Egads' Dark Forest ~ A UE5 Horror Vore Game (Version I)
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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.
100 posts
• Page 5 of 5 • 1, 2, 3, 4, 5
Re: Egads' Dark Forest ~ A Slender-like Vore Game (Demo III)
I love the direction that this game is heading, Im not sure what you plan on adding in future updates but I have some suggestions:
Cosmetic:
There's another game on here called Five Nights at Kyles and I really like the game over scenes in it, I think it would be a really cool addition to this game to have something similar to that game: a small vore animation when the player is caught, and have the game over scene take place inside the preds stomach, this way you could sit there for a bit and listen to the digestion and the burping before playing again.
Gameplay:
I personally think that the flashlight should have a wider cone or be a bit brighter, currently it kinda disorients me and I know thats part of the appeal to these slender games but I think its a tad too much at the moment
Also I think the sound que for the whisper should be increased a bit, I was purposely trying to get eaten but I got 5 pages and hadnt seen her once. I figured I might as well beat the game again but I suddenly was instant KO'd by her with like a second of static warning.
Cosmetic:
There's another game on here called Five Nights at Kyles and I really like the game over scenes in it, I think it would be a really cool addition to this game to have something similar to that game: a small vore animation when the player is caught, and have the game over scene take place inside the preds stomach, this way you could sit there for a bit and listen to the digestion and the burping before playing again.
Gameplay:
I personally think that the flashlight should have a wider cone or be a bit brighter, currently it kinda disorients me and I know thats part of the appeal to these slender games but I think its a tad too much at the moment
Also I think the sound que for the whisper should be increased a bit, I was purposely trying to get eaten but I got 5 pages and hadnt seen her once. I figured I might as well beat the game again but I suddenly was instant KO'd by her with like a second of static warning.
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SmoothAsButter23 - Somewhat familiar
- Posts: 122
- Joined: Sun Jan 19, 2020 3:51 pm
Re: Egads' Dark Forest ~ A Slender-like Vore Game (Demo III)
SmoothAsButter23 wrote:I love the direction that this game is heading, Im not sure what you plan on adding in future updates but I have some suggestions:
Cosmetic:
There's another game on here called Five Nights at Kyles and I really like the game over scenes in it, I think it would be a really cool addition to this game to have something similar to that game: a small vore animation when the player is caught, and have the game over scene take place inside the preds stomach, this way you could sit there for a bit and listen to the digestion and the burping before playing again.
Gameplay:
I personally think that the flashlight should have a wider cone or be a bit brighter, currently it kinda disorients me and I know thats part of the appeal to these slender games but I think its a tad too much at the moment
Also I think the sound que for the whisper should be increased a bit, I was purposely trying to get eaten but I got 5 pages and hadnt seen her once. I figured I might as well beat the game again but I suddenly was instant KO'd by her with like a second of static warning.
I've been thinking of adding in a "game over" animation since day 1, it's just a matter of learning more about the engine and figuring it out on the way

And I actually have seen critics about the flashlight and how it should be brighter/wider. I'll see about making it brighter in the next update
As for the sound que, just collect enough notes for her to spawn (which is 2) and simply stand still and wait for her to catch you

What is vore? Baby don't- wait wrong song.
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Egads - Intermediate Vorarephile
- Posts: 426
- Joined: Wed Jul 19, 2017 3:25 pm
Re: Egads' Dark Forest ~ A Slender-like Vore Game (Demo IV)
Alpha Demo IV is here!
This update adds the following:
This update adds the following:
- Whisper now has a jumpscare.
- Fixed the settings menu by changing it completely. The original will be fixed and brought back later.
- Edited Unknown's Game Over screen slightly.
- Added cheats menu after beating Hardcore mode.
What is vore? Baby don't- wait wrong song.
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Egads - Intermediate Vorarephile
- Posts: 426
- Joined: Wed Jul 19, 2017 3:25 pm
Re: Egads' Dark Forest ~ A Slender-like Vore Game (Demo IV)
I think vore versions of horror games are a severely underserved market so I'm super happy to see this, and I like the foundation you have here. It's very bare bones atm, which is to be expected from an alpha version, but I'm not really sure what you are currently planning to do with it, so I have a few suggestions:
Essentials:
1) Game needs more sound, and specifically some more vorny sounds. The burps are a start, and the scream when the whisper eats someone should probably be followed by some kind of swallowing sound effect, but there is a severe lack of sound effects for the monsters. All the sound effects they do have play too late (if I hear the whisper/catcher without seeing them it's already too late) and they are horror sound effects, not vorror. Gurgles, burps, sensual breathing, lip licking, etc., just something vorny to indicate when the monster is hunting you before it's already on top of you. That would serve to improve the gameplay experience, vorniness, and even the horror element, since knowing something is after you without seeing it is much scarier than a jump scare.
Oh, and personally I think it'd be better to either replace the slenderman sound effect when looking at the whisper with something sensual/vorny, or at the very least turn it way down and layer said sensual/vorny noises over it. This is, or at least should be, a vore game first and foremost, and I prefer titillation to ear rape in those.
2) Something to indicate the direction of remaining pages. It could be as simple as hitting a button and an arrow appears briefly to point in the direction of the nearest page (could even have a cooldown) just something to make navigating not feel like a chore. A huge part of the gameplay experience near the end for me was backpedaling to keep my eyes on slender-chan with the occassional whirling around to scan the landscape while hoping I randomly run into one of the two remaining pages. It's extremely difficult to navigate or get your bearings like that, but also pretty easy to avoid dying, so the game just becomes a big boring slog until the end. It would make the game easier, but, if needed, that could be compensated for in other areas that would serve to make the game more enjoyable (like additional monsters, more aggressive non-whisper/unknown monsters).
Alternatively, you could also just have the whisper not hang on your ass quite so persistently, so the player has more opportunities to survey the place. Actually, having the whisper disengage, wait a bit, and reappear in a different location could be a good change on top of having a page navigator, since it'll force the player to keep on their toes rather than just backpedaling all the time. Though, depending on any possible later monster additions, that might be less necessary.
Major:
1) There is a bit of a clarity issue at times. I get the game is trial and error with the monsters, and honestly I think that's a good thing, but I still have a lot of questions, like: a) What does the crouch button do? b) Why does the time window to stop moving with the unknown seem inconsistent? I'll have times where I stop moving as soon as I see the prompt and still get caught, and other times where I have time to adjust the camera after seeing it and still not get caught. Is that just me being inconsistent with my reaction speed, a bug, or something else? c) is there any way to differentiate trapped pages in hardcore mode, or is it just luck? I thought maybe shining the flashlight on them at close range would reveal minor color differences, and maybe it does, but the one time I actually picked up one I didn't see any differences and I haven't encountered a trapped page since.
Maybe having a notes section in the menu which'll, at the start, tell you the basic mechanics and control functions then add extra notes about the monsters as you encounter them, maybe requiring multiple defeats to fully flesh out their notes.
2) There's an inherent inconsistency in a fetish game with cute monsters chasing you to try and eat you where you can't really look at said monsters. Actually, I'm not entirely sure if this is even a bad thing, it can just feel a bit weird at times. Like, the whisper chasing me around with a full belly is pretty hot, but trying to get a good look at it means edging around a game over in a fairly immersion breaking way. The chaser, meanwhile, most of the time makes an appearance as a vaguely orange humanoid figure on the horizon for a second before disappear, and is otherwise just a jump scare and a game over. Or how the trapper just comes flying at you at mach 10, making you lucky to even get a glimpse of her, turning her into also just a jump scare and a game over screen. The unknown already takes the spot of jumpscare into game over screen, so the others really ought to have more flavor.
That being said, I don't have much in the way of concrete suggestions for this, outside of: have the trapper come at you kinda slowly at first but speeding up over time after triggering her trap, that way you have time to see her and know you are doomed unless you can finish super quickly. Beyond that....I guess maybe have the chaser stick around for a bit after being seen, maybe even run towards you for a few seconds, before disappearing. Something so you can get at least a bit of a look at her and she can try to spook/intimidate you with her presence, rather than just being a quick puff of smoke on the horizon. For the whisper....idk, make her bigger? more visible somehow? don't got much here, though at the same time I'd say she's the one in the best state right now, so it'd ultimately be fine to leave her as is. Like I said, it feels a bit weird with her but I don't strictly dislike it, since it does add a fun element of wanting to look but not wanting to look.
3) Better vore scenes. From what I can see this is something you are already planning, but right now even the whisper's scene is pretty lackluster. Only a few slight zoom ins, not even a good mawshot. The game over screens are kinda fun though, especially with the weight gain on "main menu" option.
Minor:
1) Customization options. The flashlight and stamina altering are nice, but something to adjust monster behavior and game settings could be kinda nice. From the changelog it seems like there's a cheat menu that opens up after beating hardcore, and maybe that serves the customization purpose, but honestly after having played around with hardcore, beating it in it's current state just sounds like a pain.
Actually, if you haven't played the vore game "Forest of Desire" I'd recommend giving it a look. It's pretty short, and, while it's far from perfect, it does a fairly good job with a similar "navigate an area filled with monsters trying to vore you in different ways" concept that might give you some ideas (hell, some of the suggestions I made here are things it did).
Something I think would be cool:
If the monster that ate you last attempt showed up with a full belly on your subsequent one. The whisper's eating someone mid game was great, and got me thinking about "what if it was the player in there?" On normal mode, or maybe a separate mode, could also have it apply debuffs to the monster that ate you while they are full, like moving slower in the case of the whisper, to make subsequent attempts easier in a sexy way. Then after you get a certain number of pages (6 would be my offhand take, but that's a balancing decision) the monsters digests you with accompanying sound effects. Perhaps they could also stack up multiple levels of full if you get caught repeatedly without reaching the digestion point. It would add some nice vorniness while also helping out players who are struggling in the early sections, which sounds like a win-win to me (though I'm sure it'll mostly be people getting themselves caught on purpose to see it; I know I would).
Essentials:
1) Game needs more sound, and specifically some more vorny sounds. The burps are a start, and the scream when the whisper eats someone should probably be followed by some kind of swallowing sound effect, but there is a severe lack of sound effects for the monsters. All the sound effects they do have play too late (if I hear the whisper/catcher without seeing them it's already too late) and they are horror sound effects, not vorror. Gurgles, burps, sensual breathing, lip licking, etc., just something vorny to indicate when the monster is hunting you before it's already on top of you. That would serve to improve the gameplay experience, vorniness, and even the horror element, since knowing something is after you without seeing it is much scarier than a jump scare.
Oh, and personally I think it'd be better to either replace the slenderman sound effect when looking at the whisper with something sensual/vorny, or at the very least turn it way down and layer said sensual/vorny noises over it. This is, or at least should be, a vore game first and foremost, and I prefer titillation to ear rape in those.
2) Something to indicate the direction of remaining pages. It could be as simple as hitting a button and an arrow appears briefly to point in the direction of the nearest page (could even have a cooldown) just something to make navigating not feel like a chore. A huge part of the gameplay experience near the end for me was backpedaling to keep my eyes on slender-chan with the occassional whirling around to scan the landscape while hoping I randomly run into one of the two remaining pages. It's extremely difficult to navigate or get your bearings like that, but also pretty easy to avoid dying, so the game just becomes a big boring slog until the end. It would make the game easier, but, if needed, that could be compensated for in other areas that would serve to make the game more enjoyable (like additional monsters, more aggressive non-whisper/unknown monsters).
Alternatively, you could also just have the whisper not hang on your ass quite so persistently, so the player has more opportunities to survey the place. Actually, having the whisper disengage, wait a bit, and reappear in a different location could be a good change on top of having a page navigator, since it'll force the player to keep on their toes rather than just backpedaling all the time. Though, depending on any possible later monster additions, that might be less necessary.
Major:
1) There is a bit of a clarity issue at times. I get the game is trial and error with the monsters, and honestly I think that's a good thing, but I still have a lot of questions, like: a) What does the crouch button do? b) Why does the time window to stop moving with the unknown seem inconsistent? I'll have times where I stop moving as soon as I see the prompt and still get caught, and other times where I have time to adjust the camera after seeing it and still not get caught. Is that just me being inconsistent with my reaction speed, a bug, or something else? c) is there any way to differentiate trapped pages in hardcore mode, or is it just luck? I thought maybe shining the flashlight on them at close range would reveal minor color differences, and maybe it does, but the one time I actually picked up one I didn't see any differences and I haven't encountered a trapped page since.
Maybe having a notes section in the menu which'll, at the start, tell you the basic mechanics and control functions then add extra notes about the monsters as you encounter them, maybe requiring multiple defeats to fully flesh out their notes.
2) There's an inherent inconsistency in a fetish game with cute monsters chasing you to try and eat you where you can't really look at said monsters. Actually, I'm not entirely sure if this is even a bad thing, it can just feel a bit weird at times. Like, the whisper chasing me around with a full belly is pretty hot, but trying to get a good look at it means edging around a game over in a fairly immersion breaking way. The chaser, meanwhile, most of the time makes an appearance as a vaguely orange humanoid figure on the horizon for a second before disappear, and is otherwise just a jump scare and a game over. Or how the trapper just comes flying at you at mach 10, making you lucky to even get a glimpse of her, turning her into also just a jump scare and a game over screen. The unknown already takes the spot of jumpscare into game over screen, so the others really ought to have more flavor.
That being said, I don't have much in the way of concrete suggestions for this, outside of: have the trapper come at you kinda slowly at first but speeding up over time after triggering her trap, that way you have time to see her and know you are doomed unless you can finish super quickly. Beyond that....I guess maybe have the chaser stick around for a bit after being seen, maybe even run towards you for a few seconds, before disappearing. Something so you can get at least a bit of a look at her and she can try to spook/intimidate you with her presence, rather than just being a quick puff of smoke on the horizon. For the whisper....idk, make her bigger? more visible somehow? don't got much here, though at the same time I'd say she's the one in the best state right now, so it'd ultimately be fine to leave her as is. Like I said, it feels a bit weird with her but I don't strictly dislike it, since it does add a fun element of wanting to look but not wanting to look.
3) Better vore scenes. From what I can see this is something you are already planning, but right now even the whisper's scene is pretty lackluster. Only a few slight zoom ins, not even a good mawshot. The game over screens are kinda fun though, especially with the weight gain on "main menu" option.
Minor:
1) Customization options. The flashlight and stamina altering are nice, but something to adjust monster behavior and game settings could be kinda nice. From the changelog it seems like there's a cheat menu that opens up after beating hardcore, and maybe that serves the customization purpose, but honestly after having played around with hardcore, beating it in it's current state just sounds like a pain.
Actually, if you haven't played the vore game "Forest of Desire" I'd recommend giving it a look. It's pretty short, and, while it's far from perfect, it does a fairly good job with a similar "navigate an area filled with monsters trying to vore you in different ways" concept that might give you some ideas (hell, some of the suggestions I made here are things it did).
Something I think would be cool:
If the monster that ate you last attempt showed up with a full belly on your subsequent one. The whisper's eating someone mid game was great, and got me thinking about "what if it was the player in there?" On normal mode, or maybe a separate mode, could also have it apply debuffs to the monster that ate you while they are full, like moving slower in the case of the whisper, to make subsequent attempts easier in a sexy way. Then after you get a certain number of pages (6 would be my offhand take, but that's a balancing decision) the monsters digests you with accompanying sound effects. Perhaps they could also stack up multiple levels of full if you get caught repeatedly without reaching the digestion point. It would add some nice vorniness while also helping out players who are struggling in the early sections, which sounds like a win-win to me (though I'm sure it'll mostly be people getting themselves caught on purpose to see it; I know I would).
- WhatTheNani
- Somewhat familiar
- Posts: 112
- Joined: Fri Aug 23, 2019 11:21 pm
Re: Egads' Dark Forest ~ A Slender-like Vore Game (Demo IV)
This game is amazing, I love how you're experimenting with other things outside of RPG Maker. You did a good job on the atmosphere too, I've played several times already and it still scares me to death lmao.
Maybe in the future you could add something like a 4/20 mode, where you could up the difficulty for the monsters and make it a bit more challenging. Just an idea I had. Anyways I love your stuff and keep up the good work!
Maybe in the future you could add something like a 4/20 mode, where you could up the difficulty for the monsters and make it a bit more challenging. Just an idea I had. Anyways I love your stuff and keep up the good work!
Last edited by GeorgianGeorge on Thu May 16, 2024 12:35 am, edited 1 time in total.
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GeorgianGeorge - New to the forum
- Posts: 1
- Joined: Wed Dec 27, 2023 3:55 am
Re: Egads' Dark Forest ~ A Slender-like Vore Game (Demo IV)
WhatTheNani wrote:I think vore versions of horror games are a severely underserved market so I'm super happy to see this, and I like the foundation you have here. It's very bare bones atm, which is to be expected from an alpha version, but I'm not really sure what you are currently planning to do with it, so I have a few suggestions:
Essentials:
1) Game needs more sound, and specifically some more vorny sounds. The burps are a start, and the scream when the whisper eats someone should probably be followed by some kind of swallowing sound effect, but there is a severe lack of sound effects for the monsters. All the sound effects they do have play too late (if I hear the whisper/catcher without seeing them it's already too late) and they are horror sound effects, not vorror. Gurgles, burps, sensual breathing, lip licking, etc., just something vorny to indicate when the monster is hunting you before it's already on top of you. That would serve to improve the gameplay experience, vorniness, and even the horror element, since knowing something is after you without seeing it is much scarier than a jump scare.
Oh, and personally I think it'd be better to either replace the slenderman sound effect when looking at the whisper with something sensual/vorny, or at the very least turn it way down and layer said sensual/vorny noises over it. This is, or at least should be, a vore game first and foremost, and I prefer titillation to ear rape in those.
2) Something to indicate the direction of remaining pages. It could be as simple as hitting a button and an arrow appears briefly to point in the direction of the nearest page (could even have a cooldown) just something to make navigating not feel like a chore. A huge part of the gameplay experience near the end for me was backpedaling to keep my eyes on slender-chan with the occassional whirling around to scan the landscape while hoping I randomly run into one of the two remaining pages. It's extremely difficult to navigate or get your bearings like that, but also pretty easy to avoid dying, so the game just becomes a big boring slog until the end. It would make the game easier, but, if needed, that could be compensated for in other areas that would serve to make the game more enjoyable (like additional monsters, more aggressive non-whisper/unknown monsters).
Alternatively, you could also just have the whisper not hang on your ass quite so persistently, so the player has more opportunities to survey the place. Actually, having the whisper disengage, wait a bit, and reappear in a different location could be a good change on top of having a page navigator, since it'll force the player to keep on their toes rather than just backpedaling all the time. Though, depending on any possible later monster additions, that might be less necessary.
Major:
1) There is a bit of a clarity issue at times. I get the game is trial and error with the monsters, and honestly I think that's a good thing, but I still have a lot of questions, like: a) What does the crouch button do? b) Why does the time window to stop moving with the unknown seem inconsistent? I'll have times where I stop moving as soon as I see the prompt and still get caught, and other times where I have time to adjust the camera after seeing it and still not get caught. Is that just me being inconsistent with my reaction speed, a bug, or something else? c) is there any way to differentiate trapped pages in hardcore mode, or is it just luck? I thought maybe shining the flashlight on them at close range would reveal minor color differences, and maybe it does, but the one time I actually picked up one I didn't see any differences and I haven't encountered a trapped page since.
Maybe having a notes section in the menu which'll, at the start, tell you the basic mechanics and control functions then add extra notes about the monsters as you encounter them, maybe requiring multiple defeats to fully flesh out their notes.
2) There's an inherent inconsistency in a fetish game with cute monsters chasing you to try and eat you where you can't really look at said monsters. Actually, I'm not entirely sure if this is even a bad thing, it can just feel a bit weird at times. Like, the whisper chasing me around with a full belly is pretty hot, but trying to get a good look at it means edging around a game over in a fairly immersion breaking way. The chaser, meanwhile, most of the time makes an appearance as a vaguely orange humanoid figure on the horizon for a second before disappear, and is otherwise just a jump scare and a game over. Or how the trapper just comes flying at you at mach 10, making you lucky to even get a glimpse of her, turning her into also just a jump scare and a game over screen. The unknown already takes the spot of jumpscare into game over screen, so the others really ought to have more flavor.
That being said, I don't have much in the way of concrete suggestions for this, outside of: have the trapper come at you kinda slowly at first but speeding up over time after triggering her trap, that way you have time to see her and know you are doomed unless you can finish super quickly. Beyond that....I guess maybe have the chaser stick around for a bit after being seen, maybe even run towards you for a few seconds, before disappearing. Something so you can get at least a bit of a look at her and she can try to spook/intimidate you with her presence, rather than just being a quick puff of smoke on the horizon. For the whisper....idk, make her bigger? more visible somehow? don't got much here, though at the same time I'd say she's the one in the best state right now, so it'd ultimately be fine to leave her as is. Like I said, it feels a bit weird with her but I don't strictly dislike it, since it does add a fun element of wanting to look but not wanting to look.
3) Better vore scenes. From what I can see this is something you are already planning, but right now even the whisper's scene is pretty lackluster. Only a few slight zoom ins, not even a good mawshot. The game over screens are kinda fun though, especially with the weight gain on "main menu" option.
Minor:
1) Customization options. The flashlight and stamina altering are nice, but something to adjust monster behavior and game settings could be kinda nice. From the changelog it seems like there's a cheat menu that opens up after beating hardcore, and maybe that serves the customization purpose, but honestly after having played around with hardcore, beating it in it's current state just sounds like a pain.
Actually, if you haven't played the vore game "Forest of Desire" I'd recommend giving it a look. It's pretty short, and, while it's far from perfect, it does a fairly good job with a similar "navigate an area filled with monsters trying to vore you in different ways" concept that might give you some ideas (hell, some of the suggestions I made here are things it did).
Something I think would be cool:
If the monster that ate you last attempt showed up with a full belly on your subsequent one. The whisper's eating someone mid game was great, and got me thinking about "what if it was the player in there?" On normal mode, or maybe a separate mode, could also have it apply debuffs to the monster that ate you while they are full, like moving slower in the case of the whisper, to make subsequent attempts easier in a sexy way. Then after you get a certain number of pages (6 would be my offhand take, but that's a balancing decision) the monsters digests you with accompanying sound effects. Perhaps they could also stack up multiple levels of full if you get caught repeatedly without reaching the digestion point. It would add some nice vorniness while also helping out players who are struggling in the early sections, which sounds like a win-win to me (though I'm sure it'll mostly be people getting themselves caught on purpose to see it; I know I would).
Bumping this because I love a lot of the ideas and additions brought up, especially "Essential 1)" I love that this game is a horror themed vore game, there aren't many out there, at least competent ones. That being said I would love to see more vorny aspects in the game, as WhatTheNani said and adding in more sounds as well as making the game slower paced to let it sink in that a real Pred is stalking you before eating would be really hot. I would love to hear from you Egads to see what you have planned for the future and if you have any new updates on the horizon.
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SmoothAsButter23 - Somewhat familiar
- Posts: 122
- Joined: Sun Jan 19, 2020 3:51 pm
Re: Egads' Dark Forest ~ A Slender-like Vore Game (Demo IV)
SmoothAsButter23 wrote:WhatTheNani wrote:I think vore versions of horror games are a severely underserved market so I'm super happy to see this, and I like the foundation you have here. It's very bare bones atm, which is to be expected from an alpha version, but I'm not really sure what you are currently planning to do with it, so I have a few suggestions:
Essentials:
1) Game needs more sound, and specifically some more vorny sounds. The burps are a start, and the scream when the whisper eats someone should probably be followed by some kind of swallowing sound effect, but there is a severe lack of sound effects for the monsters. All the sound effects they do have play too late (if I hear the whisper/catcher without seeing them it's already too late) and they are horror sound effects, not vorror. Gurgles, burps, sensual breathing, lip licking, etc., just something vorny to indicate when the monster is hunting you before it's already on top of you. That would serve to improve the gameplay experience, vorniness, and even the horror element, since knowing something is after you without seeing it is much scarier than a jump scare.
Oh, and personally I think it'd be better to either replace the slenderman sound effect when looking at the whisper with something sensual/vorny, or at the very least turn it way down and layer said sensual/vorny noises over it. This is, or at least should be, a vore game first and foremost, and I prefer titillation to ear rape in those.
2) Something to indicate the direction of remaining pages. It could be as simple as hitting a button and an arrow appears briefly to point in the direction of the nearest page (could even have a cooldown) just something to make navigating not feel like a chore. A huge part of the gameplay experience near the end for me was backpedaling to keep my eyes on slender-chan with the occassional whirling around to scan the landscape while hoping I randomly run into one of the two remaining pages. It's extremely difficult to navigate or get your bearings like that, but also pretty easy to avoid dying, so the game just becomes a big boring slog until the end. It would make the game easier, but, if needed, that could be compensated for in other areas that would serve to make the game more enjoyable (like additional monsters, more aggressive non-whisper/unknown monsters).
Alternatively, you could also just have the whisper not hang on your ass quite so persistently, so the player has more opportunities to survey the place. Actually, having the whisper disengage, wait a bit, and reappear in a different location could be a good change on top of having a page navigator, since it'll force the player to keep on their toes rather than just backpedaling all the time. Though, depending on any possible later monster additions, that might be less necessary.
Major:
1) There is a bit of a clarity issue at times. I get the game is trial and error with the monsters, and honestly I think that's a good thing, but I still have a lot of questions, like: a) What does the crouch button do? b) Why does the time window to stop moving with the unknown seem inconsistent? I'll have times where I stop moving as soon as I see the prompt and still get caught, and other times where I have time to adjust the camera after seeing it and still not get caught. Is that just me being inconsistent with my reaction speed, a bug, or something else? c) is there any way to differentiate trapped pages in hardcore mode, or is it just luck? I thought maybe shining the flashlight on them at close range would reveal minor color differences, and maybe it does, but the one time I actually picked up one I didn't see any differences and I haven't encountered a trapped page since.
Maybe having a notes section in the menu which'll, at the start, tell you the basic mechanics and control functions then add extra notes about the monsters as you encounter them, maybe requiring multiple defeats to fully flesh out their notes.
2) There's an inherent inconsistency in a fetish game with cute monsters chasing you to try and eat you where you can't really look at said monsters. Actually, I'm not entirely sure if this is even a bad thing, it can just feel a bit weird at times. Like, the whisper chasing me around with a full belly is pretty hot, but trying to get a good look at it means edging around a game over in a fairly immersion breaking way. The chaser, meanwhile, most of the time makes an appearance as a vaguely orange humanoid figure on the horizon for a second before disappear, and is otherwise just a jump scare and a game over. Or how the trapper just comes flying at you at mach 10, making you lucky to even get a glimpse of her, turning her into also just a jump scare and a game over screen. The unknown already takes the spot of jumpscare into game over screen, so the others really ought to have more flavor.
That being said, I don't have much in the way of concrete suggestions for this, outside of: have the trapper come at you kinda slowly at first but speeding up over time after triggering her trap, that way you have time to see her and know you are doomed unless you can finish super quickly. Beyond that....I guess maybe have the chaser stick around for a bit after being seen, maybe even run towards you for a few seconds, before disappearing. Something so you can get at least a bit of a look at her and she can try to spook/intimidate you with her presence, rather than just being a quick puff of smoke on the horizon. For the whisper....idk, make her bigger? more visible somehow? don't got much here, though at the same time I'd say she's the one in the best state right now, so it'd ultimately be fine to leave her as is. Like I said, it feels a bit weird with her but I don't strictly dislike it, since it does add a fun element of wanting to look but not wanting to look.
3) Better vore scenes. From what I can see this is something you are already planning, but right now even the whisper's scene is pretty lackluster. Only a few slight zoom ins, not even a good mawshot. The game over screens are kinda fun though, especially with the weight gain on "main menu" option.
Minor:
1) Customization options. The flashlight and stamina altering are nice, but something to adjust monster behavior and game settings could be kinda nice. From the changelog it seems like there's a cheat menu that opens up after beating hardcore, and maybe that serves the customization purpose, but honestly after having played around with hardcore, beating it in it's current state just sounds like a pain.
Actually, if you haven't played the vore game "Forest of Desire" I'd recommend giving it a look. It's pretty short, and, while it's far from perfect, it does a fairly good job with a similar "navigate an area filled with monsters trying to vore you in different ways" concept that might give you some ideas (hell, some of the suggestions I made here are things it did).
Something I think would be cool:
If the monster that ate you last attempt showed up with a full belly on your subsequent one. The whisper's eating someone mid game was great, and got me thinking about "what if it was the player in there?" On normal mode, or maybe a separate mode, could also have it apply debuffs to the monster that ate you while they are full, like moving slower in the case of the whisper, to make subsequent attempts easier in a sexy way. Then after you get a certain number of pages (6 would be my offhand take, but that's a balancing decision) the monsters digests you with accompanying sound effects. Perhaps they could also stack up multiple levels of full if you get caught repeatedly without reaching the digestion point. It would add some nice vorniness while also helping out players who are struggling in the early sections, which sounds like a win-win to me (though I'm sure it'll mostly be people getting themselves caught on purpose to see it; I know I would).
Bumping this because I love a lot of the ideas and additions brought up, especially "Essential 1)" I love that this game is a horror themed vore game, there aren't many out there, at least competent ones. That being said I would love to see more vorny aspects in the game, as WhatTheNani said and adding in more sounds as well as making the game slower paced to let it sink in that a real Pred is stalking you before eating would be really hot. I would love to hear from you Egads to see what you have planned for the future and if you have any new updates on the horizon.
I've actually had a couple ideas in mind for the next update but they mostly have to do with tweaking how the game works, to the point where it'll probably be less slender-like. Basically what I'm saying is that the next demo will probably be completely different than the previous demos

What is vore? Baby don't- wait wrong song.
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Egads - Intermediate Vorarephile
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Re: Egads' Dark Forest ~ A Slender-like Vore Game (Demo IV)
Egads wrote:I've actually had a couple ideas in mind for the next update but they mostly have to do with tweaking how the game works, to the point where it'll probably be less slender-like. Basically what I'm saying is that the next demo will probably be completely different than the previous demos
Awesome cant wait to play it, if you don't mind me asking how far along is the update, I know you are working on a few games simultaneously.
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SmoothAsButter23 - Somewhat familiar
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Re: Egads' Dark Forest ~ A Slender-like Vore Game (Demo IV)
So what you're saying is we will basically have two games to become scaroused to
I see this as an absolute win
I see this as an absolute win
- tgcidolfus
- Participator
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Re: Egads' Dark Forest ~ A Slender-like Vore Game (Demo IV)
I'm a few days late but happy 1st anniversary to Egads' Dark Forest!

What is vore? Baby don't- wait wrong song.
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Egads - Intermediate Vorarephile
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Re: Egads' Dark Forest ~ A Slender-like Vore Game (Demo IV)
Just found the text file in the folder, amazing touch.
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JigglyMatter - New to the forum
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Re: Egads' Dark Forest ~ A Slender-like Vore Game (Demo IV)
Is there some kind of alternative ending to Hardcore mode? Something doesn't seem right, like I'm not getting the true ending. Explanation:
Spoiler: show
- nate99
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- Location: Southwest US
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Sharcade - New to the forum
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Re: Egads' Dark Forest ~ A Slender-like Vore Game (Demo IV)
In Egard's game, I think the most fun is Kirumi, and then this is it (the author still likes to use the unknown, but I like it)(╯▽╰)
huh?What's going on?
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xing - Been posting for a bit
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Re: Egads' Dark Forest ~ Version I on Patreon
Egads' Dark Forest - Version I Early Access!
That's right, bet you didn't see this coming, huh?
For the past few weeks I've been secretly working on an update for Egads' Dark Forest and only recently managed to finish it.
This update's sole existence is to fix one thing; performance. And I am happy to say, with the new forest assets I'm using, the game should run much faster now. There's also graphical options in the game to get even more framerate.
But that's not all, you might have noticed this update is called Version I instead of Alpha Demo V. Well, that's because I have a bit of a confession to make
The alpha in the version name was because I was, and still kinda am, new to the engine, and the demo was because I had a lot of ideas planned for this game; a huge-ass map, buildings to find, some kind of story. However I recently realised that for my first attempt at a 3D horror game, I should keep things simple and not overscope what I'm capable of currently. And so that's why, at least in my eyes, this is the definitive version of the game. No lore of open world map needed lol
But anyway, what does this update include?
This update will be available to $5+ patrons early for a week before being released to the public on May 3rd
Once you subscribed, join my Discord server and after you get the patron role, go to dark-forest-version-1-early-download and the download link will be there
Hope you guys enjoy it! I'm very content with the current state of the game and had a lot of fun making it
https://www.patreon.com/c/EGS_Games
That's right, bet you didn't see this coming, huh?

For the past few weeks I've been secretly working on an update for Egads' Dark Forest and only recently managed to finish it.
This update's sole existence is to fix one thing; performance. And I am happy to say, with the new forest assets I'm using, the game should run much faster now. There's also graphical options in the game to get even more framerate.
But that's not all, you might have noticed this update is called Version I instead of Alpha Demo V. Well, that's because I have a bit of a confession to make

The alpha in the version name was because I was, and still kinda am, new to the engine, and the demo was because I had a lot of ideas planned for this game; a huge-ass map, buildings to find, some kind of story. However I recently realised that for my first attempt at a 3D horror game, I should keep things simple and not overscope what I'm capable of currently. And so that's why, at least in my eyes, this is the definitive version of the game. No lore of open world map needed lol
But anyway, what does this update include?
- Unknown now jumpscares you if you wait too long in her death screen.
- Redesigned the map.
- You can now stare at Whisper without any consequences, with the option to change that (Classic Whisper).
- New spirit: Shygirl.
- Better performance.
This update will be available to $5+ patrons early for a week before being released to the public on May 3rd
Once you subscribed, join my Discord server and after you get the patron role, go to dark-forest-version-1-early-download and the download link will be there

Hope you guys enjoy it! I'm very content with the current state of the game and had a lot of fun making it

https://www.patreon.com/c/EGS_Games
What is vore? Baby don't- wait wrong song.
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Egads - Intermediate Vorarephile
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Re: Egads' Dark Forest ~ Version I on Patreon
Looking forward to it, this is a pretty unique game, one of the best. The performance improvement will make the game much better.
Probably the only issue was I eventually memorized where all the notes were, so there was no more challenge. Probably one good feature would be to allow the user an option to randomize the note locations when the game starts, so they have to stumble around searching for them again. At game over, the notes will still show up in the new spots again unless the user restarts the game and re-randomizes. Also, maybe an option to make the "trap" note less noticeable, so you actually have to look a bit closer at each note before taking it.
Probably the only issue was I eventually memorized where all the notes were, so there was no more challenge. Probably one good feature would be to allow the user an option to randomize the note locations when the game starts, so they have to stumble around searching for them again. At game over, the notes will still show up in the new spots again unless the user restarts the game and re-randomizes. Also, maybe an option to make the "trap" note less noticeable, so you actually have to look a bit closer at each note before taking it.
- nate99
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Re: Egads' Dark Forest ~ A Slender-like Vore Game (Version I
Version I is now out on itchio! Have fun c:
Glad you enjoyed it! For the randomized note locations, I didn't really consider it since the map wasn't exactly huge lol. But maybe I'll add a random option in the next update. For the trap note, the note itself is red so it should probably be obvious that something's off about it lol
nate99 wrote:Looking forward to it, this is a pretty unique game, one of the best. The performance improvement will make the game much better.
Probably the only issue was I eventually memorized where all the notes were, so there was no more challenge. Probably one good feature would be to allow the user an option to randomize the note locations when the game starts, so they have to stumble around searching for them again. At game over, the notes will still show up in the new spots again unless the user restarts the game and re-randomizes. Also, maybe an option to make the "trap" note less noticeable, so you actually have to look a bit closer at each note before taking it.
Glad you enjoyed it! For the randomized note locations, I didn't really consider it since the map wasn't exactly huge lol. But maybe I'll add a random option in the next update. For the trap note, the note itself is red so it should probably be obvious that something's off about it lol

What is vore? Baby don't- wait wrong song.
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Egads - Intermediate Vorarephile
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Re: Egads' Dark Forest ~ A UE5 Horror Vore Game (Version I)
Got to play previous build after discovering the game and now I have beaten first time normal difficulty on this build. I have to say that performance has greatly improved comparing to previous version which was bad (lagging a lot while this build actually allows for stable FPS). Also gameplay feels better in general. I'm giving it 9/10
Also I have 2 questions out of pure curiosity:
1. Is flashlight having limited battery or no?
2. Is crouch used for something? (didn't turn on other enemies so not sure)
Also I have 2 questions out of pure curiosity:
1. Is flashlight having limited battery or no?
2. Is crouch used for something? (didn't turn on other enemies so not sure)
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CatKnight21 - Been posting for a bit
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Re: Egads' Dark Forest ~ A Slender-like Vore Game (Version I
Egads wrote:Glad you enjoyed it! For the randomized note locations, I didn't really consider it since the map wasn't exactly huge lol. But maybe I'll add a random option in the next update. For the trap note, the note itself is red so it should probably be obvious that something's off about it lol
No, that's what I meant, the red note was too obvious and it's always in the same spot. I was thinking make the trap note white like the others, but there would be a small mark/defect or something far less noticeable on the trap note, so you'd actually have to look at each note a little more carefully before grabbing it. Maybe it won't always have the same text phrase, or maybe one of the other notes will randomly be the trap note with a subtle defect on it.
Also, randomizing the note locations to entirely new spots across the map would make that even more challenging. You'd have to hunt around for them in entirely new spots, you wouldn't know where the trap note was, and you'd have to stop and waste time looking more carefully at each note while spirits are approaching from behind. These might be pretty fun optionals for the hardcore difficulty players... I guess maybe my computer's poor/laggy performance (on the old game) may have made it seem like a much larger open world and made it far more challenging than it actually was, it was like moving slow motion - flashlight and everything - through molasses to each note or away from spirits lol.
I have not played the New Version yet, looking forward to it! Thanks for taking the time to make this game.
- nate99
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Re: Egads' Dark Forest ~ A UE5 Horror Vore Game (Version I)
I don't think I beat hardcore in the old build, is the text after beating hardcore in this build new?
- Vympel
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100 posts
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