I feel like this project has potential, but I have some gripes
Everything about the map feels too samey, to be honest. I can’t really tell where I’m going most of the time and the square map doesn’t help to the fullest potential it could due to it the small viewpoint it has and the fact that you have to use the option to pull it out and can’t move while doing so and without the map it feels like you can get lost really easily as everything feels to much the same. It just kind of feels like I’m wandering aimlessly.
It feels a little too lifeless if you get what I mean. The dull, often repeating wall textures and lack of events make things too dull, circling back to the wandering aimlessly it feels like you’re walking around with no purpose or objective, kind of waiting for something to happen. It’s also hard to run into any NPC’s, while I have run into some, it feels like they just vanish as I can never find them again. I understand the vibe was meant to be that sort of empty facility but it just feels like too empty.
It feels a little too confusing. I get the whole point of the game is to mess around and find out what happens but it feels like there aren’t any hints to what some things do or what can happen. I also don’t know how to find other features, like NPC’s interacting with other NPC’s, where protag weight gain comes into play, etc. As I said in point 1, it feels like you’re just wandering aimlessly, waiting for something to happen in such an empty environment it’s hard to tell where you’ve been before.
Again, this game has potential and I would love to see the idea expanded upon, pun intended. I also hope these critiques were understandable and if there is anything I am missing or not understanding, please correct me. Again, this project has great potential and I would enjoy seeing where it goes in the future.
I really, really like this, but I’m having some trouble: I was able to explore for some time with my first character, but every attempt since I keep running into Servi, who instantly convinces me to let them eat me. What stat do you roll against that with?
Yeah, a lot of the rooms definitely come across as better landmarks in concept than in practice, such as the pillar room or the central hallway.
I knew I didn’t want the player to be checking the map constantly (thus I made it a bit tedious to use), but I probably didnt put in enough effort into the system to make it actually work
the facility is probably too empty for its own good, if I revist this project in the future, I’ll probably add a more obvious cue that they’re nearby, since the currently the footsteps they make are too easily drowned out by the players. Additionally, consistently progressing being reliant on a single specific trait is a major design flaw
Currently the main (and only) way NPC’s interact with each other is by eating each other, there was plans for other types of interaction but I put those on the backburner so I could get this done in time for the jam, additionally there are art assets made for making a custom player sprite and having it gain weight (instead of currently where it is just states you gain weight in a fairly vague way) but again its implementation was cut to make it in time for the jam
All in all more things than I’d like were left on the cutting room floor to meet the deadline. this is absolutely a project I should definitely revist in the future
(in hindsight putting servi’s spawn location that close to the players was probably a mistake)
If you want to get past Servi more consistently I’d probably recommend investing in stealth to sneak past them, higher perception to prevent them sneaking up on you, or a certain advantage I wont name that nullifies their ability to convince you until they pack on enough pounds (and character points) to acquire the method to bypass it
You might also be able to stack the right combination of disadvantages to ensure they will fight you instead of trying to interact with you, but I don’t think its feasible to make that work consistently
Yeah… wanted stealth to be useful for npcs as well as the player, so it just kind of acts as inbisibility.
There are ques thats an npc is nearby (footsteps) but since I used the same footstep noise for the player and npcs and they play at the same time, if you are moving it means you cant hear it
I’m really into the horror vibes of this. I keep trying, but I only ever manage to see like 2 or 3 people, and usually Servi or Fel just immediately convinces me to let them eat me, and I’ve tried just about every advantage and it still happens. Speaking of the advantages, it’d be cool if we could get a descriptor for what they do. Like for example, I was sure Indomitable would prevent me from getting got by Servi, but it didn’t, so I’m not sure what it even does, and there are a few like that that I think could be explained to inform the players decision.
If you’re planning to continue working on this, I think I’d like to see a smaller map, and be able to see the map on the screen the whole time. I’ve gone through multiple runs and I still don’t think I’ve met every character. Gonna keep trying though!
my biggest complaint is that escape instantly closes the game. my fingers forget this whenever i think “i should open a menu”, and it makes the game essentially unplayable for me in a silly and entirely avoidable way
my other complaint is that it has too much infrastructure without any stuff to fill that infrastructure out. bit of a casualty of being a game jam game i suppose.
If it was orange youre probably talking about the decorations I meant to be a sort of lamp, if not I dont know what you are talking about.
As for the lack of goal
Hint: Find one of the npcs and win a fight against them
Answer: As the intro said, there are seven sophonts (obscure-ish word for sapient being) in the facility. To progress, become the last one standing. I’d recomend a certain advantage that makes it easier to locate people
Having no way to save a char and having to remake one each time is INCREDIBLY discouraging
Edit: this seems really nifty and I want to get into it, but I have no idea what I’m doing and not seeing some of the dice rolls and relevant skills makes it feel impossible to progress without slamming my head into things waiting for something else to happen. Small thing but it doesn’t help that I don’t like vore and that’s the only interaction in the current gain Jam version but meh that’s a me problem.
Yeah adding a save character option to the list of things I’ll try to add to the post-jam release
The manual I released post-jam should help in terms of the opaqueness department. If it doesn’t please give feedback on what you want clarified in it so I can improve it.
Yeah considering the central premise of the game, vore will probably always play a major role in the game, even the post-jam version I’m hammering out. If you dislike vore this game probably just isnt for you, sorry
It took me all of like 12 seconds to realize this was a port of GURPS and for that alone I thank you.
Some feedback:
I enjoyed coming up with several builds and strategies to beat the game.
Some explanation that when you first encounter a character you have fallen for them and that you are in danger of them convincing you to let them eat you would be appreciated. I’m basing this guess on experience with GURPS.
Having multiple personalities and styles to your rival sophonts was pretty great, and threw a wrench in several runs as I got further into them. I didn’t know he’d have a gun!
I think someone mentioned not seeing the dice rolls and what they are is frustrating, and I agree.
Steadily gaining character points and power is something I particularly love in games in general, and this one is pretty great in that regard, if not a bit fast scaling.
Enemy portraits changing based on how many they’ve eaten is great as an organic means to see their power.
Limits to the game jam make most skills seem useless, and my several hours slamming my head against Servi has not convinced me otherwise. I would recommend removing them given a choice in the future.
The game is a tense experience, edging into horror, and it almost feels like it shifts into reverse horror as your character grows in CP (and presumably weight). I like this vibe, others might not.
All and all, a truly bizarre experience that I enjoyed, and I would be interested in a larger experience with some of the flaws buffed out.
Surprised someone actually noticed it uses GURPS (kind of figured working knowledge of it was obscure). Glad you liked what I was able to cobble together!
To cover your criticism, yeah certain builds are a bit busted and starting you next to servi made testing the systems convenient but was a massive oversight on my part since i knew their build was a bit overtuned.
As for skills, I intended for most of them to have cool uses in the overworld (like using mechanics to fix some weird machine and then science to actually use it) but alas limited time strikes again
And finally, while interacting with people is pretty good about giving the dice results. Areas like combat could definitely be improved in terms of dice result feedback. (Perception lacking it definitely isnt changing and I probably wouldnt change stealth lacking it either)
A brave effort to stick GURPS into a fetish game! I absolutely adored this concept, of rival NPCs vying for dominance - and growing larger in doing so. The tense and oppressive atmosphere was captivating and genuinely a little creepy, though the scale and complexity of the map was a bit much. It was a brave decision and for me it worked, but I could easily see others bouncing hard from the presentation.
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Still, I love the idea of voring for dominance and the RPG elements speak out to different paths to success. Do you overpower your opponents? Seduce them to their doom? Or form allyships and a coalition for some pacific goal? Incredibly evocative and ties well with the mild horror aspects (reminding me a little of The Cube in a ways).
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Would love to see this concept further developed post-Jam… Maybe with a touch less gray!
Amazing setup, with the FAITH-famous text to speech and the foreboding atmosphere, I was incredibly tense wandering through the maze of hallways… only for the first and only person I found after twenty minutes of playing to immediately eat me without being explained why. It seems like the only interaction in this game is being eaten; For all of the odd numbers and character depth you have in making your character, the interactions boil down to walk around and get eaten. I was expecting something a bit more robust considering I built a character for diplomacy and talking, and then immediately failed a roll after putting all my points into talking and getting eaten. The ambience was setting me up for being attacked, having a battle system, or something similar akin to old dungeon crawlers; Or something like a turn based system with World of Horror. However, it seems like this wonderful setup boils down to getting eaten, or avoiding contact with people; Which is the entire thing this game is sold on.