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~Traxiss
Hello! I'm big into vore-furs and am the creator of the game Monster Nomster. A vore like shooter. All my uploads and stuff is related to this project.
There is a trailer for it you can watch here: https://www.youtube.com/watch?v=6REzIMnpw0s
The game is now out in early access / demo form.
You can check it out at the official page here: https://traxiss.itch.io/monster-nomster
Feel free to give me any feedback, suggestions, comments, report bugs or anything like that. Thanks for taking a look!
There is a trailer for it you can watch here: https://www.youtube.com/watch?v=6REzIMnpw0s
The game is now out in early access / demo form.
You can check it out at the official page here: https://traxiss.itch.io/monster-nomster
Feel free to give me any feedback, suggestions, comments, report bugs or anything like that. Thanks for taking a look!
Featured Submission
Stats
Comments Earned: 294
Comments Made: 440
Journals: 11
Comments Made: 440
Journals: 11
Recent Journal
Monster Nomster Update to 0.56
3 months ago
Link to official page: https://traxiss.itch.io/monster-nomster
Android Build!
Monster Nomster now can be played on your phone! Okay first of all this just a port of the game to phone, as the game was not designed with phone use in mind. I added touch controls and joysticks, but the game feels a bit sluggish and slower than normal (at least on my phone) I would HIGHLY recommend playing the desktop version over the phone version unless you just don't have a PC. Definitely be sure to set the reduced particles setting on and the lighting effects off to help with performance. Also, the game isn't ever going to be on IOS. I would have to pay money even to publish it and don't have an iPhone to test it on, so don't ask for that please.
Other fixes and changes Main menu & settings size increased for most stuff for better android access.
Can now pause the game while the player can't move such as while dodging or gulping.
Enemies will now all be deleted when going through a stage end portal, so you'll be safe in the post level area if enemies got out of bounds, or you waited for the portal.
Mist missiles delete when out of frame to help with lag, also its damage slightly lowered.
Internal struggle minigame can now be skipped by pressing digest. You will still gain any shield points earned from the game, and this should prevent the stuck in a belly bug.
Acid Artillery belly shot AOE leaves a large pool, and the initial splash hits a wider area.
The Lake Serpent boss gulping Kram has been added to the gallery of gulps.
The Flame drake fire spouts and projectiles now have a similar red/white color for the main body of the shots/trap to see what to avoid. Also, some flame drake hard lock bugs while eating the player have (hopefully) been fixed.
Game should no longer freeze when selecting visitor encounters (This was caused by having two Larwin encounters during the same run.)
Various other minor bugfixes.
Thanks for playing!
Android Build!
Monster Nomster now can be played on your phone! Okay first of all this just a port of the game to phone, as the game was not designed with phone use in mind. I added touch controls and joysticks, but the game feels a bit sluggish and slower than normal (at least on my phone) I would HIGHLY recommend playing the desktop version over the phone version unless you just don't have a PC. Definitely be sure to set the reduced particles setting on and the lighting effects off to help with performance. Also, the game isn't ever going to be on IOS. I would have to pay money even to publish it and don't have an iPhone to test it on, so don't ask for that please.
Other fixes and changes Main menu & settings size increased for most stuff for better android access.
Can now pause the game while the player can't move such as while dodging or gulping.
Enemies will now all be deleted when going through a stage end portal, so you'll be safe in the post level area if enemies got out of bounds, or you waited for the portal.
Mist missiles delete when out of frame to help with lag, also its damage slightly lowered.
Internal struggle minigame can now be skipped by pressing digest. You will still gain any shield points earned from the game, and this should prevent the stuck in a belly bug.
Acid Artillery belly shot AOE leaves a large pool, and the initial splash hits a wider area.
The Lake Serpent boss gulping Kram has been added to the gallery of gulps.
The Flame drake fire spouts and projectiles now have a similar red/white color for the main body of the shots/trap to see what to avoid. Also, some flame drake hard lock bugs while eating the player have (hopefully) been fixed.
Game should no longer freeze when selecting visitor encounters (This was caused by having two Larwin encounters during the same run.)
Various other minor bugfixes.
Thanks for playing!
User Profile
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Reptile
Favorite Animals
Dragons, Kobolds, Lizards, Reptiles, Snakes, Argonians, Wyverns etc.
Cartoon_Cat_Vore