Vore platformer demo that's free to play!

Patrons now get one month early access to new builds!
https://www.patreon.com/Spanks218

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

To see new content as it's developed follow the project on Discord!

https://discord.gg/379TaKgTVs

:3

Updated 2 days ago
StatusIn development
PlatformsHTML5, Windows
Rating
Rated 3.9 out of 5 stars
(34 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 0.0.28.zip 61 MB

Development log

Comments

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Viewing most recent comments 1 to 40 of 45 · Next page · Last page
(+1)

You don't have to respond to this, but is it possible you might make a mobile version in the near future, as if you try to play it on most mobile devices, the game just gives you a "As snap" if you try the browser version, and because its a .ZIP file, you have to unzip it first, but when you unzip files on mobile, A lot of files from those game files become HTML for some reason

I think the same thing that goes for the mobile version is true for controller support. I've been playing around with the implementation of controller support and I have it mostly working apart from making the player able to sprite from double tapping the movement keys. I think once everything is in place I should be able to make a mobile version fairly easily by adding movement buttons to the screen

TLDR : Yes that should be coming probably by the next update if all goes well

(+1)

in the third level, on the first lever where you have to solve the puzzle with the lifting platforms, it feels impossible to make it back up due to the lever to switch the moving platform being to far from the lever to jump on because it starts moving instantaneously after hitting it. I could also be dumb any one help me?

(+1)

Things of note I've found:

• Both the tutorial and third level are impossible to beat as the gaps are too small to jump to since you just end up hitting you're head and falling. Specificly the jump near the end of the tutorial level and the area where the only worm on level three is.

• The mouth is still not on the enemy select screen. (I thought this would have been fixed by now but aparently it just got forgoten.)

• Slimes can aparently get stuck under lever operated elevators. This can only happen on the third level when going down from the staring area (not really an issue I was just was hoping it would've exploded lol)

• Struggling mechanic feels janky (I don't know if the struggling mechanics were changed in some way but it feels way different from v0.0.21 and I don't like it very much.)

• Interaction hitbox (This I know was changed since it's way harder then it was to get into and out of save areas.)


Don't take this as me hating on the game since it's not. Also if there's 2 things I'd want to see it be being able setting to change it from binaural to monaural audio since I don't use headphones and a sandbox opition.

I appreciate the feedback even though it's hard to hear sometimes lol

I've fixed and tweaked a lot of things that you mentioned


There is a devlog now on the fixes and changes let me know what you think :)


Also I'll have to add the mono setting I'll have to figure out how to implement that I'll probably patch that in soon

Sadly the tutorial is still imposible to beat because this mfing Mr. Concussion-giver who single handedly ruins this entire setup and the jump to that block doesn't even seem possible either.

Fortunately I've came up with a very simple solution that will probably work:


Now with that said I hope this helped.

(+1)(-1)

Any chance you could make a mobile port or control setting for the game? It looks really interesting and I'd like to try it 

I actually started to work on controller support for the game, I should have controller support coming soon.

I'll have to change the way sprinting works and make double tapping directional inputs make you sprint as well as the shift key

I'm not sure if this is on purpose or a bug but it's impossible to escape the disembodied mouth things

The updated tutorial should help with that. You need to recharge your stamina to be able to escape. It wasn't explained well before.

(+1)(-2)

Eh not the greatest, just struggle simulator that does way too much

(+3)

Are you considering making an Android version?

I'd like to since I made the game in compatibility mode but I can't give a firm timeline on that, I'm really just pushing to create more content and there is a lot of coding and development needed for these new enemies I'm trying to introduce

Could you add controller support?

I actually started to! I have the bones of it all worked out rn I just need work on controller connection

Fun game, though on windows the camera can glitch out to just begin floating upward until it passes the skybox, even on the first three enemies. Other than that it's a rather fun game.

Really? I'm going to change the way the camera is positioned to the player

It's only occasional, sometimes if functions as intended, other times you'll be introduced to the skybox.

lol that's a funny way of putting it, I'll make some changes and get that fixed :3

So far I haven't had any issues with it (as of the 0.25 releace cause I'd rather wait a month than pay $3 for "early access". Now that you're gonna claim to put out an update HERE it better be HERE.) however it did take me then I'd like to admit to figure out there was a sprinting mechanic simply because I didn't try to sprint as there was literally no mention of one (shift is sprint btw).

(+2)

You're right I realize now that's confusing and I'll post the dev logs here when it goes public, also I redesigned the tutorial to better go over all of the controls

omg really?

Is the update for the browser ver? Nothing seems to have changed if so.

(1 edit)

The update won't be officially released to this site till next month. They were just advertising it here so people would be more likely to get "early accees" to it on their patreon.

Oof, thats a very overtuned game. The struggle mechanic is a nightmare on the default setting. And yes, I know about the stamina bar.

Jumping is also very confusing. The game's lack of tiles makes its very difficult to tell how far you can jump and whether you can make jumps.

worm at new game is bugged freezes the game, and are unable t progress past it

I haven't seen that bug reported. Which worm is causing the issue for you, where is the worm, and what causes the issue?

it is the first multi eyes worm with the big tongue that you have to jump over after you pull the first lever to raise the door blocking your way

Is that in the web version or the new patron version?

the new version from itch

In the latest update the flux beast in the level select menu was replaced with a black box. perhaps the file was renamed and references to it were not ammended.

(+2)

my take is that if you do some CV that some male preds are coming in the future (which i am happy about.)

Please make them also do OV, i have seen them in other games only doing CV and that is such a waste.

(+1)

┻━┻ ︵ \( °□° )/ ︵ ┻━┻

Linux version feels broken, the camera doesn't move at all with the player, it's stuck at one place

Sorry about that I have no way of bug checking the Linux version. I think in future Linux versions will drop off and the game will have to be ran with wine unfortunately

It doesn't work with wine though, it just shows gray screen :<

Really??? I'm sorry

(+1)(-1)

Mobile controls please!

(+1)

I have some basic controller support coming with the new version!

(+1)

hello friends wanted to say this is a good plat-former. I officially named the worm creatures Jeff and fuck face guess witch is witch. love the way you did the slime patch physics and also love the platforming.

one thing tho I never saw a text box saying you could sprint and how to you might want to add that so people know that it is feature.

Linux build has a few bugs:

  • Volume menu is inaccessible, attempting to open it does nothing.
  • When changing struggle strength and closing and reopening the menu, it shows the old value but when I change it, it adjusts to the expected value.
  • Once the game starts, the viewport does not scroll with my character as I move, and just stays at the beginning.
(-1)

please make it mobile friendly

(1 edit) (+1)

So, not sure if you updated the tutorial in the browser version, but:
Right after the switch, it is nearly impossible to get past the worm enemy. It is also impossible to go back, as the jump to the previous section is a single tile too tall, which means you cannot try going around the worm.

Also, if the worm eats you, and you press w before going fully down, the screen turns grey, and starts to lag the browser as it draws on more and more memory.

(+2)

Heya, considering supporting the Patreon, but have to ask, how many vorish enemies are there? Just those slugs thingies? And the wall mouths and slugs?

(+2)

In the current released build just the worms mouths and slimes, I have a new wolf enemy and a fox npc that will vore you that will be in the next update. You can check them out in the updates channel on the new discord channel 😊

(+1)

Discord invite seems to be invalid, could you put a new one in the links section?

Oh thank you, I guess it expired I forgot they do that. I'll try to see about fixing that!

(+1)

Thank you!!

(+1)

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.

(+2)

The players gender is intentionally ambiguous but I think in future you will be able to toggle male or female for diologue

(+1)

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

(1 edit) (+1)

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. 

(+1)

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.

(1 edit) (+1)

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, 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! 

(-1)

Will there be android?

(+3)

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!

(+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

(+1)

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

(+1)

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!

(+2)

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. 

(+3)

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

(+1)

I don't have that planned for right now, but if there is enough demand I can definitely try!

(+5)

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.

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