Decadent Deity Demo (Vore Game)
A downloadable game
Download NowName your own price
Vore 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
Updated | 7 days ago |
Status | In development |
Rating | Rated 3.9 out of 5 stars (21 total ratings) |
Author | Spanks |
Genre | Platformer |
Made with | Godot |
Tags | 2D, Adult, Erotic, Furry, Metroidvania, Pixel Art, Queer, Singleplayer, vore |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse |
Links | Patreon, Twitter/X, FurAffinity |
Download
Download NowName your own price
Click download now to get access to the following files:
Decadent Deity Demo 0.0.21 Windows.7z 28 MB
Decadent Deity Demo 0.0.21 Linux.7z 22 MB
Development log
- Total Overhaul & Slime Enemy New Level20 days ago
- Decadent Deity Feel Update 0.0.1747 days ago
Comments
Log in with itch.io to leave a comment.
Are there any plans on adding a female player character? The game itself looks great, but I am just not a big fan of male player characters personally.
The players gender is intentionally ambiguous but I think in future you will be able to toggle male or female for diologue
Holy hell that was a fast response, also I didn't realize that, thanks for the clarification.
Good luck with the rest of the games development
You can run straight out of the map the moment you leave the tutorial by going left. Since there's no restart button, at least not that I found, you have to restart the entire game, elsewise you just fall forever. This also means redoing the tutorial. I stopped playing at that point.
An immediate issue is how the vore is, at least from what I saw, always the exact same. It's more of a nuisance while playing than just enjoyable, as it constantly gets in the way of progression. The fact that you see the exact same animation everytime makes it more annoying than enjoyable as a result. Entering a ghost mouth, but getting the exact same animation as the tongue or worm, is a tad boring. Obviously, it's a very early demo, but one can only critique what is already present.
That being said, allowing people to immediately customize their HP and Stamina is a fantastic idea. It really lets people enjoy the game, which is kind of the point, right? Great touch, there. However, the font is...it's awful. Looking at the settings with that font on a 1440p monitor is prone to give migraines.
I appreciate the criticism.
Sorry about the falling out of the map bit. I lost a ton of progress when I saved my project with no free space and everything got corrupted. I must have missed that putting the pieces back together.
I just put out a patch addressing the issue.
I'm not sure how I would implement vore in a way that wouldn't hinder the players progress outside of having some enemies that help you get to new areas or something like that which would be fun to add. I agree the beginning enemies are lacking. I started this project as a fun way to learn coding and those were the first ones I cobbled together. They aren't all that good honestly. If you went through the second level the slime enemy is more like how newer enemies would be. But long story short, yes they do suck lol.
I appreciate that! That's what I was hoping. I totally agree I swapped out font for the tutorial with the newer more legible font but I neglected to add it to the menus. I just swapped it out with the patch as well.
I hope you can give the second level a try! It's much more interesting. The tutorial isn't all that much fun and is from when I was very much still new to game making.
Gotta walk before you run, right? Without the ability to save, adding in a quick restart function would go leagues for both testing and accessibility for the player. What better way to find bugs than to let someone quickly run right back into them while playing normally?
Were I to try to pin down the issue more directly, I'd say it's the lack of ability to prevent the full sequence from beginning. Being able to struggle rapidly out of the initial grab, rather than being dragged under and going through the full struggle, would really make things less aggravating when retreading old ground. That's a problem that a lot of games overlook. It's fine the first time, but what about the second? The third? Maybe even the 8th? Even really GOOD things get annoying at that point, especially if you're dying because of difficulty ramping up. The issue with the vore was the speed. I think the struggle system you made is really neat, given that it's normally just button spam. The issue it brings is in speed, as you can't just spam your way out once you're starting to get annoyed with the frequent stop-go of running into effectively invisible enemies.
In short: Consider adding a brief window to escape immediately before getting pulled into the "swallowed" state. Maybe allow a single QTE that makes the monster spit you out instantly. If you fail it or don't do it, then you get sucked down. Keeps it interactive, but speeds things up. Doesn't intrude upon getting vored, either.
That being said, the enemies do NOT suck. The game's very early on, and as you said, you're learning! Don't be that hard on yourself! Can they be improved? Definitely! Do they suck? Absolutely not. The enemies themselves are pretty neat! They merely need refinement to really shine as their own entities! And that comes with time and experience. Nobody starts at greatness, least of all perfection. Give yourself some more slack!
Hey, as a player of many games, I appreciate the addition of options! You'd be shocked (or perhaps not) by how many people making fetish games forget that their players are there for the content. What's the point of a niche game when the niche content is awful to experience because of bad mechanics? Having that included so early on is a grand sign.
I'll definitely give it a try soon, especially with such a rapid response to feedback! You're certainly on a great path of growth, so I wish you the best of luck with your development going forward!
Will there be android?
At this point I don't think so :(
😢
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 ;-;
Sorry about that, that update had quite a few issues. The new update should work fine!
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.
Looks promising so far! Any plans on letting the player able to eat enemies?
I don't have that planned for right now, but if there is enough demand I can definitely try!
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.
huh, big packedrat vibes from the screenshots. wish you luck
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 :)
Because you're soliciting general ideas:
I know most of this is probably out-of-scope but I hope it's at least interesting
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!
Thank you so much! I'm glad you like the project pnuemon! Thanks so much!
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!
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
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!
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.
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
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 :)
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.
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.
Uh can you please make the struggle buttons more seeable their too dark so its harder to see
I'll make them a bit brighter :)