Hi, wanted to say, started game - it is cool for now though I have 1 suggestion and 1 bug already found.
So suggestion first, add save game possibility at start of mind maze with pushing puzzle - you might laugh but i accidentally locked myself and needing 10 more minutes again just to start is annoying,
Bug - one of bandits is blind (edit - ok their blindess is random XD)
Interacting with the bathing bandit a second time causes this error. Also as Jullia when first waking up in the cell I could trigger the barracks scene when interacting with the cell bars
Really really like where this project is going. Some initial thoughts after playing chapter 2 and replaying the first two chapters.
Art
Itâs amazing that you brought some artists on board for this project. Their art is great so far. The only criticism I have is Julinaâs eyes are a little too big/buggy for my tastes, but all the other portraits are perfect.
Gameplay
Loved the puzzles/challenges this chapter. Especially the last one. I love spot the difference games personally lol and round 2 had me scratching my head for 10 minutes. The introduction of vore and vore attacks was awesome and well done. Canât wait to see more. Really loved the comments Julina makes as her prey struggles. I see you toned down the difficult of enemies. I personally think it was a little too easy now and would love to see it slightly more difficult. I blew through the bandits the first time this time and the slimes were laughable. The wizardâs fight was good though. I was on the verge of dying, but didnât. More fights like that. The thiefâs abilities cost too much rp imo. I rarely got to a point where I could use them and didnât think anything was worth it compared to double slash.
Writing
Definitely getting better and the characters are coming more into their own. The thief is still a little too close to Renee if you were trying to differentiate her. Also like Evoria, Iâm not a big fan of how the ditzy fish out of water girl trusts the thief she just met so quickly, but you were dropping hints of the thief (so sorry I canât remember her name) hiding a secret, so Iâm hoping that builds a little distrust between them. Finally, I didnât like how the vore attacks just appeared from the start of the dream sequence. I wish you added a few lines of dialogue where Julina tries to attack regularly and it doesnât work and she reluctantly discovers she can vore the slimes rather than just having them immediately be available with no explanation or context. Itâs something small, but I think it adds a lot to scene
Overall, as long as you were as consistent as FOP I would totally be willing to support a Patreon. Especially if that meant more scene pieces. Again, I love the direction this project is heading and even if you didnât take a single bit of my niche criticisms, I would still support a Patreon.
So sorry everyone for the late replies! Been moving apartments actually so the last chapter was a bit rushed so I could get it out before I couldnât use my pc.
However, I will take every bit of criticism and suggestions to heart and see what changes I can make to improve my game for you all!
Thank you to everyone who played it, reported bugs and gave your opinions on the available content! ^v^
Finally played Chapter 2! I think this game has a lot of potential. I have two main concerns though:
Combat
It feels like combat is often too tedious - especially for this early in the game. If a few hundred damage points arenât enough to take out an enemy in a few turns at the beginning, Iâm a little worried about how combat will progress in the mid-late game. RPG Maker combat is quite unengaging by default, so if you want to keep people invested through your combat sections, you either need to involve more strategy or give the player tools they want to use.
Iâll also echo the sentiment that the abilities cost too much. You canât dispatch enemies quickly because of how little TP builds up in relation to the cost moves. If you want a big attack you end up spending multiple turns guarding. For backstab you have to wait multiple turns still before it lands. And thatâs if it lands. Waiting that long for a move only for it to miss is painful.
Gating healing behind a 25 TP move - that heals shockingly little - combined with the ineffectiveness of light potions, in addition to the first shop being gated until after your first boss makes you a few bad rolls away from starting an entire sequence over. I thankfully got through without a combat game over, but it was startlingly close. Perhaps this is intentional though, and that would be a valid choice. If not though, you may want to tweak the cost of healing and/or the availability of potions.
Story
For the most part Iâm interested. My one concern is: how long will it take to actually have human/human vore content? Will there be human/human vore content with our characters? Or will this be like Evoria where you avoid it canonically? This is something thatâs very important to state upfront and clearly, given you advertise this as a vore game and put vore in the name. People looking forward to human/human content w/ digestion will end up feeling very frustrated if you tease and never deliver.
I ask this explicitly because of the backstory cutscene. The Lady In Pink being evil from eating people points to this being a game where the main characters wonât eat people because theyâre supposed to be heroes. Is that going to be the case, or will there be some way our characters justify it? Will there be some sort of player choice involved here?
Misc.
I also wanted to comment on the intro. The first time I played the game back when chapter 1 was released, I accidentally softlocked myself in the boulder puzzle room. No way to move forward, and the way back was blocked. I had to restart the game, which meant watching the intro cutscene again. Itâs slightly frustrating to not put a save point before a puzzle and after a cutscene given the lack of a manual save system.
Hello! Thank you for your comments and sorry for the late reply.
Iâll to go over what you have mentioned but keeping it brief, so Iâll try to keep this brief to not be too overbearing lol
Combat is indeed tedious, I have learned that from many other comments. That is why I hope you, and many others, are excited to hear a rework of the combat itself!
I had accidentally overlooked some parts of the combat system, for example the fact that Backstab isnât a guarantied hit. Iâve also reworked some abilities and made the tp costs for many cheaper as well!
Not only that but Iâve also increased the healing done, since it is based on Julinaâs M.Atk stat it is not as flexible however. The potions however will (mostly) stay the same as other alternatives with other effects will be made later on. In addition to that, you will be happy to learn that Julina will be able to do more magic stuff soon, including healing!
Now, to keep your story critiques simple as to not spoil too much:
Chapter 3 will include human/human vore content which is part of the storyâs canon.
Finally, you arenât the first one to comment about being softlocked in the boulder puzzle room but you will hopefully be the last. Why? Because I added an in-event save right after entering the puzzle room!
Also, just to clearify some stuff about the saves themselves. As someone who regularly save-scums in games like those made in RPG Maker, mostly when it comes to tedious tasks, I hate save-scumming. That is why I implemented a in-game save system instead of an in-menu save system to limit the amount of saving and force the player to make their moves/choices more calculated.
Any who! Hope that cleared up some stuff youâve had about my game!
Sorry again it took long to reply, though I still hope you enjoyed your time player Konvorey!
I havenât tested this yet, but Iâm certain that if you donât play the fights right you can soft lock yourself out of healing items, since they you can actually get out-damaged in fights when you try to use a potion, which basically meant you only delayed everyoneâs turn.
Yes they donât have to heal you to full health, but theyâre almost not even worth using.
This is completely the opposite for some of the enemies; like the Drunk Bandit who can actually outheal your damage just from the RNG.
You hit them with 2 attacks and then they heal more than the damage you did.
Money is tight since there isnât stuff like random battles and the potions that you can buy are expensive, so the only way to earn it is by hoarding it and search every nook and cranny.
Some of the puzzles are also a bit on the annoying side. Some of the guardâs sprites for example arenât timed right during the sneaking section as an example. Got caught multiple times when they were clearly looking away from me as an example, with some of the guards being far to fast in my opinion as well.
The fire escape is also VERY tight on time if you donât do it perfectly.
Hello you all! Great news!
Just like the title says, Chapter 3 at long last has finally been finished!
Right at the end of my studies for my current uni course I squeezed in enough work to finish this along with a small playtest and, after a few changes, I hope I have everything ready for you all! You get two to three hours of magical action for your enjoyment along with plenty of new art throughout all chapters! More art, specifically for Chapter 2, will be added in a coming update.
*** DICLAIMER ***
Sadly I couldnât hold up my promise and ambition for this chapter on vore. Instead of Vore this chapter contains a lot of Lore instead. HOWEVER as compensation and along with the direction I was planning for this to go the vore will arrive in Chapter 4 instead. When that happens in my schedule I sadly can not tell, but as long as I donât have to retake any tests it shouldnât be too long.
To make a long story short, donât get your hopes up that much, but I still hope you enjoy the game as much as I liked making it!
If any of you encounter any bugs or errors, send them my way and I hope to fix them soon!
Anyways, enough of my yapping, time for you all to play Chapter 3, renamed to Mindception!
Have a lovely day/night/whatever time you have and I hope to see you again soon!
/DoodleDon
Thanks Doodle I appreciate it, I played update and itâs good for lore but I really tired to play O hope we will see more belly stuffing and weight gain. And thereâs a hunger bar at options when it will be ready?
Donât you worry, belly and stuffing will be right back up and running in the next chapter!
I just needed a baseline for future additions with the help of this chapter and the plan is more bellies going forwards c:
As for the hunger bar, it was actually in effect during chapter two and the slime spree. Donât you worry though, it will once again be used for the future of Konvorey!
The slime queen fight is insanely hard, I had to use all the items I had (3 light potions and 5 apples) and only won after like 10 retries with some lucky crits. I would not be surprised if it was impossible if you used a few items in the bandit boss fight. Am I missing something?
I have not gotten THAT in a while. It is supposed to be very easy with the changes I had made.
The only thing I can say is that you got unlucky with the RNG bad, sorry :c
Just want to check, the fullness menu is supposed to be empty during that fight? And youâre only supposed to have the Konvorey Hunger ability and thatâs it?
Hereâs my save file, I bet you thereâs no way you beat the boss within 5 tries
For some reason, I canât load up your save file. Is it a Mac-save because I only have windows :I
What I can tell you though, your fullness is certainly NOT supposed to be empty since the higher the bar the higher the stats you recieve.
Also, youâre supposed to have two other abilities when you level up, those being one that lowers the attack and defence of an enemy and gain health back from enemies youâve swallowed.
In other words, your copy of the game is somehow VERY bugged and messed up.
Will look into it now though! Iâll hopefully have a patch for it eventually.
So sorry you had to go through that, you are not supposed to suffer through that fight.
While bug testing some stuff with the hunger bar, I had forgotten to change the characterâs class! In the current version, theyâre using the stand-in class instead of the actual one!
I am so SO sorry, this is a total oversight at my part.
Will make a proper version of the game and send it over on Itch asap