Belly of the Boreal Bear
A downloadable bound kobold sim for Windows
Content warning: bondage, vore, implied digestion with reformation
Your kobold boyfriend got vored by a giant bear! Do you have what it takes to reach them when your controls are only two buttons?
Additional art by RabbitStewGames!
Made for Tummy Jam 2! The jam limitation was "two buttons".
NOTE: If you are having trouble downloading the game, please make sure your Windows Defender definitions are up to date: https://www.microsoft.com/en-us/wdsi/defenderupdates
NOTE: If you are seeing a black screen, please undo any image quality overrides in your graphics driver settings, as these may interfere with the game. In particular, driver-level anti-aliasing is known to cause issues.
TEMPORARY NOTE: Recent nVidia drivers (confirmed on 572.16 and 571.96) have an issue where pixels become distorted in games. If you encounter heavily garbled visuals, please upgrade to the latest drivers.
Status | Released |
Platforms | Windows |
Rating | Rated 4.3 out of 5 stars (44 total ratings) |
Author | BigBellyDanni |
Genre | Platformer |
Made with | Aseprite, Godot, Renoise |
Tags | 2D, Adult, Erotic, Furry, Pixel Art, vore |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Xbox controller, Gamepad (any) |
Comments
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Out of curiosity, what are your plans now, BigBellyDanni?
Would you make a game where you can be prey or pred?
love the game just wish there were more enemy variety to explore to keep it feeling fresh, other than that its an amazing and fun game
Where can I download music from this game?
Love the Art Style, Story and Gameplay. Though it took a bit to get used to movement wise, it was a great experience overall~! Can't wait to see your next game Danni! <3
Yo, Mr. White, this is art!
Actually a work of art
Struggling mechanic doesn't work 23% of the time. just a heads up
You can't struggle when the meter cursor is red, as that indicates you're in cooldown.
But now that I think about it, I should add input buffering so you can hit the key a bit early. I'll try to add that in the next update.
i just lowered the dif
I love that the escape mechanic is more than just rapidly mashing left and right. I’m gonna have to give this a go when I have time~
are you planning on adding more to the story? (ex: new entities, levels, epilogue for spring, etc.) i loved the game mechanics and would LOVE to see more of this game!!
Yes! That'll be coming in the next major update probably next December.
Spring epilogue is a cute idea but I don't know if it'd be at odds with the wintry theming. Still, I'm strongly considering it.
Is there any more vore, other than the wolf enemies?
there is the boreal bear at the end, but other than that not at this very moment no.
Honestly I love the mechanics in this and the controls feel really good and fun.
Works really good as a jam game but I think it'd also work well as an actual project with a bit more fleshing out if that's something you were thinking about
Have you thought about making a boss and some other enemies?
I've had other enemy types planned, but haven't given much thought to a boss encounter. Since you don't have a way to attack in this game though, I'd need to think about how to implement such an encounter. Maybe a carefully orchestrated chase sequence where the pred can't despawn, or a timed survival thing?
But I do think I ought to add something in the next update to make things a bit more climactic.
It was a lot of fun, the only thing I would wish for is more pred types, but also understand that this was meant to be a small game and for a Jam so not a huge complaint. It was fun, the escape mechanic was a little difficult to start but I figured it out
The little update you did for v1.0.3 was great. The little digestion particle effects were a good touch.
Okay quick notes: You have a LOT of dickish jumps and enemy placements, even on the lower two difficulties. This isn't advertised as a rage game, don't do that.
The struggle method is unresponsive, and you tend to take ridiculous damage even on vore difficulty 1 because the game just refuses to let you make struggle progress even if you're doing it correctly. An option to trade it out for a mashing minigame instead would be a big improvement.
The lack of enemy variance takes away a lot from the game, as after seeing the wolf eat me a few times the game lost any interest from the vore aspect, making enemies a massive fucking chore due to how they're faster than you, jump higher and farther than you, and are often in the aforementioned dickish locations.
A few jumps in the final level are only makeable due to a bug in the physics engine that lets you jump way further and higher than you should due to being just above the max arc of your jump even with a full run up.
Some areas are downright impossible as early as halfway into level 2 if you fall into them with vore difficulty set above 1 as you're trapped between two preds and there's not enough room to lose either of them so you WILL get eaten twice before you can escape. Due to the unresponsive escape controls, this is a death sentence.
Overall pretty good for a Jam game made under a time crunch and control scheme challenge, but it's quite rushed and has absolutely no replayability.
I'm unsure what you're referring to when you mention a movement bug. If it's slope jumps, that's an intended mechanic. I sprinkled several optional paths in the earlier levels to give players the opportunity to discover the mechanic before requiring it to progress in the Mountain stage. I intended to add a sign at the base of that particular climb to signal the need to slope jump... but then I forgot.
The wolves are faster than you, but less agile. They stall for a bit just before they jump (from .25 to .6 seconds depending on difficulty). You can use this to juke the wolves by stalling their momentum, or causing them to miss a jump, or creating an opening for you to dodge around them. Most locations have either jump-through platforms, cliffs, or slope jumps you can use to your advantage here.
When it comes to struggling, the most effective method (that I'm aware of) is to wait for the cursor to turn white, then push as the cursor crosses the middle line. By doing this you can escape the wolf's belly going from 100 to around 87 health on difficulty level 1. I was a bit unsure how much of this to communicate to the player. My thinking was that I wanted the player to be able to discover the best way to struggle on their own, so in the instructions, I decided to be a bit vague, mentioning only the fact that you need to build momentum. I might see about being a bit more explicit about this in a future update.
A: If that's an intended mechanic it doesn't behave like one. It looks a lot more like a bug in the way it plays out because jumping off a slope shouldn't logically send you higher than jumping from above the slope (which is the case with that particular climb)
B: The wolves being easy to juke MOST of the time is fine, but they're so commonly placed on tight platforming sections that anything other than aggression 1 makes certain sections (especially in the mountain) pretty much required damage.
C: NO ONE would regularly discover this about the struggling, the mechanic is so unresponsive and has no explanation; there's ZERO indication that's how you do it, and even WITH that, it's a slow and irritating struggle method.
I think the slope jump could use a little something to help players realize it's a thing. I'm sure I accidentally did a few before the required jump, but never noticed because it only sends you a few tiles higher than normal. Maybe a unique animation or visual/sound effect to let you know you did a different type of jump?
The struggling was easy enough to intuit, though I do think it could be made a little easier to "start". The hardest part of escaping was getting the meter swinging.
Again, I originally intended to put a sign there but I was so focused on getting everything else done that it slipped my mind. Between graphics, custom code, audio, testing and debugging, and many other things, there's a lot that goes into making a game. The custom physics controller took at least a week. The wolves and struggle system took two weeks. All of this takes time. There will inevitably be omissions.
Anyway, update forthcoming.
Edit: 1.0.4 is out now. I appreciate the feedback I get, but I do ask that folks remember that I'm basically a solo dev, and try to be courteous when reporting issues. Thanks!
Most of the time it's fine, but in the tighter platforming sections having more than one wolf on you, or one wolf in the wrong spot (which it'll often SPAWN in) means that you're at the mercy of when they decide to jump or pounce, if either.
Why did I get a trojan warning from downloading the latest ver
The EXE in the latest version is byte-for-byte identical to previous versions of the game. Make sure your Windows Defender definitions are up to date: https://www.microsoft.com/en-us/wdsi/defenderupdates
Legit one of the most fun and well done vore games I've ever played. Both Maw Manor and this are awesome! Looking forward to what you make in the future, if theres more plans for something else :)
Oh, this was super cute! You did a really nice job, it's short but surprisingly well polished for a jam game! The art is all very good and I like a lot of the effects and little touches that show how much passion you put into this. I like the momentum based struggle system; I haven't seen that in a vore game before and the rhythm of it is neat. Ending's very cute and sweet.
My one big critique is at that the mountain climb at the end of part 2 - the first jump after a spawn crystal (checkpoint frequency 2) expects you to use running momentum when you hit the ramp up to get slightly more height. This is fine on Control Mode A where you simply add the second button, but extremely difficult on control Mode B, because the tiny button release on an upward ramp kills just enough momentum, and you lose the boost you need to make the jump. I had to switch to Mode A and play on keyboard for just that part and was able to switch back to controller after it was clear.
Otherwise, this was a really fun little play! Thanks for making this! <3
Thank you for pointing out that issue! I basically did all my playtesting on mode A and admittedly hadn't thought much about how releasing the direction would hurt your momentum in mode B. I wonder what the best way to address that would be. Maybe a buffer of some sort?
But glad to hear you enjoyed it overall!
Mode B should work much better now in 1.0.2!
Just saw the new version with the momentum buffer in the notes - sounds like a really clever solution! I'll give it a try a little later, thank you for implementing that!
Will this be available for Android any time soon?
This is great. You put in a lot of effort and it shows. The art, the controlls are great. the levles are fun and quick. can't wait to see what else you do :]
I kinda like the limited moveset. Made running from the enemies more of a challenge. I also liked that there were multiple paths, like in a sonic game, to reach the end.
This game is great. I only wish there were more preds. But I enjoyed the mechanics for sure.
When I try to start the game on the screen where it says to click 3 times wwwith your right click it does nothing
Keyboard or gamepad, not mouse.
Can you bring the Android version?
How do you feel about someone featuring your games' footage (this and Maw Manor) and pictures online and archiving said footage/images on a non-monetized site? It's something I like to do for vore in games and stuff. I know you have a Creators Read Me in the files of this game, which stipulates to make efforts so that those below legal age don't access it and to at least put a warning or disclaimer, but I thought it would be better to ask and be told no, rather than have you find it after the fact without even asking.
Sure, go ahead :3
Why thank you! :3
I've liking it already. I faced a problem when resizing the window - it goes into window mode fine, but when I try to maximize it again, it stays in the windowed resolution with black filling the rest of the screen.
EDIT: Alt+Enter will return it to full screen fine and fixes the issue, but using the corner window resize buttons will cause the problem. (64-bit Windows 10)
You can change this in the options menu! Just keep in mind that you'll end up with uneven pixels.
I love platformer games, but I absolutely HATE bad controls in platformer games. I seriously want to get to the end of the game, but with little to no checkpoint, instantly awful controls and the escape bar (which is good. I understand how to escape), but I always end up escaping once, being on half help and needing to restart because it's impossible to escape for the second time. I simply cannot continue playing. Nice music in the second part of the game, though.
You can increase the number of checkpoints when you start the game. If you're struggling with the vore escape mechanics you can also try lowering the vore difficulty.
Oh, now I feel a little bad about the rant. I'll give it another go.
A cool game that has potential...but sadly the controls kind of ruin it, pretty wonky and jump being double tap or pressing both buttons is really weird, and the vore escape minigame makes no sense lol
For now this game is trashhh
Edit: Figured it out thanks to the dev explaining how the struggle thing worked and updates, so I'd like to change my opinion and say that the game is pretty decent
need the 1.1 update. i can't play this game. am stuck in 1 left, 3 right scence. preview look cool. hope you can fix that in the next update
Can you be more specific about your issue? Not much I can do on my end unless I have more information.
Wouldn't let me download because it said virus detected.
Antivirus false positives tend to plague Godot games in general but my stuff is especially susceptible because I have to build a patched version of the engine to fix a few bugs that affect me specifically.
I'll see what I can do from my end. For now, make sure your antivirus definitions are up to date. If you're using the built-in Windows Defender, you receive the latest antivirus definitions through Windows Update, so if you block updates you won't get those.
Working good now. Very fun and good animation. I like the control scheme too. Of course I want there to be more characters (who wouldn't), but still very good as is.
Always fun to see what people make! Fun ending just like maw manor, wish there was a little more variety in the predators, but that's far from necessary. Curious to see what other games are made from Tummy Jam 2!
I'd planned for more preds, but unfortunately I had to cut back on scope to get the game done in time! I'd like to do a major content update somewhere down the line where I include all the stuff I originally wanted to have. Current plan is to do a Maw Manor content update next Halloween, then update this game next December.
As for the other Tummy Jam 2 games, go check them out here:
https://ottwott.itch.io/snowdrift-labyrinth
https://eyriebirb.itch.io/kobold-katcher
https://xett.itch.io/predation-inspection
https://zyyphelze.itch.io/through-the-peaks-playtest-build (Password: TummyJam2025)
But where's the page itself? Also, are you going to make a game where we play as the pred in the future?
Thanks for this. I was wondering where the other games were.
Where is this Tummy Jam 2?
In anycase, I'm not a fan of this game. I know this is supposed to be a vore game...but the last one actually had vore as part of the gameplay (getting kobolds to feed themselves to frogs and worms), but in this one, not getting eaten when you only have two controls is just a nuisance.
I'mma just play Cannon Dancer
This turned out great! Thank you for this game! The art and the gameplay are a lot of fun, especially the struggle minigame. I love when its more than button mashing! :]