Idk what I should have done, but after completely filling up the stomach bar and keeping to shoot at the dragoness I still lost... And I don't plane to spend another 10 minutes for the same game loop
the control scheme for this game is really unwieldly, you have to have one hand on the mouse, one hand on the spacebar to jump, but then ALSO have it on the arrow keys, meaning you either need to stretch you hand wide and risk getting carpal tunnel or have a THIRD hand, but a suggestion for this issue i do have is maybe have the jump button also mapped to the up arrow, that way you don't need to stretch your hand widly to use it
Your game on a cell phone is IMPOSSIBLE with my keyboard. Can you make the game easier for me because every time I buy the cake it is stolen and I can't throw it away :(
I would be on board with the dragon having a vore attack also the game difficulty has been getting better with the updates keep em up I think it's at a pretty good spot until you add more attacks and enemies
added burping option in interactive screen and a few other things like camera movement and thief dialogue (yeah sorry I can't really make a devlog for every tiny update, but this kind of stuff will be listed in larger devlog once enough has been added)
I don't think mod support works for Gdevelop, but I can implement sprites/animations in a custom build for you (you can contact me on twitter or discord for more details).
So, I got the dragon to max fullness but she doesn't seem to stop, and eventually she destroys my house. Am I missing something or is there no way to win (yet)?
Surprisingly fun! Any progress with the next update? I wouldn't mind seeing more to this. Or perhaps are there any other projects you are working on/planning on?
Also, an idea, what if after each victory, she comes back with different enemy types that spawn from her portal? Like the types in your 1.0 plans? That way it gives you more room for varied enemy types without overloading the player with too many enemies in each round?
As of now I don't have any project other than bringing this game to 1.0 (which means having the first level complete with the alternative ending and main game menu). But as soon as 1.0 is done I'll work on a small new game project, and then probably come back to this one to add a part 2.
(I just need to find the time to finish it beside college work)
1. The chef setting occasionally leads to getting lost, it would be better if the filled cake is changed to instant.The ammo refilling effect can be similar to that of a shotgun, replenishing one round at a time.
2. The role of the chef can be used to make giant food to feed to the dragon, but players will lose their combat ability if they carry giant food. If the player takes damage, the food will be lost.
3. The final surface of the dragon looks much bigger than in the game. Perhaps a difficulty mode can be added to get a dragon with a bigger belly. At the same time, the more the dragon eats, the slower it moves. In order to increase the special effect, you can increase the state of the dragon's abdominal armor being stretched.
4. Free mode, players can feed the dragon and adjust the size and movement of the dragon at will.
5. The thieves are too annoying and the puppets are too monotonous.
6. Add an upgrade option, allowing players to gain greater attack power, longer attack distance and faster attack speed. Firearms are upgraded to straight-line shooting, larger magazines, and bigger cakes.
7. I have no idea about FUCK dragons...I prefer to expand them.
8. If I need, I can bounce on the dragon to hoard puppets, avoid wolves and thieves and then kill them collectively in exchange for a lot of food to feed the dragon. This feels like a boring tactic.
About game building upgrades and levels
The difficulty of the game is not exaggerated, but it seems rather boring. Especially the addition of thieves makes the balance problematic.
I personally recommend designing several dragons in the game. Each dragon has different skills and minions. The enemies encountered in each level theme will also be different, and the corresponding strategies will also change. The dragon's picture program only needs to change the skin and skills, so it shouldn't be too much work. I can also do pixel art, so I can spare some time to help if needed.
For example:
The default dragon only has a single puppet and wolf, etc., which seems simpler now.
The Necromancer Dragon can summon skeletons and ghosts flying in the sky around it to interfere with the protagonist's feeding.
The warrior dragon has the ability to harass thieves and others and knows how to defend against the feeding of the protagonist.
The mage dragon has a protective shield and can only be fed when casting spells.
The Chaos Dragon has powerful range distortion power and an unstable force field. When players feed it, it will not move in a normal parabola.
Thief's more annoying than an actual challenge, since she pesters you the whole game and her combat requires the only timing out of the whole game. Tried feeding her early on to stop her, but it didn't work until I tried it again way later into the game. (Glitch?) Could also make her tougher but have her show up less often and drop more money, just to make her a "mini boss" you fight a couple times, rather than an ongoing nuisance.
Wolf's a bit better since the combat with it's more simple and straightforward. Shakes things up since it attacks from anywhere, which is nice.
Golems are a weird thing to have in the game since they're just "there", always on the left. Plus they're so easy that you can just run through their rankings, gather 80+ money in a few seconds and basically skip the game.
Didn't know you could run past the dragon safely until halfway through the run, I was just killing the golems that outran her for a while before one dropped money behind her and I wanted to see what would happen if she stepped on me.
Gameplay's fine overall, though I wonder if a game like this would benefit from either an endless mode, or a roguelite mechanic or something, rather than "run left, farm golems, run right, feed dragon, win". Like, having a difficulty setting where she digests the food at different speeds, making it harder for you to fully stuff her.
Kinda wonder if it would be an improvement if you could bounce on her stomach a bunch to make her feel a bit queasy for a few moments to get her to stop and let the golems catch up (of course she'd resist it more depending on how often you do this.)
difficulty can scale with each victory and maybe shove a new game+ feature among it.
e.g. after first game victory, player can choose an upgrade like wall/cheaper cake/missed cake being able to pick back up/etc. The dragon's stomach got stretched after the first game making the game longer and more difficult with more sprite you've mentioned.
Speaking of which, what's the next enemy you're going to work on? And I think maybe you should announce changes in the next versions like you did last time, it will help people to see the progress.
awesome work! I am interested in seeing this updated in the future. 1. would it pe possible to have a bursting option for one of the endings? 2. If you are going to add burps to be toggled in the future, will you be adding farts as well?
It's nice to see your game slowly growing meat, everything is cool and with each version it feels like you are adding changes there are only two things I would like to touch on: 1.The speed of the draconess, she is always going at the same speed, it's normal, but it would be nice if every time her belly gets bigger, she would slow down a little bit, which is logical.
2.Strange thing, when you get stuck between two opponents, you throw from side to side like a ball knocking out all the powder.
This game could use a lot of balancing in the player's favor * Takes too long to get cake mix then get back to the dragon after awhile * players attack range is the same as the enemy rocks making more even exchanges than there probably should be. Probably could use more wind up on the rock punches. * lack of hit stun meaning it's too easy for multiple hits * rouge even if defeatable can be hard to dodge when hitting with sword and hitbox is a bit small when being chased by the dog. * building simply melts when the dragon gets there/ gets there way too fast to deal with all the things coming at you plus back tracking to the golem.
I can enjoy a good challenge, but all these things at once takes the fun out of the challenge. Not all these things have to be tackled, but one or two of them could make things more enjoyable.
Great game. As i can see all the budget went on a dragon, amirite?
( ͡° ͜ʖ ͡°)
Though i encountered a bug - after i stuffed her completely and (E)nteraction button appeared i waited for a bit (y`now, to admire my hard work) and after about 5-10 seconds SHE GETS UP and destroys the house. I couldn`t do anything because 1. She is technically defeated and 2. Her leg and head textures were missing.
I am not sure if its a game bug, or it is relating to my PC. Anyways, let me know if it is fixed, and once again - thanks for a surprisingly good fetish game
Edit: forgot to mention: this is a bug for 0.2 downloadable one
Yes, you can feed her even once she has reached her limit. If you are struggling, small tip : stack up on powder before traveling to a cake shop. It should make it easier.
Beautiful game, I'll ask a question? Will there be any more additional interaction with the dragon? For example, after completing the game will it be possible to stuff her in some other way, like using a minigame to make her belly bigger or stroking her belly would be nice? I also think the wolf enemies are too sudden and fast, they take the ash very quickly
Thanks for the feedback ! Yes, I do plan do precisely add an interaction scene with the Dragon at the end where you can feed her even more and interact with her belly (rub, press and slap), but it's still a lot of work so it will come to the game later. I'll also make her belly react to the player during the main phase of the game.
About the wolf, does it make the game too hard to beat ? I am still trying to balance things correctly (more enemies are also on the way, I am currently working on a bandit girl you can bloat with cake ammo)
Nice, fun game you got here, and definitely looking forward to having an interactive portion with the overstuffed dragon.I did see you plan to add additional feedable enemies; perhaps you might also make additional dragon variants or other, large-sized creatures you can interact with after defeating them as well!
Incredible game! I love the creativity and originality you've put into it. The premise of playing as a piece of cheese that must defend itself against a hungry dragon is truly unique. The controls are intuitive, and the mechanic of shooting food dishes at the dragon is very entertaining. Additionally, I appreciate that you're working on improving and expanding the game in the future. I'm looking forward to the updates and new features you'll be adding! Keep up the excellent work! (I'm sorry for my bad spelling, I don't speak English)
← Return to game
Comments
Log in with itch.io to leave a comment.
why i cant feed?
amazing game
dose anything happen when you fill the bar or is it not complete yet.
You need to overfill it by feeding it about 40 extra cakes
Ok thanks, finally beat it!
Idk what I should have done, but after completely filling up the stomach bar and keeping to shoot at the dragoness I still lost... And I don't plane to spend another 10 minutes for the same game loop
the control scheme for this game is really unwieldly, you have to have one hand on the mouse, one hand on the spacebar to jump, but then ALSO have it on the arrow keys, meaning you either need to stretch you hand wide and risk getting carpal tunnel or have a THIRD hand, but a suggestion for this issue i do have is maybe have the jump button also mapped to the up arrow, that way you don't need to stretch your hand widly to use it
You don't need the arrow keys, A and D work as well (as in WASD set up).
that being said, I'm not against a third hand either xD
is it possible to enable sounds in version 0.6.2?
Sound is enabled by default in the game (you may need to increase the volume of your pc tho), and you can't disable sound in-game as of now.
Might be my favorite stuffing game on the site as is, excited to see where this goes.
At least take a video of the game, I understand how it is very difficult for me to see
Your game on a cell phone is IMPOSSIBLE with my keyboard. Can you make the game easier for me because every time I buy the cake it is stolen and I can't throw it away :(
victori 👍
the game is really good, i could easily beat it and it was really dang fun !
i can barely wait for the next updates !
hope this game keeps going on and isn't forgotten like many others
I would be on board with the dragon having a vore attack
also the game difficulty has been getting better with the updates keep em up I think it's at a pretty good spot until you add more attacks and enemies
It will have ;3c
What changed with 0.6.2?
added burping option in interactive screen and a few other things like camera movement and thief dialogue (yeah sorry I can't really make a devlog for every tiny update, but this kind of stuff will be listed in larger devlog once enough has been added)
Nice.
Very cute game so far. Definitely keep it up. Also, any chance for mod support? I’d love to put a friend of mine in this. X3
Hi!
I don't think mod support works for Gdevelop, but I can implement sprites/animations in a custom build for you (you can contact me on twitter or discord for more details).
So, I got the dragon to max fullness but she doesn't seem to stop, and eventually she destroys my house. Am I missing something or is there no way to win (yet)?
Just keep feeding her. The bar fills up a bit early.
Surprisingly fun! Any progress with the next update? I wouldn't mind seeing more to this. Or perhaps are there any other projects you are working on/planning on?
Also, an idea, what if after each victory, she comes back with different enemy types that spawn from her portal? Like the types in your 1.0 plans? That way it gives you more room for varied enemy types without overloading the player with too many enemies in each round?
As of now I don't have any project other than bringing this game to 1.0 (which means having the first level complete with the alternative ending and main game menu). But as soon as 1.0 is done I'll work on a small new game project, and then probably come back to this one to add a part 2.
(I just need to find the time to finish it beside college work)
Great Game! Thank you!
Some suggestions and ideas
1. The chef setting occasionally leads to getting lost, it would be better if the filled cake is changed to instant.The ammo refilling effect can be similar to that of a shotgun, replenishing one round at a time.
2. The role of the chef can be used to make giant food to feed to the dragon, but players will lose their combat ability if they carry giant food. If the player takes damage, the food will be lost.
3. The final surface of the dragon looks much bigger than in the game. Perhaps a difficulty mode can be added to get a dragon with a bigger belly. At the same time, the more the dragon eats, the slower it moves. In order to increase the special effect, you can increase the state of the dragon's abdominal armor being stretched.
4. Free mode, players can feed the dragon and adjust the size and movement of the dragon at will.
5. The thieves are too annoying and the puppets are too monotonous.
6. Add an upgrade option, allowing players to gain greater attack power, longer attack distance and faster attack speed. Firearms are upgraded to straight-line shooting, larger magazines, and bigger cakes.
7. I have no idea about FUCK dragons...I prefer to expand them.
8. If I need, I can bounce on the dragon to hoard puppets, avoid wolves and thieves and then kill them collectively in exchange for a lot of food to feed the dragon. This feels like a boring tactic.
About game building upgrades and levels
The difficulty of the game is not exaggerated, but it seems rather boring. Especially the addition of thieves makes the balance problematic.
I personally recommend designing several dragons in the game. Each dragon has different skills and minions. The enemies encountered in each level theme will also be different, and the corresponding strategies will also change. The dragon's picture program only needs to change the skin and skills, so it shouldn't be too much work. I can also do pixel art, so I can spare some time to help if needed.
For example:
The default dragon only has a single puppet and wolf, etc., which seems simpler now.
The Necromancer Dragon can summon skeletons and ghosts flying in the sky around it to interfere with the protagonist's feeding.
The warrior dragon has the ability to harass thieves and others and knows how to defend against the feeding of the protagonist.
The mage dragon has a protective shield and can only be fed when casting spells.
The Chaos Dragon has powerful range distortion power and an unstable force field. When players feed it, it will not move in a normal parabola.
Opinions/observations:
I played the jam version of the game and it has a lot of good ideas that can be expanded on in the future :)
Looking forward to the next update! Being able to interact with the dragon is probably the thing I want to see the most.
👇 If you want a teaser for future update here you go
https://twitter.com/BubbleBloat/status/1708269851804852293
Just found this game, very cool!
difficulty can scale with each victory and maybe shove a new game+ feature among it.
e.g. after first game victory, player can choose an upgrade like wall/cheaper cake/missed cake being able to pick back up/etc. The dragon's stomach got stretched after the first game making the game longer and more difficult with more sprite you've mentioned.
Speaking of which, what's the next enemy you're going to work on? And I think maybe you should announce changes in the next versions like you did last time, it will help people to see the progress.
awesome work! I am interested in seeing this updated in the future.
1. would it pe possible to have a bursting option for one of the endings?
2. If you are going to add burps to be toggled in the future, will you be adding farts as well?
Sorry, those aren't planned for the game.
Glad you like it tho !
It would be cool if in the future it would be added, game is super hot! 1000/10)) you do greatest work)
It's nice to see your game slowly growing meat, everything is cool and with each version it feels like you are adding changes there are only two things I would like to touch on:
1.The speed of the draconess, she is always going at the same speed, it's normal, but it would be nice if every time her belly gets bigger, she would slow down a little bit, which is logical.
2.Strange thing, when you get stuck between two opponents, you throw from side to side like a ball knocking out all the powder.
v0.5.3 :
- I just added i-frame upon hit (was planning to add it at some point, now it's done).
- Dragon is now slower when very full (weight stage 5/6)
- punch hitbox of golems should be slightly more accurate
Thanks for your feedback !
Yes, I tried it, thank you so much for fixing the game!
This game could use a lot of balancing in the player's favor
* Takes too long to get cake mix then get back to the dragon after awhile
* players attack range is the same as the enemy rocks making more even exchanges than there probably should be. Probably could use more wind up on the rock punches.
* lack of hit stun meaning it's too easy for multiple hits
* rouge even if defeatable can be hard to dodge when hitting with sword and hitbox is a bit small when being chased by the dog.
* building simply melts when the dragon gets there/ gets there way too fast to deal with all the things coming at you plus back tracking to the golem.
I can enjoy a good challenge, but all these things at once takes the fun out of the challenge. Not all these things have to be tackled, but one or two of them could make things more enjoyable.
v0.5.3 :
- I added i-frame upon hit (was planning to add it at some point, now it's done).
- Dragon is now slower when very full (weight stage 5/6), should help balance in favor of player.
- punch hitbox of golems is slightly more accurate
Thanks for your feedback !
Please nerf the bandit, and add walls on the side of the stage so the new enemies can't be knocked off. Also maybe add a sprint button.
xD like the new enemy, pls more of them^^
10/10 (V0.4)
Great game. As i can see all the budget went on a dragon, amirite?
( ͡° ͜ʖ ͡°)
Though i encountered a bug - after i stuffed her completely and (E)nteraction button appeared i waited for a bit (y`now, to admire my hard work) and after about 5-10 seconds SHE GETS UP and destroys the house. I couldn`t do anything because 1. She is technically defeated and 2. Her leg and head textures were missing.
I am not sure if its a game bug, or it is relating to my PC. Anyways, let me know if it is fixed, and once again - thanks for a surprisingly good fetish game
Edit: forgot to mention: this is a bug for 0.2 downloadable one
In theory the said bug is fixed in the web version (0.3 and above), but I'll update the downloadable version as well later.
Thanks for the feedback, I am glad you like it !
Yes, you can feed her even once she has reached her limit.
If you are struggling, small tip : stack up on powder before traveling to a cake shop. It should make it easier.
Beautiful game, I'll ask a question? Will there be any more additional interaction with the dragon? For example, after completing the game will it be possible to stuff her in some other way, like using a minigame to make her belly bigger or stroking her belly would be nice? I also think the wolf enemies are too sudden and fast, they take the ash very quickly
Thanks for the feedback !
Yes, I do plan do precisely add an interaction scene with the Dragon at the end where you can feed her even more and interact with her belly (rub, press and slap), but it's still a lot of work so it will come to the game later. I'll also make her belly react to the player during the main phase of the game.
About the wolf, does it make the game too hard to beat ? I am still trying to balance things correctly (more enemies are also on the way, I am currently working on a bandit girl you can bloat with cake ammo)
I think we need to make the wolf a little slower. Thanks for the reply
Nice, fun game you got here, and definitely looking forward to having an interactive portion with the overstuffed dragon.I did see you plan to add additional feedable enemies; perhaps you might also make additional dragon variants or other, large-sized creatures you can interact with after defeating them as well!
Incredible game! I love the creativity and originality you've put into it. The premise of playing as a piece of cheese that must defend itself against a hungry dragon is truly unique. The controls are intuitive, and the mechanic of shooting food dishes at the dragon is very entertaining. Additionally, I appreciate that you're working on improving and expanding the game in the future. I'm looking forward to the updates and new features you'll be adding! Keep up the excellent work! (I'm sorry for my bad spelling, I don't speak English)
Thanks for the feedback, I appreciate it a lot ! <3
Fun, Cant wait for more!
10/10