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Savoring Sword Alpha (Ended)

ABOUT THE ALPHA

The Savoring Sword Alpha contains the core elements of the game. You can expand Starla and Akana by growing them to new weights. Explore procedurally generated dungeons that get more difficult the deeper you go. Encounter monster girls, traps, and interactables. And buy a few items from the shop!

WHAT VERSION 1 WILL HAVE THAT THE ALPHA IS MISSING

A main difference between the Alpha and Version 1 is the Collection. The Collection contains all of the collectables you have, like Relics, Outfits, Wrappers, and your Gallery/Bestiary. Unfortunately, the Alpha doesn't have any of that, only the Stats that shows important information about Starla.

Another main difference is the ending. Currently there is no ending in the Alpha. In Version 1 there will be an ending that includes a New Game + and an Epilogue.

I also want to add a few more monster girls, traps and interactables into Version 1. As well as update a few visuals and sounds.

THE FUTURE OF SAVORING SWORD

I am really enjoying Savoring Sword and I hope you are too! That's why I plan on updating it regularly with new monster girls, traps, interactables, outfits, relics, etc. I want this game to be a fun and new experience every time you play it!

IMPORTANT MONSTER GIRLS

Since the Bestiary is not in the Alpha, I would like to explain 2 special monster girls.

The first one is the Moth. Unlike other monster girls, the Moth can never be outrun. So once she gets sight of you, she will keep trying to get closer to you at all costs. "Like a moth to a flame."

The second one is the Beacon. Beacons are the toughest monsters so far in Savoring Sword and only appear on the deeper floors. You will notice them by their flames in their heads. When they attack you, they have a 50% chance to instantly kill you, or do no damage at all. If you can manage to outrun one, their flame in their head will go out and they will no longer be able to instantly kill you.

BEACON MODE

In the Settings you will notice a feature called 'Beacon Mode'. Activating it will make all of the monsters in the dungeon become Beacons. (You can learn more about Beacons in the section above.) Beacon Mode is a fun way to spice up the game with a new difficulty. However, I don't recommend playing with it on unless you just want to experience something new and fun.

THE DOOR TO THE LEFT?

There's a door to the left in the shop that will eventually lead to a new area. (Probably a cooking area or something like that.) The new area wont be added into the game until a later update.

THANK YOU!

A BIG thank you for supporting CupCupMug and Savoring Sword! You being here makes it possible for me to continue doing what I love: developing weight gaining games!

Plus, I love to listen to new ideas and feedback. So if you would like to share anything with me, please let me know what's on your mind!

I hope you can be part of the Savoring Sword journey and get to experience it with me every step of the way! πŸ’•

Savoring Sword Alpha (Ended)

Comments

Cool thanks for the potion ideas! I'll definitely add a few different effects to it, and probably make it appear more in dungeons I was also thinking of seeing if there are some weight gain/bbw artists who would like to add some of their art to the game, and you would find them on walls throughout the dungeon and unlock them in the gallery! (But this probably wont be until after V1) Visualizing the collectables would be a TON of work, but it's a really great idea :) if I did implement that, it would be when I would have some spare time to do so I have also considered the portal idea, and its very doable! But a big issue would be if there was a monster girl blocking the other side of the portal and I dont want Starla to appear right on top of them. I could add a 'portal is blocked from other side' message, so this might be added in in the future Someone mentioned to me a cake themed dungeon which I thought would be a lot of fun, but I wouldnt be able to use any of the current dungeons traps in it since they would look very out of place. I could add it in as an 'extra' or 'secret' dungeon to basically level up the sword or gather sprinkles sort of thing

CupCupMug

A few types for the potions could be (pretty obvious, I know) Sleeping: the current one. Waking: increase the view area (like the torch). Gluttony: increase experience from monsters. Dietetic: decrease experience from monsters. Luck: increase quantity of sparkles from chests/relic chance Hex: decrease quantity of sparkles from chests/increase mimic chance Strenght: increase min/max attack value. Weakness: decrease min/max attack value. (as for trolling) Drunk: switch left and right. Collectible and relic could appear as decoration of the dungeon, like painting, mannequin, statues... but it might be quite a work. A workaround for detached areas could be portals, giving a bit of risk/reward, but I have no idea on how implement them into the generator. Another thing could be (far in the future) make some "themes" each time a floor is generate, and put in monsters fitting it. I don't know if it strides with the "lore" of the game (not to mention the workload), but could be a bit refreshing from the monotone bricks.

Sturmadd

I agree the dungeon is a bit bland at the moment, but I plan to add a lot more to it so it feels more lively as I continue updating the game! Adding new effects to the blue potion could be a lot of fun! A sort of mysterious potion that can either be helpful or harmful How I designed the dungeon generator is it basically picks a tile where the start is, then continues to create a hallway until it decides to place the exit. From there, it picks random tiles and generates more hallways and ends on another hallway. (The reason some areas are not connected is because, in some occasions, it ends on its own hallway.) I can try some other generations, like maybe instead of starting hallways on a random tile it starts them on existing hallways, which would fix the issue, but would also create a lot more open areas. Maybe I can find a way to get the best of both worlds! I was also thinking of potentially doing a 'rooms' idea in the future! Maybe some sort of treasure room, or a boss room, merchant room, food room, etc Currently, in the Alpha, the Grim Greaser is almost impossible to kill. Eating the burger gains an entire level on the Savoring Sword, so the Grim Greaser is there to basically chase you to the exit so you have to plan a safe path. In V1, New Game + will reward you with Wrappers to make you a bit stronger and stronger over time. (One of the wrappers increases Starlas Attack, another Health, one gives a chance for critical damage, etc) Plus I plan on eventually adding more ways to power-up Starla in future updates. So, the Grim Greaser can eventually be defeated if she is powerful enough.

CupCupMug

So far I enjoyed the game! It have a lot of potential and possible future expansion. I fully agree on all Don_G's points. Then... The blue potion is supposed to do something else beside the "fatigue" effect? It would be nice if it have some kind of random effects. I noticed that often there is areas not connected, there is some issues with the generator? It would be nice have other doors that divide the dungeon into some kind of rooms. Some variation of the walls would be nicer, as it looks rather monotone. How one are supposed to deal with the Grim Greaser?

Sturmadd

sounds awesome

Sigglypuff

Really glad you are enjoying the game so far! 😊I plan on adding a lot of new content to the game! A previous comment from Don_G requested a 'breadcrumb' system that I already programmed in and will be available in V1. It allows you to add markers to the map to remember where berries, traps, etc are

CupCupMug

Love this game so far. Subbed to a patreon because of it. Cant wait for future developments. If I were to make a suggestion having the berries appear as a coloured tile on the map would be appreciated.

Sigglypuff

Thats the entrance door you came into the dungeon, the exit looks like a dark tunnel

CupCupMug

Samuel Ebright

Glad to hear you are enjoying the game so far! I plan to keep updating it regularly with new monster girls, traps, interactables, outfits, etc so there will be an overwhelming number of things to do in the dungeon! FYI when speaking to Akana at level 20, something happens to her and she 'disappears'. In Version 1, there will be an option to meet up with her again and finish the game. (Leading to New Game +) But if you would like to play the game again, there's a Reset Data option in the Settings that resets the game I do enjoy the idea of having an Akana skin! Will definitely consider that, but it'd be difficult cause she would be immobile lol. But maybe Akana 1-10 weight gain stage skin could work! I hope to have Version 1 out as soon as possible! I'm currently working on the Collection, after that I will design the ending, then fix a few bugs, sounds and visuals, and it should be good to go!

CupCupMug

Been overly enjoying the alpha and almost have akana 20/20, an idea I wanted to share for potentially an earnable secret (100% save?), would be if we could unlock akana as a skin or something like that to brave the dungeons with with all her sizes. Apart from that loving and looking forward to future updates!

zahnelia


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