

No twitch mechanics or timing necessary here.
Happy game vore upgrade#
There may be some form of upgrade grinding for those “challenge dungeons,” if and when I include those, but those upgrades will only apply in those dungeons. There won’t be any form of “leveling up” beyond finding certain upgrades, and failing will cause you to go back to the start of the current dungeon or challenge, not the whole game. The game is set up like a roguelike, but there won’t be “permadeath” in the normal way. One goal I have is to add some “challenge dungeons” later on that function a little more like a traditional roguelike, but that’s a stretch goal, and they’ll be entirely optional. While some parts of the game may be at least somewhat challenging, I want this to be a game that anyone can complete. I’m not looking to create the next Dark Souls here. I also want to make it moddable in a way that will allow people to create their own tile/graphic sets for it. There will be some graphics in there, but they’ll be simple and they probably won’t even be animated. Impressive graphics are not going to be a focus here I’m hoping to evoke images via words more than pixels. In short, expect what you expect out of my stories, except, you know, it’s a game.ĬREATED WITH IMAGINATION IN MIND, RATHER THAN GRAPHICS So I’m going to be putting a lot of work into the story of this game, in the hopes of rewarding those who play it with a meaningful experience. So I want it to be with this game: I want to create a story that gives a worthwhile experience to the player, while taking advantage of what the medium of a game can give me. I try to weave the idea of predation into the setting in a way that makes sense. When I write, I try to make my stories worthwhile they’re very rarely just about the vore, even if that is a focus. I’m looking at this project as a vehicle for my writing. To see some screenshots, check my Tumblr. The game is going to play out in roguelike format, have a fantasy adventure setting, and feature mainly F/F vore (though not necessarily only that.) It will be playable on Windows.įor more details on what my design philosophy for this project is, see below. I’m very close to a point where I’ll feel comfortable releasing an alpha version so I can get some feedback. I’m tentatively titling it “The Huntress’ Daughter.” It has significant progress done already, though the graphics are placeholders and there isn’t any audio yet (I’m gonna need to find someone to help me with that.) The basic systems are all in place, and mostly just need tweaking and more work on the AI. I’ve actually been meaning to mention this for some time, but I’ve been working on a vore game for the last few months. I’m still going to write it, but for today, you get this instead: Alas, the fates were unkind to me, and I spent most of the last week sick as a dog I just didn’t have the energy to finish that story. I had an idea for a new character, with a picture and story to introduce her. So, I actually had this whole plan for vore day.
