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Working on a game looking for some feedback.

PostPosted: Mon Jun 20, 2022 1:59 pm
by GtsMayCry
Hello all! I hate making the "Im working on a game!" post but I am currently working on a vore/size rpgmaker game thats inspired a bit by Mysta's openvore game.
While i have a good idea what im gonna do. I've got some things i would like to get some feedback on.

If you got a moment to fill out this survey for me I would greatly appreciate it!

https://docs.google.com/forms/d/e/1FAIp ... sp=sf_link

Thank you so much for your time!

Re: Working on a game looking for some feedback.

PostPosted: Mon Jun 20, 2022 2:35 pm
by CRAYFERD
Done, hope it helps out. Also after you've done can you send the survey results if it's okay with you? Because I'm really interested in people's opinions on these types of games in general and would be really grateful if you send them once you've got enough participators for the survey.

Re: Working on a game looking for some feedback.

PostPosted: Mon Jun 20, 2022 2:38 pm
by wariodude128
Just took the survey and really wish there was a third option in the last question for art and vore being equally important. As a writer myself I put writing, but if the art's not good then the writing has nothing to compliment. Oh well.

Re: Working on a game looking for some feedback.

PostPosted: Mon Jun 20, 2022 3:41 pm
by GtsMayCry
CRAYFERD wrote:Done, hope it helps out. Also after you've done can you send the survey results if it's okay with you? Because I'm really interested in people's opinions on these types of games in general and would be really grateful if you send them once you've got enough participators for the survey.


I will try to share the results as best I can once Im done! I really appreciate taking time to fill it out Thank you!

Re: Working on a game looking for some feedback.

PostPosted: Mon Jun 20, 2022 3:44 pm
by GtsMayCry
wariodude128 wrote:Just took the survey and really wish there was a third option in the last question for art and vore being equally important. As a writer myself I put writing, but if the art's not good then the writing has nothing to compliment. Oh well.


I was debating on that being a choice but I ended up leaving it as one or the other to get a feel what people leaned towards. Im doing both
the art and writing so i kinda wanted to see what i should lean on as a focus.

Re: Working on a game looking for some feedback.

PostPosted: Mon Jun 20, 2022 4:08 pm
by Lewdtonium
So glad all the questions are optional, I always hated having to select something even though I had no opinion. I did about half the questions, hope it helps.

Re: Working on a game looking for some feedback.

PostPosted: Mon Jun 20, 2022 4:14 pm
by GtsMayCry
Lewdtonium wrote:So glad all the questions are optional, I always hated having to select something even though I had no opinion. I did about half the questions, hope it helps.


Any answer help thank you for taking the time!

Re: Working on a game looking for some feedback.

PostPosted: Mon Jun 20, 2022 4:14 pm
by ManicWriter
Don't take this the wrong way, but I think you have skipped a few steps in development.

A lot of the questions you have asked are purely cosmetic and others refer to undetermined gameplay loops, I cannot tell if this is market research or just inexperience. I have occasionally thought of game designs and, after reviewing them, I have scrapped them for being unwieldly. I will use a failed design as an example of what I mean

You should first have a concept with your game. A failed design of mine was a porno-live stream themed Rouge-like deck building game, play cards like "Cunnilingus" to advance the scene. The goal was to get the most money in 20/25/30 streams

Then you should map out the mechanics. For my idea there was: a Buy phase (where you could buy actions, equipment and partners,) a Planning Phase (to build your deck,) a Streaming phase (play the cards) and a Rewards phase (Draw X prize cards where you can accept: sponsorships, private meet ups, etc.)

Once you have mapped the mechanics, there should be iteration and review of your concept. Is this fun? Are some elements repetitive? etc. This is where I killed the idea. Once I started to mentally play around with the gameplay loop I realized how complex it would need to be. With a basic sex show which featured multiple species (Human, Anthro, MG and Feral) the complexity quickly spiraled. Does cock shape change anything? How do multiple vaginas change things? Should a "69" card fail if used on a taur? Do I need to add a morality point system for performing actions with feral partners? From simply asking questions about one minor gameplay component, without considering vore options (Oral, Anal, Breast, Absorption, Soul, etc,) made my concept hard to work with early, saved me a lot of time going forward.

Once you are happy your idea, then start development and add the more cosmetic/narrative features later. From a design POV oral vore is the same as anal vore when interacting with the game itself. Does clicking the "Oral" button do anything other than show a specific png? If the answer is no, then work on other areas. If you are interested in Game Design I recommend you look at some of Reynad's videos when he talks about his Game 'the Bazaar.' It shows some of the conversations on it and how it works out.

That being said, if you want to make a basic combat RPG (A wild Centaur appeared! Player used Swallow! the move failed) with a basic story and pngs there is nothing stopping you. If you want to make a game which stands out give a thought to how the gameplay is.

Re: Working on a game looking for some feedback.

PostPosted: Mon Jun 20, 2022 10:20 pm
by GtsMayCry
ManicWriter wrote:Don't take this the wrong way, but I think you have skipped a few steps in development.

A lot of the questions you have asked are purely cosmetic and others refer to undetermined gameplay loops, I cannot tell if this is market research or just inexperience. I have occasionally thought of game designs and, after reviewing them, I have scrapped them for being unwieldly. I will use a failed design as an example of what I mean

You should first have a concept with your game. A failed design of mine was a porno-live stream themed Rouge-like deck building game, play cards like "Cunnilingus" to advance the scene. The goal was to get the most money in 20/25/30 streams

Then you should map out the mechanics. For my idea there was: a Buy phase (where you could buy actions, equipment and partners,) a Planning Phase (to build your deck,) a Streaming phase (play the cards) and a Rewards phase (Draw X prize cards where you can accept: sponsorships, private meet ups, etc.)

Once you have mapped the mechanics, there should be iteration and review of your concept. Is this fun? Are some elements repetitive? etc. This is where I killed the idea. Once I started to mentally play around with the gameplay loop I realized how complex it would need to be. With a basic sex show which featured multiple species (Human, Anthro, MG and Feral) the complexity quickly spiraled. Does cock shape change anything? How do multiple vaginas change things? Should a "69" card fail if used on a taur? Do I need to add a morality point system for performing actions with feral partners? From simply asking questions about one minor gameplay component, without considering vore options (Oral, Anal, Breast, Absorption, Soul, etc,) made my concept hard to work with early, saved me a lot of time going forward.

Once you are happy your idea, then start development and add the more cosmetic/narrative features later. From a design POV oral vore is the same as anal vore when interacting with the game itself. Does clicking the "Oral" button do anything other than show a specific png? If the answer is no, then work on other areas. If you are interested in Game Design I recommend you look at some of Reynad's videos when he talks about his Game 'the Bazaar.' It shows some of the conversations on it and how it works out.

That being said, if you want to make a basic combat RPG (A wild Centaur appeared! Player used Swallow! the move failed) with a basic story and pngs there is nothing stopping you. If you want to make a game which stands out give a thought to how the gameplay is.


While I appreciate the comment. This is literally just a side project im working on in my off time. Im not trying to make some revolutionary game and your post assumes that is my goal. Im hoping people can enjoy the games content a bit.

I have worked a bit on the systems of the game and im currently trying to gauge if combat system is something people would be interested in. Hence the questions related to that. The rest is a question of what kinda content people are interested in seeing and just gives me an idea of where to maybe focus on.

There is of course a period where im gonna check how it feels to play. Tweak things and yeah some things might get canceled cause they dont work too well. Its a part of game designing. Will there be an area that you click oral and it shows some text and a png. Yes. Cause for the people who want that. Im gonna give that to them quick. Get what you want. I want more scenes to be there for people who engage a bit with the game. But at the end of the day im making something i would enjoy and hope others would like.

Re: Working on a game looking for some feedback.

PostPosted: Mon Jun 20, 2022 10:31 pm
by wariodude128
Say, this game you're trying to make, is there anything concrete about what it is yet? Because I happen to have a large list of ideas for a game I really want to make. It's an original IP which takes many cues from Pokemon. In fact, I've often called it an adult parody of the series. If you would like to take a look at what I have written, you can always send a message at me for the pdf which I will then provide. All I will say about it right now is the title: Hothumon.

Re: Working on a game looking for some feedback.

PostPosted: Mon Jun 20, 2022 10:39 pm
by GtsMayCry
wariodude128 wrote:Say, this game you're trying to make, is there anything concrete about what it is yet? Because I happen to have a large list of ideas for a game I really want to make. It's an original IP which takes many cues from Pokemon. In fact, I've often called it an adult parody of the series. If you would like to take a look at what I have written, you can always send a message at me for the pdf which I will then provide. All I will say about it right now is the title: Hothumon.


Appreciate the offer. But I do have a concrete idea of what it will be. I just wanted to ask some questions before adding a combat system to the game if a large amount of people would not like that. Its a bit hard to pin what it exactly is cause its a bit of a mix. Kinda dating sim aspects, a little stardew valley day and week system. Alot of scenes and characters hopefully. Its gonna take time of course and im not ready to show anything yet. But I had some questions and this felt like a decent way to get the information i was looking for. Its still subject to change as im working on implementing the first full character 100% into the game and testing that before I shoot off with the idea.

Re: Working on a game looking for some feedback.

PostPosted: Mon Jun 20, 2022 10:46 pm
by FutureBellyAche
ManicWriter wrote:
Spoiler: show
Don't take this the wrong way, but I think you have skipped a few steps in development.

A lot of the questions you have asked are purely cosmetic and others refer to undetermined gameplay loops, I cannot tell if this is market research or just inexperience. I have occasionally thought of game designs and, after reviewing them, I have scrapped them for being unwieldly. I will use a failed design as an example of what I mean

You should first have a concept with your game. A failed design of mine was a porno-live stream themed Rouge-like deck building game, play cards like "Cunnilingus" to advance the scene. The goal was to get the most money in 20/25/30 streams

Then you should map out the mechanics. For my idea there was: a Buy phase (where you could buy actions, equipment and partners,) a Planning Phase (to build your deck,) a Streaming phase (play the cards) and a Rewards phase (Draw X prize cards where you can accept: sponsorships, private meet ups, etc.)

Once you have mapped the mechanics, there should be iteration and review of your concept. Is this fun? Are some elements repetitive? etc. This is where I killed the idea. Once I started to mentally play around with the gameplay loop I realized how complex it would need to be. With a basic sex show which featured multiple species (Human, Anthro, MG and Feral) the complexity quickly spiraled. Does cock shape change anything? How do multiple vaginas change things? Should a "69" card fail if used on a taur? Do I need to add a morality point system for performing actions with feral partners? From simply asking questions about one minor gameplay component, without considering vore options (Oral, Anal, Breast, Absorption, Soul, etc,) made my concept hard to work with early, saved me a lot of time going forward.

Once you are happy your idea, then start development and add the more cosmetic/narrative features later. From a design POV oral vore is the same as anal vore when interacting with the game itself. Does clicking the "Oral" button do anything other than show a specific png? If the answer is no, then work on other areas. If you are interested in Game Design I recommend you look at some of Reynad's videos when he talks about his Game 'the Bazaar.' It shows some of the conversations on it and how it works out.

That being said, if you want to make a basic combat RPG (A wild Centaur appeared! Player used Swallow! the move failed) with a basic story and pngs there is nothing stopping you. If you want to make a game which stands out give a thought to how the gameplay is.

I don't think that's fair because fetish game development isn't the same as traditional game development.
Like, those aspects you say are "purely cosmetic" are make or break details for many people who would play this game. Vore types and kink tags will attract different players and scare off others. And this is all before ever considering gameplay elements.
Its vital to remember gameplay is secondary before the fetish components. I suppose the simplest way to put it is "fun" has a very different meaning in the fetish space. Like, losing in so many games is the thing we as players seek out.

Re: Working on a game looking for some feedback.

PostPosted: Tue Jun 21, 2022 12:37 am
by Dage
I'd be really curious to see how the writing versus art poll goes. If you'll be working with RPG Maker especially while good art will draw people in I think the games with good staying power have good writing and interesting scenarios.

Re: Working on a game looking for some feedback.

PostPosted: Tue Jun 21, 2022 4:42 am
by Tilalumtar
Alrighty, fully completed and sent. I am looking forward to whatever it is you do of it! :3

Re: Working on a game looking for some feedback.

PostPosted: Tue Jun 21, 2022 12:49 pm
by GtsMayCry
Dage wrote:I'd be really curious to see how the writing versus art poll goes. If you'll be working with RPG Maker especially while good art will draw people in I think the games with good staying power have good writing and interesting scenarios.


Thank you for answering! The results have been very interesting. Its a mix of Eka's and giantess city responses and its 60% seem to lean for art and 40 towards writing.

Tilalumtar wrote:Alrighty, fully completed and sent. I am looking forward to whatever it is you do of it! :3


Thank you for taking time to answer for me! Im hoping to have at least enough to share in a while.I just dont want to show it too soon and cause any pressure on me when i have a large amount of work left to do still.

Re: Working on a game looking for some feedback.

PostPosted: Fri Jun 24, 2022 11:05 am
by TootLunch
Did the survey, a few of the questions were vague or unclear like the size for vore and size question being two different questions and might be better as a question like what size dynamic do you prefer (micro/giant, same size, shrunken/regular).

The one that really confused me though was the one about wanting all girls available but have to be purchases vs having to fight them but then can fight them infinitely afterwards. Specifically for the first option would they have to be bought every time you fight them or are they unlocked forever once bought.

Re: Working on a game looking for some feedback.

PostPosted: Fri Jun 24, 2022 11:23 am
by GtsMayCry
TootLunch wrote:Did the survey, a few of the questions were vague or unclear like the size for vore and size question being two different questions and might be better as a question like what size dynamic do you prefer (micro/giant, same size, shrunken/regular).

The one that really confused me though was the one about wanting all girls available but have to be purchases vs having to fight them but then can fight them infinitely afterwards. Specifically for the first option would they have to be bought every time you fight them or are they unlocked forever once bought.


Apologies for the confusion! Most of the reason I asked the sizes for different questions is this was posted both her and and on Giantess city. So i was getting some information on what popular sizes were and then what sizes people preferred for vore specifically.

As for the other question I had to explain alot to really get it by. Basically Im having fights that have game over vore situations and I wanted a way for people to be able to get to those fights again without having to go through RNG to find an enemy they wanted to see. So I was debating between making it so all the characters would be visible in this system and you just spent money to unlock the refights you wanted or if the characters were not shown but after fighting them once win or lose. They would be available for free to fight again.

I do apologize for the confusion I was particularly tired when I made the survey so I probably could have worded things a bit better. Thank you for still taking the time to answer though!

Re: Working on a game looking for some feedback.

PostPosted: Sat Jun 25, 2022 12:17 am
by Ermac
question, will there be moments where there is content that can be seen only by making decisions or will it all be with battle? Greetings! :D

Re: Working on a game looking for some feedback.

PostPosted: Sat Jun 25, 2022 8:27 am
by Xman3114
Hey I filled out the form and added a suggestion in the other kink section (I know it doesnt go there, there was just nowhere else to put it sorry) But I will post it here too, I recommend having an insta-kill option for those who are interested mainly in the kink and not in the combat

Re: Working on a game looking for some feedback.

PostPosted: Sat Jun 25, 2022 12:03 pm
by GtsMayCry
Xman3114 wrote:Hey I filled out the form and added a suggestion in the other kink section (I know it doesnt go there, there was just nowhere else to put it sorry) But I will post it here too, I recommend having an insta-kill option for those who are interested mainly in the kink and not in the combat


I am planning for that already. Been through too many games where i need to unequip all my stuff and wait to die lol.

Ermac wrote:question, will there be moments where there is content that can be seen only by making decisions or will it all be with battle? Greetings! :D


Hello! Thank you for taking the time to answer! There will be content outside of battle. Im planning to post the results of the survey and give a bit of a summary of whats planned for the game in more detail. Im just a bit busy as im working two jobs atm. One of them im quitting soon so ill have more time.