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Bitcoon
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[game] Bitcoon-vania prototype

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by Bitcoon
http://bitcoon.itch.io/bitcoonvania

So, here's an old game I worked on but never really publicly wrote about. I really wanted to do more with it, but between issues with Game Maker (stuff like the fact that this game's stuck at 1080p and if you don't have that resolution or better, you probably won't be able to see the whole screen) and generally not finding the gameplay wasn't coming out as tight and balanced as I wanted.

Before today, only a few people had seen this game. Until recently the only place you'd find this game was on my computer But! Tis the season and all that. I know I am very unlikely to come back to this game but I think what I made is worth playing and worth showing off. It can keep you entertained for a half hour or so, maybe~

Alternate download link: https://www.mediafire.com/?98s89i3w4dbci99

Keywords
male 1,108,961, raccoon 33,921, game 11,766, adventure 5,374, action 4,136, video game 3,113, familiar 458, metroidvania 47
Details
Type: Shockwave/Flash - Interactive
Published: 8 years, 3 months ago
Rating: General

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TailBit
8 years, 3 months ago
It is quite nice, found the mini boss quite annoying :P but I managed to kill him by avoiding his attack, til that point I'm pretty sure it was the chicken that did the most damage to me, tho' I realized too late that it was quite simple minded, the boss tho .. managed to keep no health loss til last stage, and did get him down to 2 hp once, but I managed to glitch out the boss start sequence so he didn't appear and I was stuck in the area D: probably with a move that canceled it out, had fun playing it though, so well worth the time.

I did a test in 800x600 just to see how it looks, and yeah, one can just see the character's head and the healthbar, you could fix the view by scaling down the view_*port s to screen size if the screen is smaller then the default, can throw together some code if you want to.
Bitcoon
8 years, 3 months ago
Yeah the plant monster is better to avoid than fight. I think what it needs is just a little more warning, more frames of animation and such. Because right now, if you end up above it and it's not recovering from lunging at you, it jumps right away and snags ya~ The other monsters kind of teach you that jumping on heads is a good way to take em out without getting in the way of attacks, but the plant monster and chicken both kick your butt if you use that strategy. xwx

The boss is a lot easier if you find a certain secret near the start of the level for an attack boost. Though, if you get stuck you can respawn in the pause menu. ^^

The thing about the viewport size is, I built this game for 1080p. Playing it with a 800x600 viewport would give the player nowhere near enough field of view to play the game as intended. And someone playing it at higher resolution would end up with a viewport bigger than some rooms, or they'd at least see into places they're not supposed to. What I need is just to have the game scale up or down as needed and letterbox to compensate for different aspect ratios.
TailBit
8 years, 3 months ago
The plant monster reaction and damage ticks is a bit quick, and when trapped the event buttons seems to change quite often (unless that is just because I was spamming the buttons), from what I take from the stamina system that the game is anti spam focused, which is good to see for a change.

oh, you could kill them by jumping on them ^^;; I might have done it once by accident .. but still .. didn't realize it..

And yeah, I tried to get the pause menu up, but my default menu button choice is Esc, so that ended the game quite quick, should have a "press esc again to end game" confirm message.

Will have to try the boss again later.

Yeah, the idea was to scale it down to fit in the port at any size, won't look that pretty, but then they will at least be able to play it.
Bitcoon
8 years, 3 months ago
Oh, the button prompt is meant to indicate to jam all the buttons wildly, not try to hit certain ones. When grappled, every button press every frame counts toward escape, so you can get out pretty fast.

I think I had Enter set as start button on keyboard. Really, I think I could have at least had a window popup to confirm exiting or something, but GM sorta defaults to Esc = exit game. Heck, I could have just wired the 'exit level/quit' buttons to exit the game and turned off the Esc binding..
Zenobius
8 years, 3 months ago
I must say that it's quite a nice game, although in the beginning I had to get used to the run speed, since I feel it should be just a bit faster.
I do like the idea of a stamina meter that makes things more interesting and makes you plan your actions more instead of dashing in like an unstoppable force.

There were also times where I was like: "Boy this platforming is nearly impossible", only to find out that I could get a dash and double-jump ability that would make my life much more easier. Oops! I still made some of the jumps though, although barely. =P
I also came to a point where the end boss didn't spawn and I was stuck in the boss room with no way to exit. I also have to say that for a first level boss the player is thrown into the deep, unless of course you want to go for the 'hardcore gamer' crowd.
And I agree with TailBit on having the escape key turn up a menu before quitting.

As for the aspect ratio problem, I have a 1080p screen so I didn't notice a lot of difference and I guess it's kind of hard coming up with a correct solution which would either result in: a pixellated mess on higher resolutions and indesipherable details on lower ones or risk seeing too much of the playing field or nothing at all. I guess 3d games in that regard have it easier when it comes to extreme resolutions and aspect ratios, since the distance of a 3d camera never changes, unless you count the 2d hud.

For the rest, I liked the game and I actually wouldn't mind to see it finished. ;3
Definitely keep up the great work.
Bitcoon
8 years, 3 months ago
The screen resolution thing sucks because GM just doesn't support it, for the most part. You have to code in how it handles resizing the screen, and it's not easy. I used to comb through so many threads on the forums about it and nobody had a good solution. It seems like one of those places where 'professional' games made in GM can do it, but the general public simply has to deal without it. The vast majority of GM games are small and pixelated, and they scale up. HD games scaled down, not really a consideration for some reason.

The whole thing is a little bit slapped together because this is just using what I had to make an enjoyable level. I had plans for the whole game which included multiple levels with less backtracking, and more slowly picking up new items. In this one level, you end up getting about half of the total powerups you'd normally get in the entire game.

It's also meant to have more enemies and enemy variety. The ideal was to make it very much like Castlevania in that respect - challenge arising from platform and enemy placement. Honestly, I think I'd like to have the camera zoomed out more, but that's also something that GM just can't do without a lot of problems. x3

This level would normally be somewhere in the middle of the game, so the difficulty is pretty high on the boss. At least, it is if you don't grab all the secrets. I think there's a damage up, maximum of 7 HP, a charge attack, a longer-ranged powerful normal attack, invincible dodge ability, and a few stamina ups. Definitely the key to making the boss more beatable is the damage up. It's actually in the first area you start in~

I do wonder how many players have figured out the combo of sliding off a ledge and doing a double-jump as soon as they're in the air.If I re-made this game in Unity or something, I would definitely want to play around with more momentum-based mechanics like that.
Zenobius
8 years, 3 months ago
Yeah, scaling down HD resolutions causes slow-down since it has a higher workload. Upscaling is faster than downscaling.
And then there's the whole issue with the surface drawing method, resizing the surface before resizing everything else.
Zooming out in 2d also means realtime downscaling, that combined with downscaling the game on lower resolutions and I can already picture everything slowing down on average pc's when that happens. ^^;
A solution would be using a 3d camera but that brings up a whole list of problems on its own which I won't even mention here.

But at the very least  it explains why everything was put together the way it was: you simply wanted to show what you have built without it feeling like a short or empty experience. I can totally understand that, after all: you said you weren't going to finish it and so making the level like it was originally intended wouldn't really give insight on all the things you've already finished, so I guess that makes sense.

I can definitely see what you were trying to do and it definitely feels and plays like a professionally written game from what I've experienced, it only really needs cleaning up in a few places to make it feel more dynamic and responsive. In any case, I will definitely try and check for that damage up now. =P

And I think figuring out how to combine combos is always the most fun part of the experience, learning tricks by themselves and then experimenting with them to reach new heights. It's especially fun when you reach a part that the developers didn't originally intend for you to reach (I once got out of bounds in Dust: An Elysian Tail by combining the dash and double jump abilities, the lava pits seem to have a little space to glitch through walls... unless they patched that up.) X3

In any case I can't wait to see what the future holds in store for you and I'm definitely interested in seeing what other projects you're working on.
Good luck. ;3
Dreamclaw
6 years, 1 month ago
This is very well-made and rather enjoyable! I particularly liked the music and graphic design of the game. Map layout and the way you implemented traversing over it by restricting movement with power slides was rather clever as well, so were the secret areas with hidden power-ups! I believe I've managed to collect all of them and thus the final boss wasn't too hard. The mini-boss didn't give me any issues either. I also liked how power-ups persist even after death, this gives it a bit of a rogue-like feeling, which I happen to enjoy quite a bit (no pun intended)! The game `ends` when you reach the first (and presumably only) bed and defeat the boss, right?

To be honest, I was surprised when the mini-boss swallowed me up. Pleasurably surprised, of course. Wasn't really expecting any fetish content or grappling mechanics in this one, but, as always, you didn't disappoint! I really wish you'd make another game, maybe more heavily focused on sexy stuffs as well as plot line and character progression. Maybe even with some sort of lewd character stats, wherein a virus can infect Bit and he gradually starts losing resistance to certain things, and it might be harder to escape quick time events and such! I don't really want to make it into a full blown ryona-esque game as these aren't really creatures with procreation abilities as far as I am informed, although don't get me wrong, that would be amazing as well!

But even without it (and I think personally I prefer it this way), there is still much lewd fun to be had out there! As in... monsters and other creatures could try to seduce Bit, and some of his stats/needs would go up or down respectively.
But that might be too convoluted and complicated, I think it is great even in its current state, and if you add more grapple events and slow them down a bit plus add custom death/end animations (like for the mini-boss), it would be amazing. Like, I liked the stomping move some monsters do with their paws, but it would be great if some of them went further and tried to smother him or trample him under their paws. What's more, it would be amazing if such events had several stages, i.e. if Bit fails to escape in some amount of time, his health falls too low, or he doesn't struggle at all - the monster advances and the grapple becomes more lewd and humiliating. For example instead of forcefully stomping on Bit's chest they would move to grinding their paws against his muzzle, etc. Same for vore and draining fetishes I suspect you also like!

And that cute cube thing featured in the game? It can be even more interesting if it would follow Bit around and provide taunting and snippy commentary each time he loses, as it too respawns with him and knows what happened on the previous iteration. Something like "Are you serious, you lost to this whelp AGAIN?! ... You enjoy it, don't you? Ugh, just promise not to do this on purpose next time >_>". It can be just there for conversations and plot narrative, or it can be involved in the gameplay in some way, but I think it would be cool, even if hard to implement...

Of course all of this talk is hypothetical as I know this game is no longer supported... But in case you will ever want to try making another game or already are - I will be happy to assist you in any way possible, whether it be simply by testing and providing feedback/ideas, or maybe even some help with programming the whole thing. I believe the universe you created is great, so are the kinks you seem to have. If you were ever to combine the two, the end result would be simply a dream come true! Thank you for this experience and please, keep up the amazing job! ^^
Bitcoon
6 years, 1 month ago
Hehe, I had so many plans for this one but scope and general awkwardness of programming the AI got the better of me, here. I honestly didn't plan enough, and didn't prototype well enough before putting together 'finalized' sprites. Like a lot of my attempts at games, the desire to put something shiny and cool into motion superseded the desire to get something fun to play working. I do like what came out of it, and I'm kind of proud of the result, but yeah, it does come to an end too soon. (the bed is the end, yup)

I... almost don't want to mention it because it's such a tease to do, but I was working with another artist friend (of a stompy/vore type as well) on another game similar to this but in more of a Megaman gameplay style, and it's pretty much just what you want to see. Lots of grapple attacks, paws and vore, nice animations and scenes, mostly a game centered around all that but still fun at its core. Again ended up being a bit too much to chew on so it's on the way-backburner for now. This game definitely wasn't the one to do like that because Bit is kind of... well, I don't want him to be in a 'fap' game, really. The maws and paws are sort of 'incidental' here.

TBH, I'd rather not do a game where Bit's at the center of things at all. Now that his universe is more fleshed out, I have a lot more material to work with to feature characters, stories and such that aren't tied to someone who's supposed to be me. Kind of a weird autobiographical/self-insert thing I'd rather stray from, but it would be fun to have Bit as a side character or have him show up in the story somewhere. He's definitely not hero material, as the many paws I've put him under would agree~
Dreamclaw
6 years, 1 month ago
Oh, that is indeed such a tease! >///<
Well, hopefully the game will get finished at some point, I know many people would enjoy playing it, me included.

As for Bit, I understand. I've already read about this on one of your submissions somewhere, so I was talking hypothetically here about what I'd love to see improved or implemented on the example of this particular game, hence Bit as the protagonist. Although I gotta admit, I do love Bit's design a lot. He is such a subby cutie, just like you've said!~

I suppose Iota is rather cute too, although I am still a bit confused and baffled by his projector design as compared to the rest of your canon chars - I sort of like their collars/chokers with glowy health indicators on them, as well as bright shiny spots on their projected bodies that may or may not change with energy and health levels of the familiar. But like I've said, Iota has his own charm, so I'd love to see him at some point as well! ^^
Bitcoon
6 years, 1 month ago
Iota being more of an exclusively porn-y character, I guess his magitech didn't come off as well-thought or integrated to his character. More or less, I made it movable so I have an excuse when I forget to put it in pretty much all art I make with him. x3 The collar is fun, but it's a unique feature to Bit and Byte, and doesn't serve an obvious function aside from looking nice. At least with Iota's magnetically-attachable hard light projector, it could create a weapon or pseudo-armor. Bit just falls asleep when someone hits the button~
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