Home Artists Posts Import Register
Patreon importer is back online! Tell your friends ✅

Downloads

Content

* updated the version to fix the internal shot not appearing, and attaching the changelog to this post

Download: zip 

Download: rar 

This update contains a new enemy character: The Wolf Girl.

For testing purposes there's only 1 instance of this character as I'm still not sure on how difficult this enemy ended up being, because I'm yet to decide on the best way to implement her mechanics into normal gameplay. She's currently located a bit to the right of the city save point.

The gist of her concept is as follows: some stages will have a chance to spawn these big chests that will contain some nice rewards, and there's always a chance that one of these will be the mimic wolf girl in disguise. One method that player's can use to determine if a chest is real or not, is to wait for a while at a good distance away from the chest and notice the wolf girl peeking at Maya every once in a while.

While she is in her disguised state, ranged weapons won't work and will completely ignore colliding with the chest, giving the illusion that it is a normal background chest. But if player's are careless, when they get near the chest an "interact" icon will be displayed above the chest as normal and when they press the interact key there's a surprise waiting.

As far as the concept of her vore scene goes I managed to depict it as the patron originally suggested so that's fine, but the thing is that in terms of gameplay implementation it's difficult to decide on a final approach since her mechanics require other components to exists such as normal chests to be spawned and containing nice rewards. Also her insta-defeat move could be a bit too "cheap" of a move to lay down on unaware players, as well as her aggroed state might be too challenging and could be considered almost as a mini-boss of sorts. In other words, it's quite tricky trying to figure out how to best insert her behavior into the current early version of the game.

That said, I'm confident that those design considerations will become easier to deal with once I move forward and finish more parts of the game, so that when I come back to refine this character she will have a much better and natural fit into the overall gamepaly loop due to me having completed the other components such as new items and chest spawns. 

This version release was long overdue already so I'll keep her current behavior as a decent placeholder and revisit this character in the future, reworking her implementation as needed going forward. I mean at some point I'll do this for all the different components of the game, which includes all the enemies and their behaviors, so I guess it's ok for now.

If you have any thoughts on this character as it stands please let me know. 

Now to work on the 2nd city stage and the Arachne monster girl.

Best Regards.

Files

Comments

Anonymous

got to concede - she's very hard to beat. not that i'm complaining, given her scene is great. if i can ask - what's the plan re: internal scenes? i remember you mentioning that scenes would be retroactively edited to have internal views, though that does seem like a lot of work.

Vik Virtue

Ah, she's finally here. I gotta say, the scene was great. I'll admit, she can put up a fight if she manages to jump everywhere. But if you have full health and armor, and you bob and weave with the dash and jump, you'll put up a fight as well. If anything, I thought she was a little too easy to fight. Especially if you know she's in a chest. I wiped the floor with her before she even got a chance to jump. Perhaps some invincibility frames while she's emerging to even the odds for her. As for her insta-kill, I suppose the cheapness would depend on how recent the player's save was. Though the levels aren't too long, so I don't think it is that severe. But other than that, excellent work.

Aickavon

I think if we can have a 'flinch' animation, it would make her more fair. Some corridors might just be a little too tight.

Vik Virtue

Oh, I saw the changelog, and I wanna mention one other thing that's relevant to that. When you lose to the wolf girl, the nearby lizardmen come over. I assume they're trying to grab Maya, but she was already taken.

Mcpreyboy

Love the new animation! I'm only a little dissapointed that the insta kill happens when she gets swallowed instead of when she gets digested like the other vore enemies.

Vik Virtue

If you get grabbed after she is aggro'd onto you, yeah, that's when the kill damage happens. But if you try to open her chest up, then it's an insta kill then and there. -reread what you said, and realized I jumped the gun. Yeah, it's different than the other vore scenes in that sense.

MegaBlueBall

Yep that's the idea for internals. There's some old enemies that are in need of them and I'll eventually make one for them, but I'm aiming to have internals for each new enemy that I add (unless I forgot to activate them which was the case for the wolf girl, which I did a quickfix for)

MegaBlueBall

Hmm I see what you mean, yeah I can make that change and perhaps even reduce the grab damage a bit before hand as it is a bit too high now

Anonymous

If an enemy has an insta-kill, you should probably make an effort to make that known. Through a short cutscene or something, perhaps a local enemy trying to open the chest, and getting gulped, or what have you. Make it known that there's now an enemy that can bop your stuff if you're not careful. If you run up to a chest and die, it might feel awful cheap. That said, I've yet to play this build, I just saw this and thought about it.

Anonymous

Dude.. That's basically what mimics do. They disguise themselves and kill for food. Instakill happens in these situations. Nobody would be expecting to be attacked from a chest. I don't know, in my mind it seems logical to leave it unknown.

Anonymous

Because game design is a thing to keep in mind, I can't really think of any game they're instant kills either. And the animation is the same for a grab as the insta-kill too, which is sort of weird.

Anonymous

Dark souls, for example. Basically smash bros 3ds, if you count their intense stats. Demons Souls, Salt and Sanctuary. And probably many other games. And you can kinda see it as well. When she first enters the screen, she is going back into her chest, which CAN indicate that she has already eaten something. It's discrete, but it's there. (Sorry for the late reply)