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Vore metroidvania platformer demo that's free to play!

For now I'm taking in ideas from the community as far as direction gameplay wise, but as far as preferences go the game will feature lots of OV,AV, and UB with some CV

Soft vore with digestion up to your interpretation

The current scope is to create a metroidvania with lots of abilities enemies and areas te explore. There will be intractable npcs and enemies with dialogue in the future.

All input and suggestions are greatly appreciated now is the best time to suggest something if you'd like a change <3

If you like the project and like the vision support on Patreon

https://www.patreon.com/Spanks218

Updated 11 days ago
Published 23 days ago
StatusIn development
PlatformsWindows, Linux
Rating
Rated 3.7 out of 5 stars
(17 total ratings)
AuthorSpanks
GenrePlatformer
Made withGodot
Tags2D, Adult, Erotic, Furry, Metroidvania, Pixel Art, Queer, Singleplayer, vore
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse
LinksPatreon, Twitter/X, FurAffinity

Download

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Click download now to get access to the following files:

Decadent Deity Demo 0.0.17 Windows.zip 31 MB
Decadent Deity Demo 0.0.17 Linux.zip 26 MB

Development log

Comments

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Will there be android?

Game doesn't work for me, sadly. I launch it, see the name of the game for a moment, then the screen turns black and trying to do anything makes the window close ;-;

(+1)

A very fine demo! I love the mechanics and this has a lot of promise.

Ambiguity is fun, I can imagine the Player getting all too tired to leave and being kept...


Will be looking forward to your future updates!

Awesome, thank you! I'm glad. I was hoping to appease the endo lovers and the fatal digestion people.

i try to download game and it says to download an app. whatever it means by that since i doubt it means any app. if someone would help me i would appreciate i

It's quite hard to struggle out, even on normal mode. Also, could this game include the player character being a predator?

Honestly I'm not super into it myself but I've seen a lot of suggestions for that addition so I think in future I will make like a "health up enemy" that the player vores to passive regen until full. I have adjusted the difficulty for the next update. I'm still wrapping up adding more content right now I'd have liked to do a lot more but life has gotten in the way a bit

Seems promising. The struggling seems to be a little too demanding though. Skill issue and all I know, but 5 buttons with a seemingly very tight timing is rough. Maybe some feedback for a successful vs unsuccessful press would help too!

You may want to take a look at the old Packedrat game and take some inspiration from it. As it too was a vore themed metroidvania. 

(+2)

Looks promising so far! Any plans on letting the player able to eat enemies?

(+4)

I don't know if this intentionally meant to be impossible, but the timing on the vore buttons is just awful. There's no reason you need 5 buttons to struggle, and hesitating for even a second (or hitting the wrong button, for that matter) sends you entirely too deep too fast.

(+3)

huh, big packedrat vibes from the screenshots. wish you luck

(+1)

that jump over the non friendly worm seems impossible ye? otherwise is a promising game!! all my suggestions were already said by previous folks so no neeed to say it again

I just tweaked it so that you don't bump your head on the other platforms and doubled the coyote time so that should resolve it :)

(+1)

Because you're soliciting general ideas:

  • player pred is nice, and could be used as a source of mana for players that want to be prey less often
  • a small number of recurring NPCs with whom relationships are built
    • rival who (in combat?) can vore or be vored, treating player differently based on how they've been treated
    • upgrade vendor wizard who vores the player, extracting "payment" (experience from enemies?) and using it to enchant the player
    • ally character with out-of-combat vore scenes
  • implement checkpoints/warppoints as creature or NPC with healing vore?
  • text-heavy is probably not the way to go, though a lot of flavor text (protag thoughts while vored etc) would be nice, so long as it compliments rather than supplements gameplay
  • light lore through manuscripts found deep inside of "ancient beings" (worms, bosses)?
  • alternate playable character with completely different playstyle (barbarian?) that keeps protagonist tucked away as a mana source :)
  • alt vore is good but may want to have content settings

I know most of this is probably out-of-scope but I hope it's at least interesting

(+2)

I honestly feel more vision/ambition in this demo than I do in many other WIP vore games. I'm very excited to see where the development of this game leads!

P.S. - I LOVE the sound design. So many other vore games neglect just how much of a game-changer vore SFX are, but so far you are nailing it in that department!

(+1)

Thank you so much! I'm glad you like the project pnuemon! Thanks so much!

(+3)

Having a really hard time with the struggling, haven't been able to struggle out at all (except the friendly worm at the start). Part of the problem is I don't know where keys are by name while in WASD position - most games tend to use directional inputs ("right") instead (plus this translates well to gamepads). So I spend a bunch of time thinking "wait, which one is S, again?"

Even with the Player Struggle Multiplier set to 3.5 I still can't get out consistently. 

Also some indicator (visual? audio?) for correct button presses and out-of-stamina presses would be nice. 


Hoping you keep at it, will be following this project!

(+1)

overall the game is very well made, the only thing i could see needing improvement is mainly just the struggle system, then again im not the fastest gamer or the most willing to leave a pred but maybe allow the struggle to have more impact per button press. anyway love the game and cant wait to hear more about it in the future

(+1)

In the main menu, there are settings that allow you to adjust various difficulty settings, including your 'struggle multiplier'! Hope this helps ^^

oh sweet thanks! i completely forgot about that slider lol, sorry about that! 

(+1)

time to put my thoughts in.

1) Jump height is way too low.
2) There is no willie air-time, which combined with the unclear sprite run animation often leadsm e to just run off cliffs
3) The first big worm after the gate has an impossible jump so if you fail the shortcut jump you're soft locked (Improved jump height and willie airtime should help)
4) struggle mechanic is currently *WAY* too hard.  Remove E and Q from the list because c'mon... and mayhaps make struggle give you way more impact or the swallow be way less strong because without bumping the modifier to 3x, it's impossible to struggle out without destroying your hand.

Suggestions for the future release - 

give the enemies a stomach that can deal progressive damage if unable to struggle out (maybe have a digestion toggle as well?)

Have some way for stamina to be useful outside of just being swallowed.

(+1)

i feel like this game has alot of potential, i feel the style of the game looks good so far, tho the struggle buttons seem a bit to complicated/hard to follow and as someone else mentioned they are dark and hard to see, also notice someone elses mention that the jump height is not high enough and that i agree with, if not extending the jump height to be higher, perhaps a double jump would be good?

tho i do look forward to seeing your progress, i am a bit curious about what kind of preds are planned, so far i saw the worm and the mouth, wasint able to get much further to see if thier were any other enemies due to the jump height issue

(+2)

Do you plan on making an Android port for the game eventually?

(Yes, yes, overasked question for a lot of people however we're curious!)

(Have a great day though!)

I'd love to! I'm using Godot so I don't see it being too terribly difficult but I'd have to figure out how to do the player inputs. Some day absolutely!


You too :)

(1 edit) (+1)

2: you don't have as much jump height as you need for some jumps which you should probably up it for the game as it seems low for a platformer. 3: Adjusting difficulty does nothing at all

I just adjusted the coyote time and the jump height to make the jumps more forgiving, it's hard to make them challenging without making them trivial but I hope this is a good balance.

(+1)

I tried your demo and found a few issues. 1: stamina does not heal if you stop struggling at all. It is drained very fast once swallowed, and enemies can't be escaped at all.

The current stamina regeneration system checks if the player has struggled at all for that cycle. I think I will put it on a timer and make it a continuous regen effect for when you stop putting in inputs for like 0.5 a second. The current way the enemies are setup is very difficult. I am having a hard time finding a balance between challenging and unfair at the moment since obviously everyone's skillset is very different. So blanket difficulty settings is coming in the next update instead of sliders. Which means guitar hero style of difficulty. IE making the struggling only 5, 4, or 3 keys and making everything slower the easier difficulty you select and then making you choose a difficulty before you start is definitely coming.

(+4)

Uh can you please make the struggle buttons more seeable their too dark so its harder to see

(+2)

I'll make them a bit brighter :)