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3.30 star(s) 36 Votes

sssdazs

Newbie
Aug 21, 2018
69
182
134
I know I am late atm guys, I am working hard on this all day and for the next few days. I have had to redo FUCK LOADS of the battle code, even more than I thought to get the update out and useable, and I have to test it at every step.
Good on you Incubus, checked back after a while and the game is really shaping up, excited to see what you have coming down the pipe
 

Falcath220

New Member
Apr 24, 2025
11
20
22
this game is shaping to be great man, it's good that you also come here to get some feedback
here's something from me, maybe you should rethink the evolution stones system, there's little to be gained from battles and the best way to even explore is get 2 to 3 eggomons evolved to rush the encounters, I like the sprites of the unevolved versions but it's not practical to use them because they get obliterated
maybe you could implement an evolution meter and make the encounters with evolved mons be rare ?
if not that maybe the big battles could gift you 1 stone of the monster type
the stones system can also brick your run, I got like 5 mind stones and I could not find them till I went to the mushroom forest
just my 2 cents (y)
 

HorneyGoat20

Newbie
Jul 27, 2022
17
12
13
this game is shaping to be great man, it's good that you also come here to get some feedback
here's something from me, maybe you should rethink the evolution stones system, there's little to be gained from battles and the best way to even explore is get 2 to 3 eggomons evolved to rush the encounters, I like the sprites of the unevolved versions but it's not practical to use them because they get obliterated
maybe you could implement an evolution meter and make the encounters with evolved mons be rare ?
if not that maybe the big battles could gift you 1 stone of the monster type
the stones system can also brick your run, I got like 5 mind stones and I could not find them till I went to the mushroom forest
just my 2 cents (y)
I totally Agree. I had to use two of the same elemental unevolved type monster to counter just one cause the other one just dies off two fast. It gets real frustrating when your strongest Eggomons are bug types, but the lack of food can make them end your run.
 

Pipura

Newbie
May 18, 2022
43
26
86
View attachment 5389203
Last update before the combat updates start rolling out.


HUH? Do you want the sprites? Because I could just give them to you, all of them for free. Sorry I haven't read backwards into the thread much yet, I assume its complaining (which is fair). I always planned to release everything I made as CC0 anyways. What the game would hugely benefit from would be a brief explanation on how to make a mon, and then a way for fans to create and add their own mons to encounter. Do you want all the Mon PNGs and Mon X anims? Shiny as well?
YOU'RE A HOUSEKI NO KUNI FAN!? NO WAY! WHATS YOUR FAV CHAR!?
 

Invader Incubus

Member
Game Developer
Nov 20, 2023
159
866
158
NOV UPDATE 1:

“OKAY, getting this working was much more difficult than I first imagined.”

"You know its a good one because the file size got bigger. (audio)"

Combat Updates:

1: Combat text now builds up and scrolls as things happen making it more readable. Yes this was stealth added in the last mini update, but I finalized its functions, so I mention it now.

2: Status effects Paralyze, Energize, Burn, Rage and Well Fed added. Monsters cannot act for 1 turn when paralyzed, they also gain the RECOVERY status which prevents them being Paralyzed, or Stunned again for some time while it is up. Energize allows your monster to recover more energy each turn. Burn hurts a monster each turn for 5 turns. Rage lowers your defenses but increases your attack and special attack. Well Fed makes your monster slightly more defensive but also boosts their virility, fertility, block, grab, and grip.


3: HP and Energy bars now have a red ‘damage back’ which offers better visual feedback for how much damage you are taking and energy you are expending.

4: Moves now have small text explanations when you scroll the selection arrow over them.

5: Wild Monsters that might have a third or fourth move will now occasionally try to use that move, if they cannot they will attempt to use their cheaper elemental attack, and then if they cannot use that move they will bonk. Wild Monsters will rarely and randomly switch out for a partner. This code is a precursor for enemies that will be intelligent enough to know when to switch and will try to hit you with negative status effects and gain super effective advantage.

6: Five new STRONG moves with status effects have been added to the game. They affect all FIRE and ELECTRIC monsters, which makes FIRE and ELECTRIC monsters strictly better for now, your patience is appreciated. There is also 1 new NORMAL move that allows the user to buff their whole team, distributing the WELL FED buff, which makes them slightly better attackers and special attackers as well as defenders. It also boosts fertility but since you don’t have enemies to sic your monsters on, this isn’t super relevant yet.


7: Removed accuracy and evasion stats (and mention of them) from all places. The stats were NOT implemented and now never will be. Having monsters being able to avoid an attack entirely goes against the newly established core pillars of the combat system, where both parties make meaningful and impactful choices that are reliable. Instead moves that might be added to represent a monster being agile will simply increase their defense stats that mitigate damage, and beefy monsters will obviously have larger health pools.

8: Added Grab and Grip to the stats display. So for those who do not know, BLOCK will be a stat allowing your monster to try and prevent an enemy grab. GRAB increases a monsters likelihood of succeeding in a grab attempt. GRIP lowers a Scouts struggle % for success. VIRILITY lowers the countdown timer between each impregnation attempt; the countdown is 10 naturally, and each point of virility lowers the countdown. The countdown cannot be lower than 2 (meaning an impreg attempt can happen at most every other turn). Fertility of the monster, combines with the fertility of the scout to calculate the % chance that an impreg attempt will be successful. If successful, and the grabbed actor has no contraceptive hit points up they are impregnated, if a contraceptive is active then instead of being impregnated the actor LOSES 1 contraceptive hit point. This is how it has always worked, and all that has been added is that you can see GRAB and GRIP on the sidebar. It is a lot of hoops to jump through, BUT that’s because breeding a trainer is an instant victory for you (and them).

9: The RECOVERY status ensures that a monster inflicted with paralyze or stun (stun is not out yet) cannot have stunned or paralyzed inflicted again after the paralyze or stun affects them. Stun and Paralyze are very very strong in all cases since they rob an opponent of options, and will only last 1 turn, and cannot be reapplied for some time. STUN and PARALYZE will combo with some other unreleased moves, but for now opens a great opportunity to SWITCH your own monster or get a free hit in.

10: Changed BUG type fertility from 100% base to 25% base. Previously the 100% fertility represented BUGS using oviposition (an animation I haven’t fully finished) to guarantee impregnation in all cases. This is too strong, since it will pigeonhole bugs as being best at the third ‘role’ a monster can fulfill in combat: That of the Breeder, who specializes in grappling and impregnating an opposing trainer for an instant victory. (The 3 broad roles are: Attacker, Support, Breeder (with further breakdowns into sub-classes, for example; the tank is a type of support who is hopefully buffing and healing off field monsters a little while taking damage and blocking grapple attempts)). Bugs WILL be getting their breeding mojo back eventually with their unique moves and status effects like Infested, or stage effects like WEBBED. But that will have counterplay. Consider this a PRE nerf to adjust expectations.

ADDED: TWO NEW FRUITS. The GARGAR fruit makes your monster have better GRIP AND GRAB, and a bit more fertile too. Pity they don’t have anyone to grab and grip onto yet... The BODBOD fruit makes your monster far more fertile and gives it a nice virility boost. It is the quintessential breeder fruit. Not relevant, yet.



ADDED: Firefox Shinies

FIXED: Monster detail screen will show all known moves a monster has

FIXED: The electric bun now drops from her own encounter

ALTER: Fruits overpass making them all slightly stronger in their specialized niche.

ALTER: Monsters have had their base (max) health and energy pools boosted. HOWEVER this does not mean they are tougher because the new moves coming in are very dangerous and energy expensive. Ultimately EGGOMON is aiming to have evolved monsters finish each other off in 4-5 moves (assuming a straight slugfest and TYPE neutrality). Move damage will be adjusted around this aim.

NOTE: I feel like the status effects are underwhelming in their feedback still, so I am going to whip up some effects that will animate over monster sprites periodically to represent ongoing status effects.

NOTE: DULLAHMON and SOLDII get the fire move SLASHFIRE. Minimoo, and Megamoo get the move MILKTANK because obviously. Thundama gets the new SPARK moves and a fifth move MILKTANK, technically making her the strongest monster in the game for the moment, with 5 moves total. Go ahead and start with a Thundii on each run for a while, to test the new patch.

KNOWN ISSUE: SAVE system is not remembering your shiny status correctly if you load a mon in and then shiny it up

As always everything might be changed, and there are likely several bugs I have not found. ON THE POSITIVE NOTE, the status effects have been set up to add all future effects fairly easily.

NEXT: Work on the last 2 scouts and deliver them simultaneously. Deliver Monsters. Deliver Shinies. Work on Swamp area. ((Continue groundwork for ENEMY TRAINERS))
 

Invader Incubus

Member
Game Developer
Nov 20, 2023
159
866
158
Breeders of the Nephelym: Gifted power
Eggomon: Pure effort
type shit
I feel seen. I like a lot of HGAMES and BoN is way up there. But it is objectively easier to do loads of shit in UNITY and in 3D. You can basically pull whole games off the shelf. Which makes those Devs smarter, really, for seeking "the path of minimal tech debt". Play BoN.
I just get discouraged by my own envy; watching the uh, leapfrogging and superior performance of DAZ LN stuff or even games that use just stolen porn to feed a power fantasy. (Inseminator is probably also a better game than mine tho tbf I love it). Still though, I am where I am meant to be. A solo dev who sucks at marketing, lol. I am not sad or suffering in any way, one can only cause suffering upon themselves. And I was meant to devote my artistry as an adult to monster porn.

this game is shaping to be great man, it's good that you also come here to get some feedback
here's something from me, maybe you should rethink the evolution stones system, there's little to be gained from battles and the best way to even explore is get 2 to 3 eggomons evolved to rush the encounters, I like the sprites of the unevolved versions but it's not practical to use them because they get obliterated
maybe you could implement an evolution meter and make the encounters with evolved mons be rare ?
if not that maybe the big battles could gift you 1 stone of the monster type
the stones system can also brick your run, I got like 5 mind stones and I could not find them till I went to the mushroom forest
just my 2 cents (y)
I feel the same way. The reward - battle loop is just NOT there yet, as for runs being bricked due to bad stone drops, more areas might at least grant you the opportunity to die searching for stones.
In the distant future there will be monster tribes, and battling might get you items and materials you can trade to them for... Stuff. Testing the current combat update the unevolved monsters feel EVEN more fragile, due to the more powerful moves, although they can usually spit out a super powerful move or two now, or get a buff out before KO.

I totally Agree. I had to use two of the same elemental unevolved type monster to counter just one cause the other one just dies off two fast. It gets real frustrating when your strongest Eggomons are bug types, but the lack of food can make them end your run.
And the poor bugs just arguably got nerfed harder now QQ. I'll be honest though, I am a bug trainer at heart. Rescue is coming for my darlings, as well as powerful niche abilities. I would have made a game about insect girls or robot girls in a slightly different timeline.

YOU'RE A HOUSEKI NO KUNI FAN!? NO WAY! WHATS YOUR FAV CHAR!?
I mean it kind of has to be PHOS right? But which Phos? Baby Phos or um, the FINAL and FINAL FINAL PHOS are my favorites. Followed by Bort who's hair I love and Cinnabar because I relate to feeling utterly toxic. Houseki No Kuni is one of my favorite stories ever, very important and personal to me, I put it right beside the original SANDMAN run and LOTR on my shelf.
 
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KingPlork

New Member
Jul 31, 2023
8
1
134
Any of you lads and lasses know how I can fix my screen, there is always a bit of the game off screen no matter what I do? tis a pain in the arse.
 
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MLS61

Newbie
Aug 29, 2017
34
64
158
I'm sure there's a fun game in there somewhere, but the controls are just so unintuitive and bad that I can't force myself to play it. Hopefully the controls will improve later on so I can give it a proper try.
 

Cerebral

New Member
Nov 5, 2018
10
26
208
Dear Dev,
if i would rate the game today, it would get 1 star and it deserves zero. Controls are bad and make partially no sense and they stop to work midfight (bug?). I hope you find a good 2d-artist in the near future and please consider a small introduction into the game/mechanics. I wish you good luck with your project.
 
3.30 star(s) 36 Votes