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Wow! I LOVE this game! Kudos to Ziliock and that skilled pixel artist who created some amazing designs and gorgeous animations!
A few recommendations for consideration:
- The healing items don't always work. 😢 Fixing that should be a top priority!
- I actually LOVE most of the baddies you've created with those gorgeous falls, wobbles, and taunt animations so much that I actually primarily play a higher difficulty "pacifist run" playstyle where instead of eating the baddies i zone them out of bounds with kicks to defeat them instead of devouring them. This is really buggy and was probably never intended (and i can only pull it off on certain screens where the far left and far right doesnt have a wall) but I would really appreciate making this option viable for players like me who appreciate your sprites too much to simply eat them!
- The difficulty can get intense at times when there are a ton of enemies on screen. The game might be even better if hitting a stack of enemies (where multiple baddies occupy the same space) always triggers a hit on a fresh enemy instead of the dazed enemy. Alternatively, you could increase the dazed stun time by another 2-3 seconds to make it easier and add a few extra "bounce" effects 😁 which im sure nobody would complain about!
Anyway, great job and keep up the awesome work! Thanks for creating so many gorgeous animations! 🥵
I must ask, what is the point of the civilians? If we cannot eat them, can enemies eat them?
AngleerGirl1.8.1 Bug: You can now move before the enemy's eating animation ends.
I noticed this after attempting to jump while the grounded lamia eating animation was playing.
SPACE was my set jump key at the time.
AngleerGirl1.8.1 Bug: Reconfigured pause button no longer works when rebound to the V key.
I didn't test if the pause button worked with the default configuration this update.
Hello, thanks you for playing
We will check how to fix those bugs.
Thankyou.
I think we need a character/enemy with huge butt
And attacks with it
We already have one that attacks like that.
You play as her.
Either double-tap a direction button (Left or Right) and press the kick button before the dash animation ends, or double-tap the downward direction button after jumping.
One attack is to the side, the other attack is straight down (The only downward attack in the game as of 1.8.1).
Would you guys consider making a android port since the controls aren't that complex?
Can we play as the tailvore girl?
quick question, will this game ever be controller supported
I'm impressed. Last time I saw the game it was pretty, but clunky and unplayable. It's legitamitely coming together though! If you do go with a broader open world concept, I think a much more resilient player character would be much more enjoyable. Having three health only, that you can't regen on your own, and few movement/dodge options doesn't really lend itself to the best parts of this game imho.
I know you're a long way off from alpha, but leaning more towards Metroidvania and away from Metal Slug is, imho, a much better design choice, since exploring and eating this world you're crafting is why we're all here, not so much level grinding.
Also, gods I hope those tasty looking villagers can't get on the menu somehow.
P.S. controller integration would be very welcome, someday.
When will the large enemies appear?
Suggestions I have.
-Stamina Bar: You cannot dash forever and it seems to have a cooldown, it'd be nice to how much stam I have to continue dashing.
-Item Count: Since most items stack, it'd be wonderful to know how many I have and what the cap is.
-Digest Key: A button to digest like shown in the original animations, digesting to heal without the pill because the pill is very inconsistent (getting pills when full hp and no enemies left), obviously digesting should have you standing still which could be a risk-reward to do midfight if you're ballsy or something to do when you've cleared a screen so the next area doesn't kill you immediately.
-Aim Skull Spit: Would be useful for getting enemies out of the sky or on platforms above/below you.
Overall, still a solid game. Some enemies might need some endlag tho.
Really nice looking game but not very fun health is super low and the melee barely has any range. paired with multiple enemies on screen and no i frames on swallow means you just get swarmed beat to death while trying to eat enemies
Haven't played it yet but my expectations are through the roof. I can't wait to see how the game will evolve.
I would like to preface what I'm about to say with the fact that this games pixel art is beautiful especially the swallowing animations and the sound design is fantastic and when I get into a groove this game is a genuine joy to play. But most of the time you can't even get to the thing this game is meant to do, aka slurping down fat booty bitches like thicc pasta noodles, and a big obstacle to that is the fact that you get swarmed and overwhelmed so incredibly easy and one big reason that happens is the fact that the only way to get rid of enemies is to eat them and there are no invincibility frames for when you do and it can be interrupted, and that even wouldn't be so bad if you could take more than an absolute maximum of 4 hits. This is a fantastic game, but my frustration stems from the fact that it could be so much better with just those 2 changes. Edit this something that hadn't occurred to me when I wrote this but there isn't a WIN condition of any kind to end a stage only take enough hits and you're booted back to the Main Menu in failure.
Good grief, this is pure torture!
Stunning pixel art paired with a character whose weak stats can't keep up. Hordes of agile enemies swarm you with ranged attacks, overwhelming a character who can only fight one foe at a time...
Perhaps much of your inspiration comes from Metal Slug, but in Metal Slug our primary attack method relies on various firearms far more powerful than other minor enemies. Melee combat requires various invincibility frames; otherwise, it simply doesn't work.
The health pool is far too low—just three bars. In the game environment, this is practically nonexistent. Swallowing enemies for healing yields very little, and as for the items in various crates... I barely survive long enough to see them drop.
The benefits of swallowing enemies are negligible. The lengthy swallow animation lacks invincibility frames, meaning swallowed enemies just get beaten to death by others.
Spitting out bones is a decent tactic, but could you add a group attack like spitting stomach acid? The characters' chubby builds would work perfectly.
For a pixel game, the gameplay is seriously lacking.
Is there a way to slow the enemy spawn rate? I'm getting swarmed withing 15 seconds
I really like the pixel art in this game but the difficulty is absolutely insane. You regularly have five or six enemies all jumping on you at once and hitting you with ranged attacks while your main kick has extremely short reach and comes out slowly.
I'd like an invincibility mode. It'd be great for getting used to the controls and enjoying the sprites.
Could you provide a way to save the changed controls, or find a way to play on the joystick?
Honestly I’ve been thinking about the same thing
i personally think this game needs a way to change keybinds so all players can feel most comfortable playing how they like, also maybe adding a controller option?
I agree. I like the game, I just really dislike the controls. Rebinds and even controller support would be very nice
I wholly agree.
When is the next update coming out?
is this going to be a purely player pred game?
I would like say I really like this game and the pixel art animations. Well done.
But some problem in this game really piss me off so I think maybe I can point out some potential problems here?
First, the game's tutorial really need a highlight. I had to restart several times before I figured out the controls without noticing there is a control instrutions level.
Second, the game's difficulty is problematic. The monster spawning is too illogical. Sometimes, before the first supply drop even lands, three or four monsters spawn right in front of the character. It would be more reasonable for only one or two monsters to spawn at a time, and there should be a maximum cap on the number of monsters on the field. And maybe add invulnerable time after vore a nurse? Always receive new damage after voring a nurse because the long animation recovery time.
Then there's the character's animation. The cute kick animation has a very strange hitbox. Although I think it hits the target in the animation, it doesn't actually have any effect. Also, this hitbox can't hit enemies overlapping with the character, often missing when surrounded. Combined with the excessively long recovery time, missing is practically a death sentence.
Finally, I still want to mention the game's key bindings. I think they're really bad... Assigning the A key to jump is a very counterintuitive design for me, since most games I've played rarely use the AZX key layout. If the up arrow key is assigned to looking up, shouldn't they consider using the spacebar for jumping?
Finally, I'm really looking forward to future gameplay improvements for this game.
I feel like a good way to keep enemies from overwhelming the player would be faster attacks and longer ranged attacks, like the forward kick coming out faster and both kicks and the forward vore grab would cover Phearls entire hitbox
When is the next update coming out?
Hi, thanks you for your interest.
We are working very hard with the sprites and coding. We will have it finished in the next 2 days
Overall, I love the game so far for the most part. Since this game is more of a endless survival game than a super mario bros level. So can you please had a high score of how many enemies you defeat/swallow for each map?
is there anything else good about the game?
just wanted to say that the current build (1.0.2) is great!, I just needed to lock in instead of trying to find a clever solution.
Are there plans to add a spawner enemy in a future update?
The Bloom Army level spawns a lot of enemies, I don't know if the new update changed how many enemies' spawns, The Bloom Army level spawns too many, but I like the update, still waiting for different types of enemies like the ones you show on X, I like the progress!
Ok. So after playing the updated version I must say YES! This is more like it. The invincibility frames work well I like the health recovery items and the chance to recover health upon successful swallow. The only thing I still didn't see was hitting multiple enemies when they all line up the way they do. I see some complaining about difficulty and I think that'll go a long way toward alleviating that. A player like me will let them gang up like that then kick them and try to swallow as many as i can before they get up again which is usually one cause that animation can be slow but I even see that as an opportunity. Just give us a way to level it up to make it faster.
The difficulty needs changing.
Glad to see this game is finally happening! I'd been seeing preview animations for a while, they're seriously some of the most impressive I've seen to date. The game functions startlingly similar to those preview animations, which was awesome to see - it's rather impressive on a technical level.
A lot of others have already commented about difficulty, so I'll try not to repeat them too much here. Really, I think the game handles quite well overall, it just needs some balance adjustments. Enemy spawn rates are the biggest thing I think needs adjusting - the soldier level I'm never able to last more than a minute in due to the crazy number that show up. I think the desert level with the mummy and naga enemies has the best balance of spawn rate - I can usually last indefinitely on that level, but the rest I'll usually be overwhelmed within 5 minutes or less.
As some other people also mentioned, Pherl's attacks only hitting one enemy can be an issue. I think adjusting the spawn rates mostly solves this, but you could also consider giving Pherl a new attack that does hit multiple enemies - I'd just make the attack take even longer to wind up as a trade off. I did something similar with my game where the first two attacks of a combo only hit one enemy, but the third is a kick that's a little slower but hits all enemies in front of the player.
Speaking of windup time, long wind ups for attacks tend to be good for enemies as it gives time for the player to react, but long windup time for player attacks might make them feel sluggish and unresponsive. Of course that doesn't mean they can't be used - Monster Hunter is a game that really likes super long attack windups for players, because the attacks themselves are extremely heavy hitting and weighty. I don't doubt that was what you were going for with Pherl as well, and it's fitting, especially given her extra weight and how enemies go down in one hit - I think it works well for the most part, my biggest issue is that because the range is also so short, enemies can just walk away from it easily even when I start very close. You've got attack speed upgrades in the game which does help alleviate this somewhat, but just a bit more range might still be good. It might be fine as is, but I wanted to bring it up as something to keep in mind as you continue to develop the game, especially when making new attacks for the player.
For future updates, it would be great if Pherl had a way to digest and shrink her belly - it would be nice to be able to fill it up again repeatedly, since I don't think there's a way to shrink it unless you have lost health AND find one of those digestion pills. When I'm playing well, it means I just stay permanently at maximum fullness and don't get to enjoy those other animations of filling up again. On a related note, it would be fun if Pherl got some extra animations - either just idle animations, or maybe an actual action she can do, where she rubs or plays with her belly. Maybe this could be like a taunt move or something?
Some form of range attack would also be nice, but I think I read that you're already working on that. I feel like I remember seeing some of the preview animations showing Pherl spitting bones at enemies, so I wonder if it's going to be that?
One other tweak that would be nice, since Pherl only hits 1 enemy at a time with her attack, it would be nice if it always hit the closest enemy to Pherl. I've had a few times where I've tried to kick a nearby enemy away, and it instead hits one further off just on the very edge of the attack, and I then get hit by the closer enemy.
And one bug I noticed in the latest version, the pause menu doesn't seem to function anymore - I can pause and unpause, but not restart or quit to menu.
Awesome job so far though, super excited to see where this game goes! The art style is very on point, movement handles well, and of course the animations are incredible. Also, LOVE the ability to eat enemies faster by mashing! Feels like the perfect solution - lets me eat fast when I'm surrounded, but also take my time to appreciate the animations when I'm not surrounded.
Good update, yet still hard to play. I think refining the controls, hitboxes, and enemy spawn is the top priority for players.
I also have similar issues to DrMostlySane as well. But depending on how this game goes, it could be better than Dynamite Flare or be what Ouro would shit out if he heeded whatever shit Google Translate spat out.
For starters, you have no way of controlling crowds. Your basic attack only hits one enemy. This wouldn't be a problem in a 3D environment, but for a beat em up, it's beyond non-sensical. Now, I imagine you did this because all enemies are knocked down in one hit, and while this would be fine if it was actually like Metal Slug and you were running down a stage of more spread out enemies, it's borderline unplayable when you have enemies that admittedly are very aggressive. Better than the aforementioned game above, even. You really have the philosophy of good enemy design down. But it's a bit much when Pherl here can't deal with crowds. A solution WOULD be to just give her the ability to hit multiple enemies with one hit, but then you could just swallow them all at once (frankly, only being able to swallow one standing enemy at a time and that enemy having eating priority over downed enemies is damn good balancing for the most part). But again, they go down in one hit, so you would have to give them mobility options and likely long-range pokes to keep you away and contest your grouping of them. Them just moving towards you isn't what I would recommend in the first place; I would want something like Ninja Saviors where they will often jump or perform advancing attacks in order to attack you. As a matter of fact, I think giving them health and the Angler Girls the ability to throw their enemies would go a long way, unless you are going for a strider or melee metal slug sort of game, which wouldn't surprise me. If we do get a throw, make sure that it makes the Girls invulnerable, but not when swallowing, in order to keep it a balanced defensive option.
Pherl's one attack is also way too slow. I can understand if we had less damaging quick attacks, but considering the amount of enemies chasing after you, it's just not good enough. The Pillar Woman has much better options, and I'd imagine Lilac would as well.
Hello, thanks you for your review.
We have been thinking in a way of dealing with crowds. Since we think the hitbox affecting every enemy it touches might be too OP. But we got an idea of how to make crowds less overwhelming. We just need a bunch of new animations for every enemy and we will have that implemented soon.
There are also a ranged attack we plan to implement soon, we might have it done for next update.
Thanks you for trying out our game, we will do our best to make it a better experience.
The new update is pushing the game in a better direction gameplay-wise, but some issues still persist a bit.
1. Enemy Spawns are far too frequent, leading to you easily getting overwhelmed by tons of enemies at once.
2. The lack of ability to hit multiple enemies with your attacks coupled with how often they hide inside each other means you usually take unfair hits you can't react to.
3. Pherl is far too slow for how short her reach is with her attacks, even including her dash attack. For certain enemies such as the ranged enemies it leads to an annoying time of trying to chase them down amidst all the other enemies since their walking speed is faster than Pherl's own walking speed AND attack speed.
Other than those criticisms the game is going in a good direction. Invincibility after taking damage ensures you aren't combo'ed to death immediately, all of the various power-ups help boost survivability, and having an enemy that can heal you up if you defeat them is a major boon.
Any plans for sex stuff or nudity?
A cooldown to the enemies attacks would be nice since they attack way too quick
bro you need to nerf the enemys tehy are so powerfull and the angler girl it's to weak and the enmys to get forever knowout after some hits on them
Yeah as everyone said. It needs better button placements, maybe a faster combat system, more items but most importantly some invincibility frames like a good snes game