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Description
READ THE GAME'S MANUAL HERE
The final version of the game, linking it to Tailbound (The sequel game, check it out for something more refined.)
Changelog
v3.2:
The Finale
Additions:
-Added ending cinematic after reaching the end of the game.
Changes:
-Removed crashdumper
v3.1:
Lonely Rolling Mask
Changes:
-Removed Ko-Fi splash screen
-Made level sizes 5x5 and 7x7
-Added another custom control cheatcode.
-Replaced Ko-Fi link with an itch.io link
-Buffed every enemy and boss.
Fixes:
>Fixed issue with accessing non-existent rooms
>Fixed issue with the game trying to fade non-existent music
>Fixed an issue with map generation, that sometimes causes crashing
>Fixed an issue with Gelly and RFB animations
>Fixed issue with RowFlicker flickering non-existent entities.
>Fixed issue with Ashley's death crashing the game sometimes.
v3.0:
Thirstchasm: Final Chung Edition
Additions:
-New splash screen thanking Ko-Fi supports for getting TC this far.
-New Wolf Pack ambush room.
-Props that spawn on the ground
-Know-it-All and Monstermind skills
-Naughtilis Boss Fight
-New NPC mechanic, with NPC negotiation and dialogue.
-Bryan and Ashley (NPCs)
Changes:
-Made the Tentacle ambush exclusive to the Factory level.
-Blunt Blows now topples enemies for a longer time.
-Balanced the Alpha Wolf boss fight.
-Secondary levels are now 8x8, instead of 9x9
-Killing toppled/stunned enemies rewards the player with 1 EXP.
-Defeating bosses rewards the player with 3 EXP.
-First time being hit in a new room will topple the player.
-There is now text telling whether an enemy is toppled or stunned.
-Distinct sound when an enemy is about to attack.
-Boss rooms now spawn adjacent to the ending room, and no longer spawn on the main path.
-Passive enemies now have a chance of walking around aimlessly.
-Minor improvements to map generation.
-Keeping your clothes on doubles the EXP you earn.
Bugfixes:
-Fixed the problem with ambush room QTEs allowing you to press RIGHT and not lose.
-Fixed a problem with pressing the action button when prompted, and causing the player to use their active ability at the same time.
-Fixed issue with destroying two enemies with one dom.
-Fixed an issue with leaving a room not returning the player's sword
-Fixed an issue with being knocked out of the room while out of HP.
-Fixed garbage collection issue. (Finally.)
_____________________________________________________
v2.1:
Off of hiatus - a small update to clean up for v3.0
Additions:
-Custom controls
Changes:
-Changed the QTE in ambush rooms, it now shows general direction arrows rather than telling you which key to press. (In order to be less confusing)
-Made unobtainable enemy animations more apparent in the Gallery menu.
-The game is now Flash-friendly again, meaning it's e621 compatible!
Bugfixes:
-Fixed the loop point on the main BGM (was looping incorrectly before, according to Dino.)
-Fixed the memory issue when doing multiple runs within a single session.
-Fixed the notification text getting stuck when pausing the game.
_____________________________________________________
v2.0:
Solidifying the game's design
Additions:
-Added a more procedural cumsplatter system, that randomly spawns small cumsplatters on the ground. Big cumsplatters now spawn under the player after fucking an enemy. If the player walks over a big cum splatter, they trail cum for a little while.
-Added passive enemies in trap rooms, attacking them makes them aggressive.
-Added EXP points, earned by either dominating enemies or winning ambush rooms.
-Added a skill system.
-Added 8 new passive skills, and 3 new active skills.
-Added a boss battle system.
-Added the Alpha Wolf boss fight.
-Added the Factory level
-Added a new ambush room
-Added the Gallery (accessible from the main menu)
-Added sound effects
-Added a new OST (composed by A Dinosaur, https://modarchive.org/index.php?request=view_by_moduleid&query=183868)
Changes:
-Winning an ambush room no longer rewards the player with Energy.
-Losing an ambush room now rewards the player with Energy instead.
-Removed static cumstains baked directly into the tilemap
-Special rooms (Such as ambushes, the start room, boss rooms, etc.) now connect to all adjacent rooms. (Before they had a chance of walling themselves off from eachother, like how empty rooms do.
-Optimized the map generation code
-Ambush rooms are now completely optional, and no longer spawn on the main path between the start and exit.
-Game overs now play the submissive loop of the last enemy to attack the player. (Which means the original game over loop has been removed from the game - it isn't that good anyway, trust me.)
Bugfixes:
-Fixed a bug where when walking out of a room, if you turn around quick enough it causes the game to load the incorrect room.
-Fixed a minor bug where if you held up and down on a menu it'd cause some pretty funky animation problems
-Fixed a bug where the player was invulnrable while swinging their sword
_____________________________________________________
v1.1:
Fixing up the game for v2.0
Changes:
-Changed the hitboxes on the player's sword, making combat more "realistic" (rather than being able to hit enemies that are nowhere close to your sword)
-Shortened how long enemies stay toppled/stunned for.
-Changed the Kobold's attack hitbox, making it able to hit the player without needing to actually be overlapping the player.
Bugfixes:
-Fixed bug where enemies despawn when touching a toppled player, despite not triggering a scene.
-Fixed bug where ambush room quicktime events would generate the same keypress twice in a row, making it so that there were less actual keypresses needed. (Aka when you would get ambushes that'd only need 2 or 3 presses)
-Fixed bug where starting a new game too quickly would cause the game to softlock
-Enemies no longer stay toppled/stunned (among other things) when leaving and re-entering rooms
-Fixed bug where the player would continue to see ambush loops that they've already fully seen
-Fixed issue that caused everyone's antivirus to flip out. (a.k.a. I had to remove the exit button from the start menu)
Sallamanderson
Memberdon't know why but sometimes the game just freze on the loading screen for the next lvl
Mairo
JanitorDeleted older versions as inferior, sorry if someone lost their saves thanks to that.
This is flash version of the game, wouldn't surprise me if most people won't even be able to play this as browsers are actively blocking flash already.
Go to itch.io page and download the proper standalone version, I can almost promise it works better.
Dunnno
MemberIs there some trick to beating the second boss?
Grazuma
Memberjust a dumb question because i dont know WHY are they blocking flash ?
i dont really know why can someone enlight me pls ?
by the way i downloaded it have an swf player on pc
CoyFellow
MemberIs anyone else getting really annoying music in the Factory levels?
D4rk
BlockedSword throw - 2 hits and he goes down
user 244641
Memberif you're going to download it to play it, then why not download the standalone version at the source...? (like what mairo mentioned) it isn't a flash exclusive game.
the "annoying" music (Party at the Doghouse and Chungo Shop themes) only happens if you set the custom controls to arrow keys. (it's an in-joke stemming back to when people used to harass me for custom controls)
BritishFurry
MemberIf it's the same as the last version then you dodge the spinning tentacle then when the eye comes up hit it then dodge the spinning things again then wait for the eye then hit it and repeat until he dies
BritishFurry
MemberWhat changed from this one because from how it seems it's a 100% re-upload from the last one........
Tookoo
MemberJust stay at a good distance from the tentacle once it spawns?
abscondler
BlockedGolly, if only there were a log of some sort containing a list of changes........
In the time it took you to write that question, you could've answered it yourself by reading the description.
Wes
Memberanyone got the cheatcodes?
user 244641
MemberYes, Tailbound (in it's current state) is a weaker game than Thirstchasm. Tailbound: Teaser was just made to help me learn GMS2 (which is a completely new game engine to me.) I wrote this post though, saying that I plan on re-doing the game from scratch in order to make it more fun and interesting.
Change the controls to "F U C K M E" to enable getting toppled with every hit, and I think the only other one is setting the controls to arrow keys to mess with the music
LABAL
MemberThis game puts me in a bad mood. Real bad.
Not because it's difficult, but because it's being difficult. It's hard for the wrong reasons is what I'm saying.
angel whore
Memberhow am i supposed to get the other scenes when i topple an enemy? ive only been able to beat them and get toppled
Dentyy
Memberi love this game but honestly i can't tell under what conditions you gain energy back
Tregaroth
Memberthis game is racist, i can't play with my azerty keybord.
Tiltersilter29
Memberyou gain energy when you are toppled and fucked, and you gain exp when you kill or do the fucking.
jim777
Memberthe only way to gain health is to get hit and fucked...I hate that.
masteruploader
Memberor you can just dodge and attack, you can get the boss attack timing easily.
KawaiKoneko~
MemberI really like the game play in this- It's unfortunate it's so short. :/
imercenary
MemberNice game, but too short and very repetitive. The maps are definitely too big.
AnB760
MemberDodge.
moonwolfriki
Membercute sexy love it
Shikuto
MemberYou need put the game on a paralel window.
Lory15
Membertoo bad i don't got windows
Mairo
JanitorProton, Lutris, WINE, etc. has exsisted for a while now and seems to work pretty well with Game Maker games.
Additionally Flash projector is available for Linux, so if all everything fails, use that with this flash version.
Dot dot dot
Memberfound this recently, seems to be going great, all of the animations were good, i did expect the sword to have a 180 degree swing range, but it didn't take much getting used to, great way to spend time considering i'm stuck here due to covid-19, this was good in both the game sense and porn sense, great job
EddieHooves
MemberGreat little game and I love the retro feel.
Also anywhere I can get the music? Has a real Unreal/Deus Ex vibe and I like it!
A Little Eevee
MemberI love the fact that you have the option of actually playing the game instead of making it into a rape frenzy
ApertureMesa
MemberI like how there are sex scenes for actually playing and winning in the game, most games like this you have to intentionally lose, which never sounded like good game design to me.
Daniel Z Davis
MemberPlayed the boring and hard route of keeping the clothes on, meaning also no chance of healing. Was slightly surprised there was no reward or alt ending cutscene. Still, I can't wait for his new game he's working on.
illustriouspenguin
MemberI love losing to the first boss
Afterglow
MemberGood game! I 100%ed it today.
I recommend downloading the game from itch.io, and reading the game manual PDF before you play.
BTW, every cutscene you view is unlocked in there gallery later on, so you can focus on the gameplay to unlock stuff and save your JO session for once everything's unlocked, if you prefer it that way. I'd recommend it, since the reflexes and strategy in this game isn't exactly easy.
Sara Krys
Memberyeah no, it's fucking bull shit..
LankyLank
Memberlol "fuzzy pickles" as an an answer opinion. Someone played EarthBound.
sfsdg
MemberI personally find this game not that much fun. I mean the animations are great and I really enjoy the toppling mechanic but the core fighting is just plain. The sword attack is cumbersome since it can only be directed in four directions instead of eight, the game always starts you with the base powers which are quite boring and if you have special attacks they are not well balanced. I mean you can either do a little more damage or have a sword throw that kills everything. Or you have to options to skip the level in the first place.
Which brings me to my main point, there is nothing to do! There is no reason why I should fight the enemy. To get exp? Why? To kill more enemies?
I can't even enjoy being on the receiving end since your energy does not regenerate between levels.
This game lacks something like loot. Or some nice environments, like a bdsm dungeon where you are dragged too if you loose your energy. So you have to clear that area as soon as possible to drag the goblins there instead. Or some fountain of viagra that gives you the need to fuck five enemies before your balls explode. Just something that makes you engage the enemies.
Now, I know that I will get a lot of hate for this since this is an objectively nice free game. But I really believe that one or two minor tweaks, like in the fighting mechanic, could make this game so much better.
user 244641
MemberYeah, you're exactly right. The game was only really made so I could try making something with combat similar to Link's Awakening (which I think I ultimately achieved, though it's very janky and slow compared to LA) Enemies were always designed to be completely optional since, all in all, it is just a porn game where the main objective is to collect every scene. Most of the mechanics that aren't related to scenes were just afterthoughts added in 2.0 and onwards. (Hence why most of the abilities are just OP garbage) The only part where I don't think you're correct is not being able to enjoy being on the "receiving end", since IIRC collecting submissive scenes is how you replenish energy.
I'm not working on this game anymore though, (even if I wanted to I couldn't work on it any further without re-making it from scratch in a new engine, since I hit the limits of what HaxeFlixel is capable of handling rather quickly) so I can't really fix many of the core design issues present in the game. However, I have been working on a new game called Moontide for a while now, which is a spiritual successor of sorts. (Except it doesn't have porn and isn't a roguelike) So far, it fixes a lot of the jank-factor present in TC and offers a lot on what TC left to be desired. But, I doubt anyone will really play it once it comes out since it's not TC and it's not porn.
sfsdg
MemberNo porn??? Now I have grounds for some real critic!
No but seriously, this was already an impressive demo. I think you will do great with your new game as long as you give the player a reason to fight. Loot or something. If you ever want to do another pron game I would recommend to build in a mechanic that is less murdery and more sexy. Just to prevent some wired accidents at the next orgy. Or you could go with the exploding ball thing. Heck, you could even make it a form of locomotion.
flakey boo
Memberhow do I nopt die from enemies? do i just let them fuck me?
Ninjacat10
Memberthe only porn game you can easily play one handed 10/10
Rainy Daze
MemberYou know, this game might actually be fun if enemies were restricted to the same clunky-ass cardinal controls you were. And couldn't dash across the entire room in an instant.
user 244641
Membersorry that i didn't think to program analog movement for a 4 button control scheme.
Rainy Daze
MemberYou misunderstand; the issue's not that the player doesn't have analogue movement, it's that the enemies do. Which is further compounded upon by the cumbersome attack that only covers 90 degrees in one of four directions, while the enemies can hit you from any angle. I mean, you even acknowledge this yourself:
The reason it feels so janky compared to Link's Awakening is because of two important details:
1. The most important factor, I think, despite how subtle it is: when moving diagonally in Link's Awakening, you continue facing the initial direction you were originally moving in. I.e., if you're holding down Right on the D-Pad and then hold down Up, you'd start moving upwards and to the right while still facing to the right. In this game, when you move diagonally, you only ever face either up or down. Always. This is incredibly awkward when your attack only covers 90 degrees and is entirely dependent on which direction you're facing--even moreso when that attack is also your only practical means of defense.
2. Enemies in Link's Awakening very rarely move faster than Link, and regardless of their speed, the ones that attack Link up close do so by constantly moving directly at him. They don't lunge across the screen and end up behind Link and then repeat this attack ad nauseam, they stay up close and aggressive, moving at the same speed. Any enemies that are faster than Link--Peahats, those weird bomb things, those annoying Mini-Moldorms, Anti-Fairies--don't actually move straight at him, they follow a semi-random path. (Plus, Link can actually hold his sword out to hit something moving towards him rather than having to time the swing, and has a spin-attack mechanic that was specifically designed to help deal with the fact that you can only attack at specific 90 degree angles).
user 244641
MemberHere's the thing, like I said in the second post you quoted, I've already fixed a lot of this jankiness in Moontide (and ultimately, Tailbound as well, since that's using Moontide as a base.) I didn't feel like typing out a thoughtful rebuttal to your initial comment, because in my experience so far with hateful Thirstchasm commenters it hasn't been worth it. Thirstchasm's enemies are awful, and so is a lot of the movement/combat itself, probably because I was using a lot of HF's "velocity" variables. (Which in hindsight wasn't the best idea, given the engine didn't have any documentation for doing your own physics.) Thirstchasm was my first time ever making a sort of action game like this, so to say I was inexperienced would be an understatement.
I feel like if you don't like the game, then just don't play it. I don't understand the point in leaving a negative comment with no real substance. (Let me guess, making a vague complaint about a two year old flash game counts as "criticism", right? Give me a break.)
Rainy Daze
MemberThe second comment was absolutely criticism. As for the initial comment, the point of leaving it was the same reason anyone else leaves negative comments: I was frustrated with the game and being a salty lil' bitch lol. (But I mean, to be fair, it still "had substance" since it was about an actual mechanic I didn't like...)
Don't know who's going around down-voting your half of the conversation by the way; I'm flattered people agree with me but seriously guys, that should be reserved for comments that are actually breaking rules and/or inflammatory...
user 244641
MemberOkay? But my comment was only referring to your first comment, not your second one. While your second comment does have well thought out criticism and substance, there's nothing there for me to respond to because, like I said, literally everything you're complaining about has already been fixed in the sequel game that I'm currently working on. But just writing out a shitty mean-spirited take, then following it up with a "but ACTUALLY here's why you're WRONG" sort of criticism post doesn't make you a good person.
I don't know why I have to constantly re-iterate this, but the game's just old. I've learned from it, there's nothing else left to be said about it. If you'd take the time to look into what I'm currently doing, instead of focusing on this shitty prototype from 2018 back when I was just getting back into gamedev you'd see that. I don't really know why I'm typing out this response when I know it's just going to make me more upset than I already am, I'm just pissed off and tired of seeing everyone always taking a random shitty hot takes side over my own when we're both saying the same exact thing.
Avriel Mimiga
MemberWhy do the little white beings in the factory look like Mimiga?
MadMaxFur
MemberI really enjoyed playing this, and I'm not even gay.
Collecting all possible scenes took a while, and was quite challenging with the NPCs, but fun, afterall.
The low-res pixel graphics is cool, the whole game looks and feels like someone in the early 90s made a furry porn game, and it's awsome.
Thank you for making this, Carpetwurm!
NeverBeenToUwUjaver
MemberI'll be honest, this game is the biggest thing I'll miss with 2021 no longer supporting Flash. I've been playing it a bunch the last few days knowing it's going to be gone in about a week. It's been a fun, sexy experience, and it'll be missed.
So long, Thirstchasm
user 244641
Memberdid you even look at the source?
https://carpetwurm.itch.io/thirstchasm
Crokey
MemberThe music reminds me a lot of those composed by Alexander Brandon, for games: Jazz Jackrabbit 2/3, the first Unreal or the very first Deus ex.
Gas-Powered Stick
MemberR.I.P. Adobe flash... now I'll only see this game via videos. ;-;
NeverBeenToUwUjaver
MemberIt's only supported on Windows, and I'm a plebeian Mac user
user 244641
Memberyou can run it through wine, or just download adobe's standalone flash player and the game's .swf file from this page. iirc the game's also on flashpoint, which is an archive of flash games and flash player. it isn't hard to access at all, and it's not going anywhere
(flash player)
Urantia
MemberThen install a real OS and stop harassing the artist!
user 445698
MemberAnyone have the newest version?
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