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balitz Method

Active Member
Jan 30, 2018
928
1,516
That's good, because Among Cults pushes that line really hard. Especially with all of the obnoxious burping sfx they force you to listen to with no specific mute option.
Among Cults is good enough to like it even with no interest in vore but if you have a negative impression of it then yeah, it can ride the line.

This one seems like it could be fun and I'm glad the dev went with simple drawn art over AI.
 
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Specific360

Newbie
Game Developer
Aug 13, 2021
34
49
peak game so far, maybe add a victory scene instead of only defeat scenes to encourage defeating enemies
I feel like Sam wouldn’t know what to do with one other than try to make friends with them lmao, although maybe with some future monstrae I could add something
 
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larry69

Member
Apr 25, 2019
140
70
Tried it out despite not being into vore because of the premise and the amazing art style. Here's what I think:
1) It needs a journal to show what step to do next. I could find no way to reach the west wood due to the slow walking speed and not having any idea where to go.
2)The game just gives you a lot of information about the combat system. I think it could do with a simpler start. Introduce 3 elements first, then slowly expand because it gets confusing too fast. Also, having to spend a turn summoning spirits leaves you very vulnerable. I think the level drain on defeat is not a good mechanic at all.
3) Could do with an instant text speed option
Lastly, please add a toggle to gay scenes. The game has a lot of potential but is pretty frustrating right now
 
Last edited:

darkheros

Newbie
Mar 11, 2018
19
3
The story and horniness are solid for now! Please continue on this track!
Hope to see more pictures/images of the various sexual intercourses.


Now for the various things I had found "difficult" to understand:
- Some tiles of the game seem to be walkable but are invisible walls. Like the little pebbles of the BlackShores or the little bushes of BlueWoods. Please make them more visually "impressive", I just bonked myself like 10 to 20th times.
- "Enemy density" is a little too high. Maybe... errr... a 10% less? Not too much, people still need to sway their ways aganist the various "foes" of this world. Had some fun moments when I needed to "skedaddle away from a Nymph" when I had 3 spirits down and the book at only 5 HP!
- I think others told you, a better quest log with a bigger hint or that it says to you that you "ended" the actual content.

Now a little "request" of mine, please put more bad ends that are not only "vore-centered". It will make people more attracted to this game, believe me!

Anyway, you did a great job! Can't even think how much time did you put on this!
GOOD JOB!
 

Chains123

Active Member
Apr 20, 2020
504
844
The plot alone is a win, but it looks like your only options are to get eaten or fucked up the ass. Why not just make the MC a woman, since the guy's dick serves zero purpose?
It serves the purpose of showing an orgasm, a woman could simply be faking it
 

Specific360

Newbie
Game Developer
Aug 13, 2021
34
49
Tried it out despite not being into vore because of the premise and the amazing art style. Here's what I think:
1) It needs a journal to show what step to do next. I could find no way to reach the west wood due to the slow walking speed and not having any idea where to go.
2)The game just gives you a lot of information about the combat system. I think it could do with a simpler start. Introduce 3 elements first, then slowly expand because it gets confusing too fast. Also, having to spend a turn summoning spirits leaves you very vulnerable. I think the level drain on defeat is not a good mechanic at all.
3) Could do with an instant text speed option
Lastly, please add a toggle to gay scenes. The game has a lot of potential but is pretty frustrating right now
Hmm yeah ill keep this stuff in mind for the next update
I’ll provide some insight that might alleviate your issues for now though:
1. There is a quest section in the Journal. You can access it by pressing ‘C’, then ‘Journal’, and on the second page there is a quests section. Admittedly I’ve written the quest entries to be more immersive to Sam’s insight than instructive but it may still help if you hadn’t already found them.
2. By “3 elements” dyou mean like fundamentals of the combat system or the ingame elements? You can summon spirits outside of combat, it’s a little tedious and you can only summon more than one if you’re at home or by Sitria’s statue, but it is an option. I also just enjoy level drain mechanics, so it’ll stay in the game regardless. It will only occur after vore scenes though, and you can always retrieve most of the levels by revisiting that monstrae (except for the boss characters, I might adjust that).
3. You can make text go by faster by tapping X (makes text appear instantly) or holding Shift (fast forwards through text most of the time since rpgmaker and yanfly are kinda inconsistent ive noticed)


Hope to see more pictures/images of the various sexual intercourses.


Now for the various things I had found "difficult" to understand:
- Some tiles of the game seem to be walkable but are invisible walls. Like the little pebbles of the BlackShores or the little bushes of BlueWoods. Please make them more visually "impressive", I just bonked myself like 10 to 20th times.
- "Enemy density" is a little too high. Maybe... errr... a 10% less? Not too much, people still need to sway their ways aganist the various "foes" of this world. Had some fun moments when I needed to "skedaddle away from a Nymph" when I had 3 spirits down and the book at only 5 HP!
- I think others told you, a better quest log with a bigger hint or that it says to you that you "ended" the actual content.

Now a little "request" of mine, please put more bad ends that are not only "vore-centered". It will make people more attracted to this game, believe me!

Anyway, you did a great job! Can't even think how much time did you put on this!
GOOD JOB!
I’m likely going to reserve special art for NPC’s and other special encounters (although I still need to make some for Helena); keeping wild monstrae to just portrait variants will alleviate my workload by a lot, especially since I’d like to focus on expanding the world and variety of monstrae.

I’ll make adjustments to enemy density and tiles yeah, I’ve been slowly weeding out the weirdness of the maps since I didn’t put that level of thought into it when making them like a year ago now lmao. Are there any particular areas where you think the amount of enemies is too high?

I’m also not sure how I’d want to implement other types on bad ends, the point of them occurring with vore is Sam basically dies and is revived within a relatively short time period (a few minutes to an hour) so it’s not very intrusive upon the actual game (for now, there’ll be some that end the game straight up but I’ll make sure there’s ample warning with those and the ability to toggle it). I’d be curious to know what you had in mind.


In any case thank you for the feedback!
 

Specific360

Newbie
Game Developer
Aug 13, 2021
34
49
I think by more bad ends he means ones where some of the monster girls, instead of eating Sam, keep him/them as a plaything/mate/husband/what have you. I'd like those too.
I’ll have stuff like that in the future, but it will likely be reserved for specific NPC’s rather than the wild encounters.
 
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Nin10dope 64

Newbie
Sep 29, 2019
60
124
After playing for a bit now, I have to say that the biggest downfall of the gameplay is that almost every generic enemy simply does too much damage, and the main character has no real offensive or supporting capabilities.
The Dodge and Focus skills should automatically target the user, instead of needing an extra button press.
You and your spirits have far too little health. Hit doing only 1 damage is unfun and feels pointless, leaving 90% of all damage coming from the Book using Simple Spell, the rest depending on an enemy's resistance to individual spirits.
A good example is the Male Naga that is inside of the starter town. One Tail Swipe will wipe an entire party in one hit up to level 3 or 4 (rng depending at that level)
It necessitates grinding on the 4 notably weaker enemies (Slime, Cat, Fox, and Owls) just to not instantly fold to everything.

tl;dr Too little health, too much enemy damage with little counterplay (use your turn defending to gamble that your being targeted is unfun), too little player damage outside of Book, element type depending.

The journal (C) menu is far too compartmentalized, too many different menus and pages to cycle through with too little explanation and clarity. Also the "page turn" sfx being played for nearly every interaction is very grating overtime. Summoning spirits should be much more optimized and the recipe requirements should be shown when highlighting each individual spirit instead of requiring a Confirm input for the book to pop up and tell you in a separate textbox. Also the fantastical proper noun names for all of the elements are far too esoteric with no visible connections to reality or expectations (like Biting or Slime for the first two spirits you can reasonably summon). Too much clutter and little to no clarity on menus and elemental interactions.

I'm sorry to say but this game needs a LOT of optimization and many changes to succeed.
 
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Specific360

Newbie
Game Developer
Aug 13, 2021
34
49
After playing for a bit now, I have to say that the biggest downfall of the gameplay is that almost every generic enemy simply does too much damage, and the main character has no real offensive or supporting capabilities.
The Dodge and Focus skills should automatically target the user, instead of needing an extra button press.
You and your spirits have far too little health. Hit doing only 1 damage is unfun and feels pointless, leaving 90% of all damage coming from the Book using Simple Spell, the rest depending on an enemy's resistance to individual spirits.
A good example is the Male Naga that is inside of the starter town. One Tail Swipe will wipe an entire party in one hit up to level 3 or 4 (rng depending at that level)
It necessitates grinding on the 4 notably weaker enemies (Slime, Cat, Fox, and Owls) just to not instantly fold to everything.

tl;dr Too little health, too much enemy damage with little counterplay (use your turn defending to gamble that your being targeted is unfun), too little player damage outside of Book, element type depending.

The journal (C) menu is far too compartmentalized, too many different menus and pages to cycle through with too little explanation and clarity. Also the "page turn" sfx being played for nearly every interaction is very grating overtime. Summoning spirits should be much more optimized and the recipe requirements should be shown when highlighting each individual spirit instead of requiring a Confirm input for the book to pop up and tell you in a separate textbox. Also the fantastical proper noun names for all of the elements are far too esoteric with no visible connections to reality or expectations (like Biting or Slime for the first two spirits you can reasonably summon). Too much clutter and little to no clarity on menus and elemental interactions.

I'm sorry to say but this game needs a LOT of optimization and many changes to succeed.
I'll keep it in mind, balancing encounters is something i adjust with pretty much every update. I might reduce the importance of enemy/spirit stats and focus more on elemental matchups with these early game encounters. Might also adjust how elemental matchups actually work as well, since the current system is perhaps a bit convoluted i might just swap it for a more simple 6-way rock paper scissors thing.
As far as the journal goes theres only so much I can do tbh, I'm an artist first and foremost rather than a coder, its why im making it in rpgmaker to begin with, so itll depend entirely on what i can find in forums. I can't really make any promises that a lot of those issues will be fixed

was there anything in particular you didnt like about the spirit summoning system? you mentioned it but didnt go into much detail


also no need to apologize, this is literally my first game, there's inevitably going to be issues. i just gotta figure out how to fix them