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VN/TEXT RPG Vore [Pyksies (Formerly Pykrete)] MERCANOID - 1.0.7 Complete


Pykrete Blue

Demon Girl Master
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MERCANOIDPOSTER.png

Hi, I'm Pykrete Pyksies! You may remember me from such titles as The Flesh Caverns, Milking It, and Survive or Succumb! Well, I know it's been a while, but maybe this will make it up to you: a fully completed medium-scope Twine RPG, MERCANOID.


Breach the facility. Get to Engineering. Launch the Sled... and try not to get bred! ♥

MERCANOID is a lewd science-fantasy Text RPG about a cynical Android girl fighting through an overrun facility that manufactures canned tentacle Monsters. A thinking machine denied both proper maintenance and her rights as a sentient woman by her cruel owner, M10 'Mio' swiftly finds that this mission to the moon Vi-16 isn't going to go as smoothly as briefed. But opportunity lies in the strangest - and slimiest - of places, and perhaps she can walk away from this hedonistic hell with new friends and a new life...
If she can dodge the hive's horny hordes, that is!

More info:
A 6-8 hour adult Text RPG (Will vary with your reading speed!), MERCANOID is built upon a reusable framework that I'll be using for future titles too. That means if you want to get an idea of what one of my games is like, this is the place to start. A labour of love, it is my sincere hope that you enjoy it. Free to play right here online and free to download (or pay what you want! ♥) - just extract the zip as-is and open the HTML!

A third-person narrative game with a female protagonist, MERCANOID contains an abundance of smut alongside an engaging story with an RPG framework designed to keep you engaged in more than just the porn.

-Tentacles galore! Monsters of all kinds lurk in the infested facility. Expect bombastic sex and a wide variety of kinky content, including tentacles (duh!), restraint, breeding play, lewd dialogue, light transformation, poison/drug play, oviposition, soft (safe!) vore, mind/body control/corruption, size difference, group sex and a variety of slimy, slippery partners seeking hot Android girls in their area.
-Spicier kinks not your thing? Filter harder kinks (consent-play, mind control/corruption and soft vore) to either Allow, Disable or Warn (preceding an affected scene with a more tasteful description to allow you to decide!). Filter masculine, feminine and monstrous partners, too!
-An extensive RPG framework, featuring Attributes, Skills to inform your interactions with the world of the facility, and Perks to empower Mio your way.
-A combat system designed around momentum and unhoardable resources. Weapons designed around horizontal and diagonal progression: no two guns alike! Status effects, weapon modifiers, elements, sub-equipment and more! Use every resource instead of spamming 'Attack'!
-A bunch of colourful characters to rescue from the hive's clutches and interact with. Rewarding sidequests await those willing to explore!
-Accessibility options such as text-resizing, content dividers and non-dialogue colour options!
-A small peak at a big, wide world of adult weirdness! A codex full of lore!
-Two endings to unlock! Plenty of bad ends to dodge (or not!~)
-Don't lose to enjoy: winning fights unlocks scenes just as losing does, available for viewing at any time with the Fantasize function!
-Settings to adjust encounter rates, exp/money rewards and more! Play it your way!

Release Date: 2023-08-14
Developer: Pyksies - - -
Version: 1.0.7
OS: Windows, Mac, Linux
Language: English
Length: ~4-8 Hours
Store:

TAGS:
Text Based, Female Protagonist, Multiple Endings, Adventure, Turn Based Combat, Fantasy, Sci-fi, RPG, Puzzle, Anal Sex, Ahegao, Bukkake, Corruption, Creampie, Drugs, Exhibitionism, Futa/Trans, Group Sex, Groping, Handjob, Interracial, Lactation, Lesbian, Masturbation, Milf, Mind Control, Monster, Monster Girl, Multiple Penetration, Oral Sex, Paranormal, Possession, Pregnancy, Rape, Slave, Spanking, Tentacles, Teasing, Titfuck, Transformation, Vaginal Sex, Vore, Voyeurism

Installation:
1. Extract zip, make sure the 'assets' folder and the file index.html are kept in the same folder. Run index.html through your browser of choice.
1a. NOTE: High-security/privacy browsers can have issues with Twine games, which need to store some light information for variables and saves. Incognito mode can also cause problems.

or,

Play in-browser on itch.io or Newgrounds.

Changelog:
1.0.7
- Fixed some typos in Codex sections.
- Fixed a major item bug that was overwriting swapped items stack totals.
- Fixed a bug that was causing Bleed to not reset between fights, also causing stacks to get absurdly high. Those who'll miss the big numbers should be aware that this bug worked both ways, on Enemies AND Players!
- Fixed Summon Drones AGAIN, now it correctly deals 15 damage instead of *healing* the enemy by 15.

KNOWN ISSUES
- When scrapping items, report may be empty. Scrapping removes the stack, but does not delete the item. Moving the item left/right seems to fix this. Cause unknown!

1.0.6
- The 'Trapmaw' scene wouldn't unlock if you bypassed it via Lift or Handiwork. If your save has already dealt with this Trap Monster, stepping on the safe tile created by this Skill Check will now unlock the scene.
- Various typoes fixed.
- Various dialogue colour mixups fixed.
- Slight adjustment of the Splash Page - linebreak between Load Game and Fullscreen buttons.
- Hopefully fixed a bug regarding having negative of certain Junk items.
- Fixed a broken strikethrough tag in the Neutral Ending.
- MAJOR accuracy bugs fixed.
- Bleed and Poison's caps weren't functioning, for Player and for Enemy. Fixed.
- The Surprise Move 'Summon Drones' was incorrectly dealing its damage, and wasn't functioning as a Free Action. Fixed.

1.0.5
- Added a Fullscreen toggle button for the Newgrounds release.
- Fixed some typos and an errant placeholder.

1.0.4 - Minor fixes, removal of an accidental placeholder.
- Restoration of the accidentally-dummied-out special attack, Homing Blast.
- Inventory bug with Consumables when used in certain slots.
- Smartlink Integration mod for the Arm Cannon caused Mats to become overwritten by Tek.

1.0.3 - Minor fixes and typo corrections.
- It was possible to escape the 'trap' style bad-end encounters by simply moving with the arrows. This would cause Mio's class to break, along with being unintended behaviour in the first place.
- Adjusted the descriptions of one NPC (Isolde) to match dialogue. (Clone belly buttons!)

1.0.2 - A few minor fixes, including:
- broken <div> in Beezlebuu's Examine window
- Incorrect dialogue colours in two conversations with NPCs
- Missing line break in Torch Kanabo's weaponskill list
- Added in a failsafe for the main quest's 4th stage not updating properly if people are too fast with skipping through pages!

1.0.1 - Fixed a major bug in the EXP window that prevented levelling up.

1.0.0
Initial Release

Developer Notes:
MERCANOID has launched as a completed product! While I'm not writing off the possibility of an enhancement update further down the line, but for now, it's done. No proof of concept, no demo, just the full game. It's a pay-what-you-want system on Itch.io with a minimum of £0 - donations are endlessly appreciated, but regardless, I hope you enjoy my game. ♥

Please note that while the game -can- be launched on mobile/tablet devices, it probably isn't going to be a pleasant experience on anything other than a tablet. Game was made with 1080 in mind - larger resolutions can use accessibility text scaling or browser zoom in, lower resolutions may need to browser zoom out to fit the sidebar content.

ONLINE: -
DOWNLOAD:

MERCANOID 1.png MERCANOID 2.png MERCANOID 3.png MERCANOID 4.png MERCANOID 5.png MERCANOID 6.png
 
Last edited:

evron

Jungle Girl
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As I also mentioned in the other thread, it's great to see that you're still active, I really enjoyed your work back in the day.
I've finished your new game and I liked it a lot. It's surprising how well fleshed-out it feels.

Only a couple of feedback points:
-I don't remember managing to get an enemy at 0 morale other than one single time. Maybe it depended on my playstyle, but I feel like it's a waste to have that cool mechanic implemented but so difficult to trigger.
-Threat level: I don't remember ever seeing an enemy above average threat level, but that might be because I was always overleveled. Also I think that the lowest threat level is "doomed" (probably referred to the enemy), but initially I found it a bit confusing sinceI feel like that would work better as the highest threat level (the player is "doomed", not the enemy).
-I would have enjoyed to see more situations that require a skill check. You implemented a lot of different skills that can be leveled up (lift, athletics, perform, etc) but I don't recall seeing many situations that required the player to use those skills (in particular, I don't remember any situation where "survival" could be used). I understand that the limited scope of the game might make it difficult to have a lot of situations for each skill, so maybe you might want to consider to reduce the number of skills, maybe by merging some of the more similar ones (for example, "lift" could be merged in "athletics").

Lastly, a gameplay related question. There's a sleeping woman in a room right before the final boss but I couldn't figure out how to wake up and rescue her. Is there a way to do that?

Again, really good game and I hope to see more stuff from you in the future too!
 
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Pykrete Blue

Pykrete Blue

Demon Girl Master
Joined
May 21, 2015
Messages
148
Reputation score
47
As I also mentioned in the other thread, it's great to see that you're still active, I really enjoyed your work back in the day.
I've finished your new game and I liked it a lot. It's surprising how well fleshed-out it feels.

Only a couple of feedback points:
-I don't remember managing to get an enemy at 0 morale other than one single time. Maybe it depended on my playstyle, but I feel like it's a waste to have that cool mechanic implemented but so difficult to trigger.
-Threat level: I don't remember ever seeing an enemy above average threat level, but that might be because I was always overleveled. Also I think that the lowest threat level is "doomed" (probably referred to the enemy), but initially I found it a bit confusing sinceI feel like that would work better as the highest threat level (the player is "doomed", not the enemy).
-I would have enjoyed to see more situations that require a skill check. You implemented a lot of different skills that can be leveled up (lift, athletics, perform, etc) but I don't recall seeing many situations that required the player to use those skills (in particular, I don't remember any situation where "survival" could be used). I understand that the limited scope of the game might make it difficult to have a lot of situations for each skill, so maybe you might want to consider to reduce the number of skills, maybe by merging some of the more similar ones (for example, "lift" could be merged in "athletics").

Lastly, a gameplay related question. There's a sleeping woman in a room right before the final boss but I couldn't figure out how to wake up and rescue her. Is there a way to do that?

Again, really good game and I hope to see more stuff from you in the future too!
I was starting to think no one would reply! Pft. I'm glad you enjoyed MERCANOID!

Regarding much of your feedback, MERCANOID is basically a testbed for the framework I made to make more games in, and, to that end, I tried to include as many examples of its features and mechanics as I could. I wasn't always successful with this, largely due to eventually hitting a wall of scope, time, and 'oh my god, I want to be done with this free game already'.

-Morale: The non-boss enemies can be reduced to 0 Morale through simply getting them close to no HP. However, there is a major use of this mechanic - and different ways it can be applied - in the final boss fight. Spoiler - If you block Mimi's heavily telegraphed Charge attack and survive it, she immediately hits 0 Morale and can be spared. Doing this has a major effect on the next fight, against the Travesty. - Spoiler
-Threat Level: This adapts based on your level compared to that of the enemy, which is a rough estimate plugged in by me based on their stats and placement in the story. MERCANOID is a single 'superdungeon', and thus, you level up quickly as you progress through the story.
-Skills: Like Morale, Skills are an underutilized thing in MERCANOID, and I'm conscious of that. Its fairly limited scenario and setting made it difficult to meet my goal of having at least 3 instances of each skill type, which were designed with more open, sandbox experiences in mind: particularly things like Perform. Perhaps compressing them down for smaller projects like this may make sense, but I'm hoping they'll be justified in their existence in larger projects in the future.

As for the sleeping woman - no. Mio comments that she's fine where she is, especially as she isn't sure if there's any lingering, dangerous side effects of her condition. She decides not to risk it.

Thank you again for playing, and enjoying! More is on the way: MERCANOID was built to be a (fairly large) window into what's to come. ♥
 
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