Archive > juicefox > Vore Street (Game)
Click here to see the original full-sized image.
Item
Add to favorites | Full Size | Download
Vore Street (Game) By juicefox -- Report

You live on a street where predators and prey live side by side, and not always in harmony. Fortunately, you are a reasonably big buck with a good set of antlers, so you don't need to fear being eaten. But your runty brother is not so lucky.

GAME: http://textadventures.co.uk/games/view/yu7o_tnk7eewkgjb-f9mkq/vore-street-the-farewell-feast

NOTE: the website is unreliable so it is best to download the game and play it offline (link to download: http://textadventures.co.uk/games/download/yu7o_tnk7eewkgjb-f9mkq). To play offline, you will need to install the Quest engine (link: http://textadventures.co.uk/quest).

The game contains: bad parenting, f/m, f/f, m/f, fatal digestion, and scat from an observer's point of view

***

For the people who don't keep track of the forums, I made a vore text adventure a little while back. Check it out if you haven't already, and tell me what you think. All feedback is greatly appreciated.

Comment on Vore Street (Game)

Please login to post a comment.

Comments
Sharktooth

Posted by Sharktooth 2 years ago Report

I can't move. Trying to interact with people but the instructions don't say

juicefox

Posted by juicefox 2 years ago Report

Most interaction is done by clicking on things in the menus to the right of the text. But, if you have an item in your inventory, you can give or use it by typing commands "give ITEM to PERSON" and "use ITEM on OBJECT" into the command box.

Hope that helps.

Sharktooth

Posted by Sharktooth 2 years ago Report

Yes. I wish you gave more of a story. It just drops us in. Who is Michael

juicefox

Posted by juicefox 2 years ago Report

That was an intentional design decision. This kind of game, you're supposed to explore and figure out what's going on yourself. I realize that this style of game is not so popular these days, but it's the kind of game I like.

Sharktooth

Posted by Sharktooth 2 years ago Report

Also the shepards home is broken I'm in side but can't interact with anything

juicefox

Posted by juicefox 2 years ago Report

That's strange. Try downloading the game and playing it offline. The website is very unreliable.

Sharktooth

Posted by Sharktooth 2 years ago Report

I'll try can I do it without logging in?

juicefox

Posted by juicefox 2 years ago Report

Of course. Just click the download link. Oh, and you will need to install Quest before you can play it on your computer you will need to install Quest (link here: http://textadventures.co.uk/quest).

Sharktooth

Posted by Sharktooth 2 years ago Report

I can but I don't know how to on a phone

juicefox

Posted by juicefox 2 years ago Report

Sorry, can't help you there. I don't know anything about phones.

Indighost

Posted by Indighost 2 years ago Report

You can type all the commands. N, w, s, e, open, close, up down, talk to, use, etc

Sharktooth

Posted by Sharktooth 2 years ago Report

Bro i know. But it WONT do it

udk115

Posted by udk115 2 years ago Report

Very good!
I loved it from start to finish, since I'm a big fan of casual vore. A bit saddened that the game glitched out at the end, so I couldn't finish it. I think that's less on you, and more because quest is a bit buggy for me. :/
Either way, engaging read!

juicefox

Posted by juicefox 2 years ago Report

I'm glad you enjoyed it, and that's too bad about the glitching. The website is unreliable, so it's generally better to just download the thing and play it offline.

At what point did it glitch out?

udk115

Posted by udk115 2 years ago Report

After Micheal was eaten, and I was outside their home, looking at the *cough cough* "playtime" between Mr. and Mrs. Thompson to help Micheal have some quote on quote fun as he's digested away.
So I imagine I was at the pretty much end of the text adventure, so I'm not too bothered.

juicefox

Posted by juicefox 2 years ago Report

That's good to hear. I was worried that you might have missed the entire Farewell Feast. But, if you got that far, then you've seen most of the good stuff.

udk115

Posted by udk115 2 years ago Report

Aye. I still saw most of the casual vore scenes, and their aftermaths, so I'm content.

x9comega

Posted by x9comega 2 years ago Report

At some point, differing points each time, I'll type out a command, but no result will pop up, and then I'll be unable to progress. I just got as far as using the thing on the clog, getting the thing to go to the place I couldn't in the same house, and seeing the thing that happenned to the little girl, to try and avoid spoilers. Now, I'm unable to go any further

juicefox

Posted by juicefox 2 years ago Report

That's really annoying. If you're playing online, try downloading the game and playing offline (Note: you will need to install Quest before you can play offline, link here: http://textadventures.co.uk/quest). The website is SUPER unreliable.

Leika

Posted by Leika 2 years ago Report

This happened to me too. Suddenly the game just completely stops responding.

juicefox

Posted by juicefox 2 years ago Report

That's sounds like a problem with the website. You should download the game and play offline if you're not already.

Gelus

Posted by Gelus 2 years ago Report

I have the same problem. But I managed to get all the way to the photo-op before it happened so I figured I'd seen most of it.

I am curious though, is there any active disposal to see or is it just prey that have already finished their trip?

juicefox

Posted by juicefox 2 years ago Report

You've seen most of the game, but there's a few good bits you missed. And, no, you only see the end result.

Gelus

Posted by Gelus 2 years ago Report

I kind of figured, but I figured I'd ask nonetheless! I enjoyed what of it I saw though, I'll have to pop back through in quest sometime.

sebbe158

Posted by sebbe158 2 years ago Report

I also gt that error, and it's indeed the website that failed.
Apparently it's a common occurence for the site to crash temporarilly.

I'd advise playing all games from that website in offline mode.

Michael Palic

Posted by Michael Palic 2 years ago Report

Cute.

Nekiame

Posted by Nekiame 2 years ago Report

I feel I'm stuck quite early on. I've gotten the plunger, but nothing else seem to be available or happen after that. I talk to everyone, interact with everything but I cant find anything that progress anything.

juicefox

Posted by juicefox 2 years ago Report

You have to type commands into the text box at the bottom to give and use items (ie "give ITEM to PERSON" and "use ITEM on OBJECT").

Nekiame

Posted by Nekiame 2 years ago Report

Oooh. First text game I've encountered that needed that, heh...

Graphis

Posted by Graphis 2 years ago Report

I'm having the same issue. Can I get a hint on what to do with the plunger or how to help Matt? >.>

juicefox

Posted by juicefox 2 years ago Report

After you GIVE the panties to the right person, everything else is pretty straightforward. Remember that you have to use the command box to give and use items in your inventory.

Gone

Posted by Gone 2 years ago Report

I don't know why, but I felt really bad for Michael. I was hoping I would be at least able to have the option to take the platter out of the house!

juicefox

Posted by juicefox 2 years ago Report

Hey! I never thought of that. That's pretty clever. There really SHOULD be an option there. But I think I'll leave it as is. I doubt that many people would think to use that opportunity to rescue Michael (I don't that many people would WANT to rescue Michael).

x9comega

Posted by x9comega 2 years ago Report

I felt bad for him instantly after he asked me to help him, so I tried ot untie him and was bummed when Is aw I couldn't XD

unicorn

Posted by unicorn 2 years ago Report

This is great, i remember playing it when it was just a brief bit inside the house. I wasn't sure what to expect, but the story wrapped up nicely and it was very enjoyable :D
I ended up carrying the plunger around for the whole game, so people probably decided i was weird, but i didn't see anyplace to get rid of it, heh. Other than that though i had no issues! I did have to download it to play it though. Hopefully people won't judge it based on the online play only, since that will probably not work.
I assume this game is done; do you plan to do more? I really enjoy your taste in vore :D

juicefox

Posted by juicefox 2 years ago Report

I'm glad that you enjoyed the game. It's really cool to know that a great artist like you likes my stuff. Oh, and you can't get rid of the plunger. What the mother said was sort of an adventure game joke.

And, yes, the game is done as far as I'm concerned. I did plan on experimenting more with vore games, but the reception of the initial release killed my motivation. Although some people seemed to like it, I got the impression that most people were not really that into it.

Achilles

Posted by Achilles 2 years ago Report

Can you be eaten in this game?

juicefox

Posted by juicefox 2 years ago Report

Sorry, but no.

Scratch

Posted by Scratch 2 years ago Report

I had fun with it! Problem is that the website seems to lose connection and the game stalls at random points, but I got to the bedroom with the ladder at least, that dialogue with options set was amusing : ) The TV parts were entertaining too, great expansion on your writing!

juicefox

Posted by juicefox 2 years ago Report

Hey! It's good to hear from you again Scratchel. And, yeah, the website sucks. You should download the game; that way it will run smoother, also, you will be able to save your progress. And I'm glad that you enjoyed conversation part (that was one of my favorite bits). I hope you keep playing. The best stuff happens after you get the jelly.

Scratch

Posted by Scratch 2 years ago Report

The website stabilized enough for a full playthrough, it was great! I just wondered if there was something to the portions taken at thanksgiving, that would be a good place to put an easter egg!
All of the dialogue was great, reminded me of old text adventure games. You got quite a response too, intriguing : )

Scratch

Posted by Scratch 2 years ago Report

forgot to mention I couldn't download it as I'm on a mac : /

juicefox

Posted by juicefox 2 years ago Report

That's a shame. I want people to have the best possible first experience with my work, but some things I can't control.

Scratch

Posted by Scratch 2 years ago Report

It's my fault for using a mac : D (without windows installed)

juicefox

Posted by juicefox 2 years ago Report

Thanks, I put a lot of thought into the dialogue, so it's great to hear that it is appreciated. As for the portions, the reason why I designed it like that is that I needed a trigger to advance the scene, but I didn't want players to accidentally trigger the next scene before talking to everyone. So, if you click "Finish" after only taking a few items of food, the scene won't advance.

I had not considered putting an easter egg there (if you want an easter egg, try looking into the Shepherd's window AFTER taking the Ladder home). What did you have in mind?

As for the response, yes I'm very happy now. The initial response to this game after full release was VERY underwhelming, and I was beginning to think that this was a wasted effort. But, after posting it to my gallery, I was pleasantly surprised by how many people appreciated it.

Scratch

Posted by Scratch 2 years ago Report

That was a pretty awesome scene. All of the after dinner snooping felt kind of like a bonus thing (I am a completionist so I always try to check every possible combination).
I did wonder if there was something I missed when I gave the cell phone back to the tutor, expected that to lead to some other 'quest.' It also felt just a bit strage peeping into everyone's windows, I was wondering if I was going to get caught at one of them.
I see about the food. I think I was wondering there about how much food you could actually eat; like maybe if you ate pie five times in a row it might trigger an alternate scene where the guest of honor decides to swap you out with your brother, or maybe starts a chain of events with the 'empty' hyena daughter giving you glances or something.
It was enjoyable enough I was hoping to keep going though, very entertaining. Kind of wished there had been more to do with the couple you meet living one house down to the east, that was especially intriguing : )

juicefox

Posted by juicefox 2 years ago Report

You make a good point about the windows. What I should have done is have a few of the characters notice the player and wave. It would have taken the players expectations and subverted them, and added to the casual, shameless tone of the setting. It also would have been pretty funny if Mr Grazeley waved to the player while having sex with his girlfriend.

As for the player being prey, it was a deliberate design decision to make him strictly an observer. In games focused on prey characters, the protagonist's motivations conflict with the player's motivations. The protagonist wants to live, but the player wants to see all the content which requires them to die. This breaks immersion. Plus, being forced to save constantly for fear of an unexpected death is really annoying.

And your not the only one who has expressed disappointment at not being able to visit the inter-species your neighbors. The thing is that you have no idea how much work goes into a game until you try making one. Every option you give a player multiplies the workload, so I had to keep the scope of the game reasonable or I would have never have finished it.

Anyway, thanks for the feedback.

Scratch

Posted by Scratch 2 years ago Report

Oh yeah I can't imagine the programming when you're talking about multiple possibilities/pathways. I just liked the idea of them being tutors and digesting a student for parent's nonpayment...

Well I kind of disagree; I think players will still want to see the full content. In fact getting to the end would be a reward for surviving. If it was just done in a gamey way (like insinde minigames) rather than giving the player free choice, of course, so that they want to win to advance to more content. It would add to replay and make it a bit more of a challenge rather than just finding the right puzzle pieces.

For example, the goat kid pulling you in with him if you tease too many times and don't get the jelly location. I think it would add a bit to immersion too. Just my opinion though, I can understand if if works better as a kind of interactive story.

juicefox

Posted by juicefox 2 years ago Report

Well, I'm speaking to my own experience. When I play a vore game, my goal is to see as much vore as possible. So I act in a suicidal manner so that I don't miss anything. In my opinion, fail-states only really work when they are unrewarding. But, if the best content is hidden behind them (ie. the vore), they are no longer fail-states. Instead, they become the player's goal, and the whole game becomes a theme park where the fail-states are the main attractions.

Most vore games follow this design, and I understand that many (maybe even most) people prefer it. But my goal in this game was immersion. And, to me, there's nothing more immersion-breaking than being forced to act in a stupid/suicidal way to unlock content and save-scumming to avoid the consequences my actions.

Scratch

Posted by Scratch 2 years ago Report

The problem is that I did the same thing in your game anyhow (exhausting every possible route/combination of choices), and was still rewarded. And it did seem a little suicidal looking into people's windows like that : D I would argue that since vore seemed so common in the story it actually felt less immersive to me that I never had any threat of being eaten.

I guess I'm biased towards playing Zork games, where dying happened a lot (in a lot of amusing ways too). I don't think it deemphasized the initial attempt to win the game but it was definitely worth playing through the game to find them.
One of them was jumping off of a ledge, and finding out the whole world was being supported by a collosus (who's ear canal you were in), falling for hours past his body and finally into a pit of lava infested by giant slugs...

I'm not saying there should be an eat me option for every character (which would result in unnecessary side scenes), just that it becomes a possible outcome as a fail state at certain junctures. It would make it more 'gamey' to boot. At least, I would do it that way myself (I'd like to look into these actually : ) )

I respect your decision though; it did add to the characterization of the main character, in that they weren't constantly expecting to be/fearing being eaten, and kept focused on watching others. Avoided the pitfall of senseless willing prey.

As far as losing the character point of view if they are willing, you could always have multiple character first person (jump from one to another). You could always switch that up to and make it actually hard for the player to get eaten (make it the progress of the whole game, doing other tasks to get to that point). Just thinking...

juicefox

Posted by juicefox 2 years ago Report

I see your point, but I still prefer this kind of design. My justification for the player character not being eaten is that you are too big and you have antlers. In my world, predators prefer to go after easy prey (ie prey that is small enough to easily swallow). In my world, deer are generally safe when they reach a certain age, unless they are runts like your brother. The point of Farewell Feasts is to remove runts from the genepool before they reproduce so that herd is stronger overall (survival of the fittest and all that).

As for your idea of changing perspectives, I think it's actually a very good idea. I actually really, really like it. One of my other problems with fail-states in vore games is that you have to reload a save to continue, and the consequences of your action are erased from the game world. But with multiple characters, the consequences of vore can be permanent. How cool would it be if one of your characters is eaten and, as a different character, you find out how their friends and family react, or chat with the predator while they are digesting them. There is SO much you could do with this design. I love it.

juicefox

Posted by juicefox 2 years ago Report

Oh, oh! Imagine that you get a party of five characters, all friends and each with their own goals, and one or two of the characters are preds, and the NPCs react differently to you depending on if you are pred or prey! This idea is actually really exciting!

Scratch

Posted by Scratch 2 years ago Report

Sounds like fun : D You could hold onto a guided sequence to avoid multiplication, then just move from one character to another. Would be a fun way to see the vore from both perspectives. You could work out some fun puzzles involving multiple characters.

Ah I see, I like that you have a hard limit on the character being prey due to their antlers. ie some prey are safer than others (heh and some are not, which also played out : ) ) It was a nice balance.

juicefox

Posted by juicefox 2 years ago Report

It's a really cool idea. But, now that I've thought it through, I think it's WAY too ambitious for me. Thanks for sharing your ideas with me though.

Scratch

Posted by Scratch 2 years ago Report

Ah I'd be happy just to see another one like this, your writing's always a treat : )

Strangely the editor seems to work on my mac so I might look at this myself. Like I said I kind of developed as a writer (first stesps) a lot through text adventures so I have a soft spot for this specific style of it (CYOA doesn't quite have the same feel). Mapping out those kind of flows would be fun I just need to look at the coding requirements.

juicefox

Posted by juicefox 2 years ago Report

You really should have a go. It's a lot of work, but it's actually pretty fun figuring out how everything works, and inventing clever ways to work around the (many) limitations of the game engine. Check out the links I gave to SenpaiVore (below). The youtube tutorials will give you the basics, and the quest page will give you more specific instructions.

And, yeah, I like adventure games much more than CYOAs too. To me, the fun of games is in exploring and discovering how the world fits together. And exploration isn't possible in CYOA.

Though, I must confess that I never really got into purely text adventure games (they died out before I started playing games, and the parser confused and frustrated me). But I'm a HUGE fan of point-and-click adventure games, especially the LucasArts games. That's why, in my game, I used the parser as little as possible, and eliminated fail-states.

Scratch

Posted by Scratch 2 years ago Report

Heh the only lucasart I managed to play was buggy (you had to click at an exact moment to advance) and had all kinds of death. Think it was one of the ones drawn by don bluth.

I had an idea: center the plot around a delivery service for preds. You goal would be to put together enough money from deliveries to buy your date a meal, otherwise you become one yourself. I was thinking of one 'leg' where you could ask someone to cover for you (kind of sneaky like 'here's the address I'll pay you back later') and switch to that point of view (so the player would want them to be eaten in order to advance the other main character's plotline).

Thanks for the tutorial video links!

juicefox

Posted by juicefox 2 years ago Report

Sounds neat. If you manage to turn your idea into a game, I'd love to play it.

juicefox

Posted by juicefox 2 years ago Report

Just out of curiosity. If you were to design the interior of the inter-species neighbors, what kind of things would you put in it? What would you want to see? What would you want to ask the inhabitants about? What would you want to do (that does not involve getting eaten)?

Also, have you started experimenting with Quest yet? I'd love to hear about any progress you've made with that idea you had. I enjoy talking with you.

Scratch

Posted by Scratch 2 years ago Report

Well my writing always focuses around vore so that is what I'd be looking for (not just to get eaten but things that have to do with being eaten). I liked your TV stations. You could add books or photoalbums or diaries that the character could pick up and read (good place to put clues for puzzle pieces and flesh out characters).
But most of the components exist to further the puzzle so outside of more complete descriptions (which can bog the game down) I'm not sure what to add. I'd be more inclined to think about puzzle pieces and room strategies and using stuff that added to the game.
Like having a closet you can sneak into/bed to crawl under if you need to spy on someone for some reason (though you have that mechanic already).
I dunno you did a good job with this! I can't think of how I'd do anything differently other than use my style of writing or something (I'm so rusty right now I'm not even sure how I'd write; can quest be done in past tense? I like how it prints a log so you can read over it like a story)
I built a few rooms with the online editor (The mac software was actually squiffy for CYOA), it's fairly simple. I think I'm stuck on the design of my game, I was thinking about having fuel considerations (you have x amount of gas to use in your car before you have to ride the bus, which is treacherous) and cash considerations so you can choose an ending depending on how well you did. That then requires some multiple paths when it comes to character choice (I'd have things you could do in each 'mission' that could improve or reduce your score; if you jump to another character for the vore it would depend on how well you respond to the customer in a series of dialogue/action choices and maybe having some doodads to pick up that would unlock 'bonus' conversation pieces for extra cash; like you pick up a bottle of barbeque sauce before you head off to one place and offering it to the pred gives you an extra $5 tip).
I haven't gotten into the scorekeeping dynamics and obviously that's a really complicated kind of game. I don't have writing time much, but it is kind of monkey work if you have everything planned out.
My main block is just figuring out how willing/unwilling I want to make the world. Should I include characters who have been forced to offer themselves as prey? It could be interesting to have a choice (keep it to two to be simple) when you head out about who you take as prey, but then it brings up moral issues. Dunno; you have a great touch in that respect with your worlds.
I was thinking also that this would work well as a pure mystery solver. Your approach of having the character simply prepare for dinner, nothing wrong with it of course but it kind of killed the gameplay once dinner started and it was a bit guided (something you were told to do vs necessarily wanting to do). With a mystery plot (something basic like 'who ate my friend,' or 'my friend left a lockbox and got eaten and I need the key' or a hangover 'who did I/my friend eat at the party last night?') That way you would have a curiosity component to the gameplay beyond just 'what happens next when I complete this task?' Though again the first part of the story did have plenty of mystery and puzzle solving.
One thing I'm not clear on -- the zork games were neat to me partly because they were true interactive fiction. At least the one I played, if there was something mentioned in the two-five paragraph description of a room you could actually do things with it. It seems like with quest if there's an interactive object it separates from the description which makes things a little more distinct and gamey, I'm not sure though I need to look into it more.
I'm busy lately and fairly reclusive, not writing much at all. I'm kind of at a point where I'd like to get some reward out of writing; this and the response you got kind of ignites my interest. I like game theory; I know it's way more engrossing to play a game, especially a guided one, than a story. Stories are almost like snapshots or idea sketches in comparison.

juicefox

Posted by juicefox 2 years ago Report

This conversation is getting out of hand, so I'm continuing it through PMs.

Werewolf-Hero

Posted by Werewolf-Hero 2 years ago Report

Thanks for leading me to that sight.

SenpaiVore

Posted by SenpaiVore 2 years ago Report

Played it. Amazing. Would love to play more like it.

juicefox

Posted by juicefox 2 years ago Report

Thanks! I'm glad you enjoyed it.

SenpaiVore

Posted by SenpaiVore 2 years ago Report

I'm looking to make a game as well. Any advice more tips you can give?

juicefox

Posted by juicefox 2 years ago Report

Well, the first thing to do is look at tutorials. If you're using quest, some dude made a video series covering the basics (link: https://www.youtube.com/playlist?list=PL38B91F04663EE7A2), and there are more detailed instructions on the quest website (link: http://docs.textadventures.co.uk/quest/). Then, you should make a practice game just so you can figure out how everything works. And, when your ready, scrap the practice game and get started on the real thing. Also, I personally found it helpful to make a rough map and list of characters and events before starting the real thing.

Just a warning in advance. Games are an UNBELIVABLE amount of work, even text adventures. So you'll have to be very patient and dedicated if you want to complete one.

noego

Posted by noego 2 years ago Report

I had a ball after I figured to 'knock door' instad of 'knock on door'. Thanks!

juicefox

Posted by juicefox 2 years ago Report

I'm glad you liked it. And, yeah, I made the game assuming that most people would click commands rather than type them. I would have eliminated text input altogether if it weren't for the limitations of the game engine.

noego

Posted by noego 2 years ago Report

Ha! I didn't even notice there was stuff to click.

Lucky

Posted by Lucky 2 years ago Report

Pretty cool game!

I got stuck trying to figure out how to get people to help with the ladder, but it's a very cool interface!

I hope there's a way to rescue Michael, it's a shame he's being killed against his will. I think I would be more okay with it if the player character could take his place or something.

Very cool game though! I may have to try and make something myself with this engine.

juicefox

Posted by juicefox 2 years ago Report

Unfortunately not. And there are no pred/player scenes. And the ladder is the last item you get before the jelly so you should focus on other things first. Like giving away the pink pink panties if you haven't already.

Lucky

Posted by Lucky 2 years ago Report

Nope, already did everything else, I think. Only thing I have left is the plunger and the DigestAids.

juicefox

Posted by juicefox 2 years ago Report

Well ... those DigestAids might be useful to a predator. Can you think of a predator who needs help digesting something?

Lucky

Posted by Lucky 2 years ago Report

Sure, it's Leona. Getting past that locked door is the issue.

juicefox

Posted by juicefox 2 years ago Report

It's not Leona. Just try giving the DigestAids to all the predators until you hit the right one.

Lucky

Posted by Lucky 2 years ago Report

Oh man, I'm a dummy. I totally forgot about Matt. Haha! Very cool game. It was linear enough to keep the player on track and all the pieces fit together well. I will definitely check out anything else you make. : 3

juicefox

Posted by juicefox 2 years ago Report

I take it you were able to finish the game. And thanks! If you make a Quest game, I'll definitely check it out as well.

Kila

Posted by Kila 2 years ago Report

Do you have to log in to download this? Cause i don't see a download button.

juicefox

Posted by juicefox 2 years ago Report

Keep on looking, because the download link IS there. It's on the right.

Kila

Posted by Kila 2 years ago Report

Found it...they make it incredibly small.

juicefox

Posted by juicefox 2 years ago Report

Yeah, the website has a LOT of issues.

Kila

Posted by Kila 2 years ago Report

Game was great, would love to see another like it from pred perspective

silverspec

Posted by silverspec 2 years ago Report

Great game. Who knew indirect vore was pretty nice.

juicefox

Posted by juicefox 2 years ago Report

Yep, I LOVE implied vore. For me, things are more vivid when some details are left to the readers imagination.

Zeigwolf

Posted by Zeigwolf 2 years ago Report

That was a cute game~

TETRO

Posted by TETRO 2 years ago Report

This one was awesome! It had more linearity than your last text adventure games, and that actually kept me more intrigued throughout. It was a lot like ready a regular story someone would write on this site, but the ability to walk around, look at the scenery, and explore some sub-plots really fleshed it out. Really nice!

Advice for anyone playing this: download the desktop version if you can. The browser version of this system is always really buggy. Plus, the desktop version runs MUCH faster.

juicefox

Posted by juicefox 2 years ago Report

Wow! Thank you SO much! It feels good to hear that people appreciate this kind of game. I realize that most people probably prefer a more "theme park" kind of design, but I like the old adventure game design. Exploring a world and examining all the details and figuring out what's going on, I LOVE it when a game lets me do all that for myself.

Oh, and I think you may have me confused with someone else. This is the first and only game I've made.

marader4

Posted by marader4 2 years ago Report

Are there any scenes with multiple versions? I finished it and had some fun, just wish some of the bathroom stuff could be seen in action ^^. Liked the tv scenes, and how every house had something different.

juicefox

Posted by juicefox 2 years ago Report

Unfortunately not. Alternate scenes are really hard to program (every variable multiplies the workload). So, if you made it to the end screen, you should have seen most of what the game has to offer.

bigboy1992

Posted by bigboy1992 2 years ago Report

How do you help Matt?

juicefox

Posted by juicefox 2 years ago Report

You have to do a lot of others things before you can do that. First, you have to give away the panties (type "give panties to X" in the command bar). Everything after that is pretty straightforward.

Cho-Ran

Posted by Cho-Ran 2 years ago Report

got stuck fairly early on trying to figure out what to use on what (I'm assuming I just overlooked something or used the phrasing slightly off) but decided to quit mostly because I felt too bad for the prey characters and found nothing endearing to the preds really, though the setting is rather original so props for that!

I also want to applaud you for making it feel like an interactable short-story rather than a generic point-and-click game.

juicefox

Posted by juicefox 2 years ago Report

Fair enough. And thanks for the compliment. Though I'm not quite sure what you mean by "generic point-and-click game".

AlekSavarov

Posted by AlekSavarov 2 years ago Report

This was quite fun! I played online so there were a couple of bugs, but it didn't really bother me and it's clear you put some time and attention into this. Good job!

(Side note: I've played through the whole thing a couple of times, and unless I'm missing something, I'm not sure why there's an M/M tag here?)

juicefox

Posted by juicefox 2 years ago Report

Thanks. And, yeah, you're not the first person to make that compliant. Although there IS one very brief moment of M/M vore, I can see that people looking for this kind of content would be disappointed with my game. So I think I'll remove that tag.

Ckb123

Posted by Ckb123 2 years ago Report

There's no way to download this stuff on an iPad no?

juicefox

Posted by juicefox 2 years ago Report

Sorry, can't help you. I don't own an ipad or iphone, so I don't know how either of them work.

wiseguy288

Posted by wiseguy288 2 years ago Report

I liked this, it was a lot of fun ^^

Neznamy

Posted by Neznamy 2 years ago Report

I tried to download it because the website is terrible, but all it does is keep making copies and keeps asking me to save the download. All and all from what I was able to play this is great.

juicefox

Posted by juicefox 2 years ago Report

I'm not quite sure what the problem is. To play offline, you first have to install the Quest program (link: http://textadventures.co.uk/quest). Then, you save the game file to your computer (link: http://textadventures.co.uk/games/download/yu7o_tnk7eewkgjb-f9mkq), and then you just double click the file to run it.

Neznamy

Posted by Neznamy 2 years ago Report

I fixed it! Well not really I just downloaded it to my other computer because my laptop is being a penis again.

juicefox

Posted by juicefox 2 years ago Report

That's good to hear. I hope you enjoy the game, now that you can play it properly.

Super57s

Posted by Super57s 2 years ago Report

Well now to try this out. Could be fun and interesting to try out. Loving doing this stuff :D

Super57s

Posted by Super57s 2 years ago Report

Well then. That was, something very interesting and different. Quite quick when you get the hang of the game. Kinda sad you can't save Micheal. Would be interesting to see what would happen if you tried. Lol. Good game nonetheless man!

juicefox

Posted by juicefox 2 years ago Report

Thanks, glad you liked it. And, yeah, a few people have wanted to save Michael, but that would have been a lot of work. Plus, if I ever make a direct sequel, it's better to have a single canon ending.

Super57s

Posted by Super57s 2 years ago Report

True. Well, if you ever do have a sequel in mind. I sure hope it'll have much more interesting things to interact and mess with. :D

WolfBrother

Posted by WolfBrother 2 years ago Report

Quite entertaining. Only wish is that you could cause Leona to eat you

Indighost

Posted by Indighost 2 years ago Report

Very nicely done, the scenes and writing has excellent quality. Not quite my preferences but everything is laid out in a professional way and it gives an overall very nice idyllic atmosphere.

juicefox

Posted by juicefox 2 years ago Report

It's too bad that it's not your kind of thing, but I'm glad that you gave it a go anyway. Thanks.

VelveteenDreams

Posted by VelveteenDreams 2 years ago Report

Nice job. Well made, good progression, simple scenes that were nicely written, and the one's with vore were very hot; the only complaint is that it's SO fucking mean-spirited that it's hard to get into it. Ended up spending too much time feeling sorry for all the prey characters. Otherwise, I liked it.

juicefox

Posted by juicefox 2 years ago Report

Unfortunately, I think that this is just a matter of preference. I prefer unwilling vore with prey who "don't deserve it" because I can't relate to prey who are willing in a fatal context and "do deserve it". I take the prey's perspective exclusivesly so I'm more interested in making these characters sympathetic so that I can project myself onto them. Consequently, the preds and the people who enable them tend to be quite callous.

I'm glad you were able to enjoy the game despite our differing preferences though.

VelveteenDreams

Posted by VelveteenDreams 2 years ago Report

Well you could say that about anything in a story/game, really.
I never said I don't like unwilling 'don't deserve it', so it's not right to put words in my mouth. I DID say it had a very cruel tone to it. The fact someone literally cums off tasting someones tears kind of speaks for itself.

juicefox

Posted by juicefox 2 years ago Report

Sorry, I didn't intentionally put words in your mouth, I just misunderstood. And, yeah, that is pretty over the top, but that was intentional. Personally, I think that, if fatal vore existed and was socially acceptable, it would be kinda terrible, and the people who perpetrated and enabled it would be kinda terrible people. So, to make the setting believable, I clearly demonstrate the horror and unfairness of fatal, unwilling, "don't deserve it" vore. But I can see why this kind of depiction can really put some people off.

Comment deleted by its author.

VelveteenDreams

Posted by VelveteenDreams 2 years ago Report

That's fine, not like I don't like things like willing more, not that I still don't like unwilling and full perma digestion either. And not like it wasn't easy to misinterpret what I said. But I enjoyed this interactive for a good few reasons and I stick to that.

I don't doubt your reasons for writing your own story that way either. Personally, I'm just a voraphile, not a sadist.

juicefox

Posted by juicefox 2 years ago Report

Fair enough.

Arta_Shrike

Posted by Arta_Shrike 1 year ago Report

Just found this. This was adorable. It was of reasonable length and straightforward, although towards the end it did have a bit of a matter where I found myself talking to everyone at the table to see which one would tip the flag to progress the story (then again, I do have a tendency to try and read as many dialogue lines as I can, so take that with a grain of salt). I was a *little* disappointed that there were no scenes for the main character to vore anyone, and I was a bit befuzzled by Annabelle: the door was locked with the occupant afraid of her imminent return, but when I unlock the door she's already in there? Minor point, I know.

I also love the little background details you threw in - like the facebook messages that were completely missable but added to the mood, and the prey-rights-advocate hyena girl with her dark little secret. Even though that one's explicitly mentioned by Matt later on, it's cool how you can pick up on what happened if you're paying attention to the clues. The dinner scene was very well written. And one last point, I found it hilarious how Annabelle casually denies eating any of the rabbit kids because she's an herbivore...RIGHT AFTER you walked in on her swallowing one.

Overall very well done. Know this is a bit late, but thought I'd drop my feedback anyway! Keep up the awesome!

juicefox

Posted by juicefox 1 year ago Report

Wow! Thanks! This really means a lot to me. I was very discouraged because most people don't seem to like the kinds of things that I do and were simply not interested in the kind of game I was trying to make. Personally, I LOVE it when games let me discovering things for myself and use my imagination to make connections, and I'm glad to hear from someone else who also likes this kind of game and enjoys my sense of humor too!

As for the the Annabelle door thing, what I imagined was that, when she got back home, she used her own key to unlock the door and relock the door so that she can eat without interuption. But, I can see how this might not have been obvious to players, and I really should have put an extra bit of text after the player leaves the bathroom saying something like: "As you exit the bathroom, you see the bedroom door shut and hear a lock click."

And, with the Farewell Feast, you make a very good point. Actually, you only have to talk to everyone during the greeting phase, when the Thompsons first arrive (I did this because I just discovered how to use counters and I wanted to try them out on something). During the feast, all you have to do is eat to progress to the next phase. This is inconsistent and I can see how it would confuse players who JUST learnt that they can progress by talking to everyone when, in fact, the greeting scene is the only part of the game where this is true.

Again, it's really nice to hear from someone who appreciates the kind of game I was trying to make. Thanks!

PS: After the feast was over, did you leave the house and look through the people's windows? And, did you retrieve the ladder before going to bed? I ask because some people quit the game right after the Feast, and I just want to make sure you didn't miss anything.

Arta_Shrike

Posted by Arta_Shrike 1 year ago Report

I did, actually! I will say that, on my first run, I thought the game was over after the family photo, so I went upstairs to change into my pajamas, but I wasn't given the option, so I went out walking the streets and found the rest of the game. (The game was well-written enough that I didn't think it would peter out without so much as a THE END)

I did check in the windows a few times, however, after leaving my previous comment, I was skimming through this very comment section and found that I had missed a few scenes, particularly the one where you check the Shepherd's window after returning the ladder. I had also missed Mrs Jones revealing the eventual fate of Sophie Grazeley. Also, on my second run, I managed to put together what was implied when Matt had mentioned failing to return mail addressed to the Jonses. That had completely gone over my head the first time. Love those little "A-ha!" moments

Yeah, I hear you there - it can be more than a bit annoying when you make "thing," show it to people, and they ask "why didn't you make 'different thing?'" As though that's a criticism and not a dismissal. My sympathies. I'm glad I can encourage you, because this game really was my jam.

juicefox

Posted by juicefox 1 year ago Report

I'm glad to hear you found everything. Listening in on Mr and Mrs Thompson's Farewell Sex was my favorite part and I'd hate for people to miss it (just to be clear, you have to listen to the window multiple times in a row to hear it all). I can't actually remember what Mrs Jones revealed about Sophie Grazeley, it's been a while since I worked on the game. But I'm glad you appreciated the game for what it was. I felt really down when I saw that most people would have prefered a different kind of game, the kind of game that I'm not interested in making. But, hearing from you and a few others makes me feel like all my effort was not a total waste.

It's unfortunate, because I wanted add more to the game. But the kinds of things I'm interested in adding, I think very few people would be interested in seeing. Like, I thought about adding an ask feature so that you can ask people what they think about their neighbors and other things. I thought about adding Michael's phone as an item in the endgame, so that you can see the kinds of things that Mr and Mrs Thompson sent him leading up to the Feast. I also thought about adding extra dialogue to the Farewell Sex after you retrive the ladder. I even thought about adding an interior to the Joneses house so that you can meet their kids and see what's going on. But all of this would be a LOT of work, and I don't think many people would care about these things. All that effort doesn't seem worth it when there are so few who would appreciate it.

Sorry for being so negative. It just really hurts when you put so much effort into something, only to find out when it's done that people are not interested in the kind of thing you were aiming for. Which is why comments like yours mean so much to me.

Arta_Shrike

Posted by Arta_Shrike 1 year ago Report

Thanks for letting me know I had to listen to the Thompsons multiple times, I admit I had missed that! Hee hee, very entertaining. I seem to keep finding new things with each playthrough. It helps that the game is relatively short, and easy to navigate once you know the critical path.

And you have my deepest sympathies. All art is a battle between what you want to do and what's possible. I admit that I would have been all over something like an ask feature, I remember using such a feature in the Spy Fox games (if you're at all familiar with the Humongous Entertainment kid's games) where you could pick up clues that you could ask literally any character about, and even though only one or maybe two characters needed to be asked, every character would give a unique reply that would tell you something about themselves or the world. I went wild with those.

But on the other hand, I remember an old adage about art: "You aren't finished when there's nothing left to add, but when there's nothing left for you to take away." I know I would have loved those features, but like you said, they would have been a lot of (unpaid) work for relatively little payoff, and even if they would have given the game some extra charm, they might have made the game less tight and cohesive overall.

I guess I'm writing this to try and encourage you to take pride in what you made. And while I know it hurts to see people just not taking to it, even that can be a learning experience. Either way, I'm watching you now, and I eagerly await whatever you produce next. <3

juicefox

Posted by juicefox 1 year ago Report

Yeah, I know you're right. Once a project is finished, it's best to learn from the game's shortcomings and move on, rather than making endless improvements that most players are not really interested in. I DO think that an ask feature would have added a LOT to the game. The limited dialogue system (giving only one or two responses for each NPC) was too restrictive and a lot of details had to be left out. Like Mrs Shepherd's contempt for her Grazeley neighbors and her attitude that they wouldn't be so poor if they had fewer kids VS Mr Grazeley's attitude that it is a bad idea to put all your eggs in one basket (which, given what happened to Toby, is a quite reasonable attitude to take). These details and much, much more had to be omited from the final game because I was still learning how to use Quest as I made this game, and I didn't know how to implement these things till late in development.

And, although I'm still very reluctant to put effort into another vore project, you comments are encouraging. And, even if I never make another game again, your words make me feel like my effort in this one was not wasted.

Gutswimmer

Posted by Gutswimmer 1 year ago Report

This game (and indeed, most of your work) made me realize how erotic effective world-building and foreplay could be. Businesses and products, cultures, and the whole of society revolving around what is essentially perfectly justified murder create a setting in which this one family's ritualistic sacrifice of a beloved brother and son is treated with the same ceremony as we might treat a retirement party. This young man and other young men amd women like him, with hopes and dreams and hobbies and achievements, are being reduced to a chubby hyena woman's next fat bowel movement.
And they celebrate it.
Your skill in creating this world, this voracious society in which friends and family encourage this voracious ceremony with almost complete acceptance makes this one of the best erotic works I've encountered in a long time, and I desperately hope you have more in progress.

juicefox

Posted by juicefox 1 year ago Report

Thanks so much! Comments like this mean a lot to me. Not many people appreciate this kind of thing and are only interested in the physical act of vore, which doesn't interest me. I'm more interested in everything surrounding the vore; the constant fear of the prey knowing that their futures can be very quickly decided by preds, the dread of a targeted prey leading up to the eating, the inevitability of it no matter how hard the prey tries to escape, the society that makes the vore possible, etc.

Unfortunately, although this game was fun to make and I see a lot of room for improvement and elements that I would like to add to it, the response has dampened my enthusiasm. Because, although you and I might love this kind of thing, I think it's a disappointment for most people. And it's hard to stay motivated when you know that, even if the product turns out exactly as you would want it to, it will still be disappointing to most people.

But thanks for your kind words. It feels good to know that there are people who appreciate this kind of thing, and the effort I put into this game was not a total waste.

Trebortron3

Posted by Trebortron3 8 months ago Report

I'm very late to this, but just played it and absolutely loved it! The interaction with Toby was a particular highlight for me!

Sadly, I didn't heed the warnings of the website. Got to the red currant jelly and then I'm pretty sure the game messed up, because it told me to go get changed and then I couldn't do that (I presume it's interacting with the wardrobe upstairs?). After that Mother just kept asking for the jelly. I'll try actually downloading it and seeing if I can get any further.

In any case, wonderful stuff!

juicefox

Posted by juicefox 8 months ago Report

I'm really happy to hear that and I hope you can see the rest of the game after you download it. I personally think the stuff after the red currant jelly is the best stuff in the game.

Trebortron3

Posted by Trebortron3 8 months ago Report

Thanks, I look forward to getting to that! Just to confirm, I'm right in thinking that after Mother tells you to get changed, you head up to your room to interact with the wardrobe, right? Just so I can make sure it's working properly after downloading

juicefox

Posted by juicefox 8 months ago Report

Yep, that's right. Tell me what you think when you've finished the game.

Trebortron3

Posted by Trebortron3 8 months ago Report

Finished it now, absolutely brilliant! I loved the little touches like the Facebook page, the carrot and the family photo. The idea that they'd all sort of tricked themselves into thinking he was willing was inspired!

I hope you enjoyed putting that together, it was really fun :)

juicefox

Posted by juicefox 8 months ago Report

It makes me very happy to hear that. This game is not to everyone's taste, but hearing from the people who enjoyed it makes all the effort worthwhile.

Btw, did you look through all the windows at the end, particularly the hyena family's. That was my favorite part.

Trebortron3

Posted by Trebortron3 8 months ago Report

Haha, absolutely! I tried to go into the house at first, saw the window and thought to see if I could get the ladder. I thought the point of Leona offering to help you get the ladder was that you could take it to the Thompson house, but obviously it was not to be XP

But yes, a very fun set of exchanges listening to them, haha. Really ticks all of my boxes ^_^

juicefox

Posted by juicefox 8 months ago Report

Oh, I just had Leona help you return the ladder to tie up a loose end. If I made a sequel, I didn't want the goat family to remain oblivious to your knowledge of and apathy towards Toby's digestion.

I actually considered adding content, including the interior of the tiger-mouse couple's house, and allowing you to go into the Thompson home as well (the house was only one storey, so there was no need for a ladder, though if you go back to the goat family after returning the ladder and look through the window, there's a couple extra bits of dialogue). But games are a lot of work, so I'm reluctant to try again. Think I'll focus on stories for now.

Trebortron3

Posted by Trebortron3 8 months ago Report

Oh, don't worry, I did return to the goat house and get all of the dialogue there, haha! And yeah, fair point about the Thompson house.

As for the effort that must have gone into this, I can fully understand your reluctance to go through that again. I'd say unless an idea really takes you, it's probably not worth the effort. I did a bit of a similar thing where I started working on a (non-furry) series of stories and planned to make it really multi-media and somewhat interactive - I went on some supernatural forums under fake usernames and posted about the characters from the story to lay breadcrumbs, started a Youtube account for the protagonist, planned a comic to be drawn up and submitted by one of his friends. But in the end, I'm probably not going to finish that, because the effort all of that took could also be 10 or more normal stories which I could be just as or more proud of. Got to pick your creative battles, I think!

(Not got around to reading your most recent story yet, but while I'm here I want to say I love The First Time! Got strong vibes of that from this game too, it seems to be a type of interaction/society you do really well!)

juicefox

Posted by juicefox 8 months ago Report

Glad to hear it. The setting is my favorite part of vore. I like stories that ignite the imagination, suggest more than what is on the page and lets the reader use their imagination to fill in the blanks, and imagine the things that are only hinted at.

I think you'll like my newest story. Hope Park is actually a location I had intended to add to this game or a sequel. You'll find out about that place in the latest story. Tell me what you think of it when you get around to reading it.

Trebortron3

Posted by Trebortron3 8 months ago Report

Just read it, and it's another lovely story! Middle-aged male preds are far from my favourite, but you won me over in the end!

The concept of the Hunting Hour is a great one, like a vorish Purge, and I like your approach to it in the prey self-defence classes and the sheen of civility over everything.

"Hope Park" is delightfully ironic, and I can see why you'd considered it for the game. Gotta get me more of that wolf woman ;)

Oh, and out of curiosity, can I ask about your decision to essentially skip over the 'main event' and then cover it in a sort of flashback summary? It worked fine for me, but I wonder whether it was your plan all along or a decision you made while writing?

juicefox

Posted by juicefox 8 months ago Report

It's hard to explain. I just find it hard to write the "main event" in an interesting way. To me, a prey's story ends as soon as the predator catches them, and everything after that is just waiting for the inevitable. Once the prey is in the preds stomach, they are no longer able to affect their situation and the outcome is the same no matter what they do. In other words, they become irrelevent to the story, and it's hard to make an irrelevent character's perspective interesting.

Therefore, it would be easier to write the "main event" from the predator's perspective but even this can be difficult to make interesting. Stories are interesting when characters overcome obstacles to accomplish a goal, and the predator has already accomplished their goal. All that's left is for the predator to enjoy the fruits of their victory, and there are no obstacles in the way of that, so it's not very interesting to me. There needs to be some form of drama to keep a story interesting to me, and there are none here. No challenge, no peril, no conflict, nothing. You're just watching a character getting off, an outcome which feels as inevitable as the prey's digestion. So again, you're just waiting for the inevitable.

I find it more interesting to skip the "waiting for the inevitable" parts and let the reader's imagination fill in the blanks. I know that it's not what everyone prefers, but it's what I prefer as both a writer and as a reader (I generally skim through or skip over the "main event" because it's always the same).