderness. Conservation of detail.
The requirements for getting into the town seem counterintuitive. You don't find out that at least one of Laura or the merchant are required to be spared to let you in until after you've already made the choice to do so or not. It's a vore game: people are absolutely going to gulp everything and lock themselves out unintentionally. That feels like either bad design or a cheap trick to be annoying. If the fort clearing quest to be let in was implemented, it might be less so, depending on the levelling: if the intended powerscaling is such that you're supposed to do the town then the fort, then going from stage 1 to stage 3, then stage 2 would be frustrating, then boring. The order of things should be either irrelevant or mandatory.
There are too many passives. It feels like I'm playing a late game character with how many bonuses I've accrued. They feel like they're supposed to be special, but they're not. If the game keeps giving me them at this rate, I'll feel like it's just dumping the levelup bonuses in one place and achieving nothing more than a confusing interface. They would be better if they were rarer, but more meaningful. If you wanted to keep having each prey give you something, you could have a kill list separate from the bonuses, or you could have one passive for each attribute and each prey leveling the passive up (instead of +10 HP, +5 HP and +2 HP, you'd end up with just +17 HP), or both, if you wanted to keep the flavor text for each prey or prey type.
The weight gain hits the cap too soon. I got to the fattest picture about halfway through, and then I was just sort of ... stuck there, not getting any fatter, despite eating a lot. Since there's supposed to be a lot more to the game, this'll quickly become a problem: there's not much point in including the scale if you immediately shoot to the top and then stay there. Why bother giving the player control if their actions don't really affect it? I think you should either add more layers to the scale, or decrease the amount each prey adds - more likely both, and maybe some weight loss if you go for a while without eating. Make getting to the top a challenge.
Overall, I'd say that your biggest problem is mismatching scales. Some parts of the game feel like they're fully complete (the images, the dialogue), others feel like they're in a beta state (combat, items). Some things feel like they're at a natural endpoint in the current build length, and shouldn't be extended further (the weight gain, the vore bonuses), others feel like they're just at the very beginning (the overmap, the storyline). You're going to have to find a way to sync those up, or it'll end up being both hard to make, and not that fun to play.
In the cave, the axolotl doesn't disappear after eating her, and neither does Hazel's bust onscreen. I ate her twice, then had to look in a mirror to reset it (by replacing it with a bust that did disappear as scheduled)
After eating Arnold, the event to knock on his door and talk to him doesn't go away, he just is invisible. You can still talk with him and challenge him to battle again. Also, if you lose his battle, the night shading doesn't go away, it now is everywhere you go (I didn't try to fix it, I just reloaded).
When eating the merchant, the text says that you got a passive from eating him, but I didn't.
If only Laura makes it back to town, Mara still says that the merchant and Laura have vouched for you (but not the other way around).
Some things that might be bugs but might not be:
Not everyone you eat gives you a passive, but most do, and since some of them are so petty (eating the one voraphile girl whose sister then actively follows her gets you TWO passives, and you can get one from an ORDINARY RAT), it's strongly implied that each person eaten gets you one passive, so the ones that don't feel like a bug. The ones that don't are the goblins, the guy in the wheat field, the lady you stuff with cake, the lady you steal the cake from, and the guy who likes the faun. (I ended up with thirteen passives and didn't try eating Belle.)
You can't equip or sell the axe. Maybe this is planned for the future, or getting a follower who can use it, but right now, it feels not just pointless, but like it's not supposed to be pointless.
The other guard disappears once you eat the sheriff. Maybe he's in the inn, but without knowing where he went, it just looks like a mysterious disappearance.
If you try and leave the area with the nun after you eat the kids but before going into the tent, Hazel's dialogue acts as if you haven't found the children yet.
Some design thoughts:
Having the refugees camping out in front of a farm makes it seem like the farm will be interactable at some point. If not, it might be better for them to just be camped out in the wilderness. Conservation of detail.
The requirements for getting into the town seem counterintuitive. You don't find out that at least one of Laura or the merchant are required to be spared to let you in until after you've already made the choice to do so or not. It's a vore game: people are absolutely going to gulp everything and lock themselves out unintentionally. That feels like either bad design or a cheap trick to be annoying. If the fort clearing quest to be let in was implemented, it might be less so, depending on the levelling: if the intended powerscaling is such that you're supposed to do the town then the fort, then going from stage 1 to stage 3, then stage 2 would be frustrating, then boring. The order of things should be either irrelevant or mandatory.
There are too many passives. It feels like I'm playing a late game character with how many bonuses I've accrued. They feel like they're supposed to be special, but they're not. If the game keeps giving me them at this rate, I'll feel like it's just dumping the levelup bonuses in one place and achieving nothing more than a confusing interface. They would be better if they were rarer, but more meaningful. If you wanted to keep having each prey give you something, you could have a kill list separate from the bonuses, or you could have one passive for each attribute and each prey leveling the passive up (instead of +10 HP, +5 HP and +2 HP, you'd end up with just +17 HP), or both, if you wanted to keep the flavor text for each prey or prey type.
The weight gain hits the cap too soon. I got to the fattest picture about halfway through, and then I was just sort of ... stuck there, not getting any fatter, despite eating a lot. Since there's supposed to be a lot more to the game, this'll quickly become a problem: there's not much point in including the scale if you immediately shoot to the top and then stay there. Why bother giving the player control if their actions don't really affect it? I think you should either add more layers to the scale, or decrease the amount each prey adds - more likely both, and maybe some weight loss if you go for a while without eating. Make getting to the top a challenge.
Overall, I'd say that your biggest problem is mismatching scales. Some parts of the game feel like they're fully complete (the images, the dialogue), others feel like they're in a beta state (combat, items). Some things feel like they're at a natural endpoint in the current build length, and shouldn't be extended further (the weight gain, the vore bonuses), others feel like they're just at the very beginning (the overmap, the storyline). You're going to have to find a way to sync those up, or it'll end up being both hard to make, and not that fun to play.
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Mourtzouphlos - Been posting for a bit
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Re: Famished, Hazel's Journey [Prologue v.04]
I don't know if those bugs have already been pointed out, but just in case i'll still put the here:
- Doe fan can be eaten multiple times after eating the Doe he was horny for
- Talking to the axolotl without the journal, refusing to go down her throat, then going to get the journal, and then going back to defeat and eat he leaves the image of Hazel's full belly on the screen
- Eating the pregnant lady before delivering the letter/eating the child leaves the image on the screen
- The girl in charge of the crate of double cheesecake thing can still be pushed into the Doe even after eating the Doe, but you cannot go down there and eat/help the Doe afterwards
- A handful of places where Hazel can walk on top of walls, like the cheater's house and the tent in her woods/the axolotl cave
And then idk if it's a bug but the after sheriff fight (i'm assuming we're not supposed to win it) there's only a game over. Was sorta hoping for a scene where she'd eat Hazel or feed her to someone or something. Is that a coming thing?
Suggestions:
- A couple more willing player prey scenes, like with the napping bird, the sheriff, etc, a lot of potential preds, here.
- An instant-win skill (on top of the instant-lose) for those that don't care about fights and just want to get to the good stuff (for now fights are just attack and hope to hit and hop the opponent misses).
- A way to give the cheater's letter to his wife. Not sure what kinda reaction she should have, but since he mentions it i think it should be an option.
Other than that your game is really damn good. I'll be waiting for the next update, take care!
- Doe fan can be eaten multiple times after eating the Doe he was horny for
- Talking to the axolotl without the journal, refusing to go down her throat, then going to get the journal, and then going back to defeat and eat he leaves the image of Hazel's full belly on the screen
- Eating the pregnant lady before delivering the letter/eating the child leaves the image on the screen
- The girl in charge of the crate of double cheesecake thing can still be pushed into the Doe even after eating the Doe, but you cannot go down there and eat/help the Doe afterwards
- A handful of places where Hazel can walk on top of walls, like the cheater's house and the tent in her woods/the axolotl cave
And then idk if it's a bug but the after sheriff fight (i'm assuming we're not supposed to win it) there's only a game over. Was sorta hoping for a scene where she'd eat Hazel or feed her to someone or something. Is that a coming thing?
Suggestions:
- A couple more willing player prey scenes, like with the napping bird, the sheriff, etc, a lot of potential preds, here.
- An instant-win skill (on top of the instant-lose) for those that don't care about fights and just want to get to the good stuff (for now fights are just attack and hope to hit and hop the opponent misses).
- A way to give the cheater's letter to his wife. Not sure what kinda reaction she should have, but since he mentions it i think it should be an option.
Other than that your game is really damn good. I'll be waiting for the next update, take care!
- PAVAGA
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Re: Famished, Hazel's Journey [Prologue v.04]
Hello, I like your game. The AI images are done very well and the plot is also good. So far, I have vore all the prey, and I can't wait to see the later plot. I want to see more pictures. Although I am Chinese and my English is not good, I can use translation software to play your game. I really like it, please don't give up, come on! 

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linkowo - New to the forum
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Re: Famished, Hazel's Journey [Prologue v.04]
Against my better judgement I took a look...
.... you forgot a tag. "IMPLIED SCAT" because eating the bird indicated 'dog shit'
Please ensure tags are appropriately marked...
.... you forgot a tag. "IMPLIED SCAT" because eating the bird indicated 'dog shit'
Please ensure tags are appropriately marked...
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Ryan-Drakel - ---
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