3.30 star(s) 24 Votes

Invader Incubus

Member
Game Developer
Nov 20, 2023
118
595
Proceeds to sound like a jerk. :HideThePain:

The controls really aren't all that different from other games of this genre at all. Just because you're not used to navigating menus using wasd/arrow keys doesn't mean they are "atrocious".

The stable menu is very straight forward and concise. You go through the defeated scouts, pick a mon and then begin the breeding.

As for the camp menu its all the same. Press the number of the monster you want to feed, pick an item, repeat and go to sleep.

Try playing Pokemon, you'll see it's the same. Again, youre just not used to navigating menus without mouse.
The empty spaces are empty because this is not a full release. You are playing a work in progress which is subject to changes, and those empty spaces are spots for more options in further releases.

View attachment 3949584
I think most people are also just used to C/X/Z as the RPG maker controls.

I have seem to acquired the Psychic and Ghost Evo Stone for the Supply upgrade
LOL, randomized, get fucked. I am not reverting it, we will have some ghost types soon, and the second (dev mandated undemocratic) psychic type is likely gonna be done and released this coming monthly update with Kitsuna. Take this sneak peek at a WIP monster you cant evolve into yet as compensation.
1724171251265.png
Love the general vibes of the game, but MY GODDESS, why the controls are so atrocious? It all over the keyboard, despite needing standart RPG maker arrows, enter and 0. Stables screen just menu after menu without integrity whatsoever, camp menu just confusing and nothing is happening here it seems, dont see any interactions and cant properly use items because of weird controls. Even in combat need to scroll at right thru couple of skills for some reason, just to get to seduce or run options, even if it just empty spaces and there is no skills. And i need to suddenly use my mouse it specific menus for some reason. This is just feels so bad, i think game need focusing in mouse only (preferable) or in keyboard, not in between. Small resolution is also not helping in general, but i think it hard to implement anyway and too much to ask at this moment.
I have zero intentions sounds like a jerk, again, really cool vibes and premise so far, but man, please give as ability to change controls at least, to actually play you game.
Finally done reading the comments, is there any way to change the controls to something that makes sense?

Eg: A toggle in the options to set it to "Normal" RPG controls.

Never played a game that uses R and F as accept and cancel before, fighting my brain here R = Reload F = Interact.....

and yes I saw this reply,

" This is planned for some point in the future. I intentionally designed the game to be playable with your left hand having easy access to the keys it needs..."
Seems like the control layout whining feedback is reaching a pitch, I will slot it into high priority. I assume most people just want to remap the accept / back.cancel buttons. I am uninterested in making the entire game mouse navigable, if I was gonna do that it would have had to be something I did from the start. WASD.ARROW keys are fine for nav.

That said we are close approaching the point where we will have at least three monster of each TYPE. After that I will slow down random monster drops and rely more on democracy before the roster gets too bloated, since I might want to do repasses or add complexity to what monsters are at some point in the long future.

I will look into inventory not opening when camping.

I am glad no one is mentioning the new (faded out) option on the opening screen. Its a new long term goal the game is going to have, maybe a little easy going introduction to the mechanics in which the player earns 3 (scout) badges (to express the length of the campaign). I feel like teasing it like this is a more committed promise to getting it done someday then just yakking about maybe doing it.
 
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Curon

Newbie
Sep 8, 2017
86
34
Is there a way to save to game? Or cheats to see the scenes?
If this is your first time playing a rogue-lite, saving is not an option in this genre, same with rogue-like.
You build up what you have before and get upgrades and progress further, rinse and repeat
 

rejo11

New Member
Mar 16, 2019
1
0
why is the game not opening for me ? i click the exe file and nothing can anyone help me pls
 

Invader Incubus

Member
Game Developer
Nov 20, 2023
118
595
Whatever bugfixes you did this version seem to have fixed the evolution crash issue, so nice work!
COOL! I fiddled only a little bit. Then Godot released an entirely new version! So it was probably that.

GOOD NEWS is that GODOT abandoned its attempt to make the web export about multithreading. A revolutionary newish web feature that allowed for massive hacking! They bet on the wrong horse and are now reverting the web export to the more reliable export methods. This means I can probably get EGGOMON working on your browser, which is AWESOME since the most trafficked porn game sites have the games playable in browser. Fingers crossed.

I'm not even into Pokemon that much.
You are just feeding my fetish for "massive futa domming smaller sexy curvy sub"
BallosaurPromo.png
You're going to love the short stack scouts then. Bug and Rock scouts are gonna be short and wide, think Huffslove or Joao Pereira, we will vote on their aesthetics too. Ballosaurus lore is that she has a tiny brain (less than a fifth the size of one of her testicles) her psychic powers stem from a method which is opposite of 'force of will'. She harmonizes with the universe and is always at peace. Always seems to get her way tho. I really want to commission some short comics for some of these mons someday.
 

Cripple

New Member
Apr 25, 2018
9
2
Thank you for your work, I had to grab a pen and paper to write down what does what (Control wise) and still get stuck in the stables... is there a use for eggs or am I missing something?

also: " Seems like the control layout whining feedback is reaching a pitch, I will slot it into high priority. I assume most people just want to remap the accept / back.cancel buttons. I am uninterested in making the entire game mouse navigable, if I was gonna do that it would have had to be something I did from the start. WASD.ARROW keys are fine for nav."

I was and still am befuddled by the controls as I am terrible at adapting or remembering different bindings (I'm old).

Once again thanks for your work. It took my brain many attempts to not wipe out in the first battle (raiding stumps in the starter area) as there isn't much to run on going into the game, who doesn't like a challenge though.
 

Susan Xandera

Active Member
Jul 13, 2017
732
976
I think most people are also just used to C/X/Z as the RPG maker controls.


LOL, randomized, get fucked. I am not reverting it, we will have some ghost types soon, and the second (dev mandated undemocratic) psychic type is likely gonna be done and released this coming monthly update with Kitsuna. Take this sneak peek at a WIP monster you cant evolve into yet as compensation.
View attachment 3950158



Seems like the control layout whining feedback is reaching a pitch, I will slot it into high priority. I assume most people just want to remap the accept / back.cancel buttons. I am uninterested in making the entire game mouse navigable, if I was gonna do that it would have had to be something I did from the start. WASD.ARROW keys are fine for nav.

That said we are close approaching the point where we will have at least three monster of each TYPE. After that I will slow down random monster drops and rely more on democracy before the roster gets too bloated, since I might want to do repasses or add complexity to what monsters are at some point in the long future.

I will look into inventory not opening when camping.

I am glad no one is mentioning the new (faded out) option on the opening screen. Its a new long term goal the game is going to have, maybe a little easy going introduction to the mechanics in which the player earns 3 (scout) badges (to express the length of the campaign). I feel like teasing it like this is a more committed promise to getting it done someday then just yakking about maybe doing it.
I just started the game about 10 minutes ago and hot damn am I glad that remapping controls will be a high priority. The lack of it combined with the odd layout almost killed half my motivation to try a newly found game.
 
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Skylark97

Member
Dec 11, 2018
184
103
You're going to love the short stack scouts then. Bug and Rock scouts are gonna be short and wide, think Huffslove or Joao Pereira, we will vote on their aesthetics too. Ballosaurus lore is that she has a tiny brain (less than a fifth the size of one of her testicles) her psychic powers stem from a method which is opposite of 'force of will'. She harmonizes with the universe and is always at peace. Always seems to get her way tho. I really want to commission some short comics for some of these mons someday.
You are adding shortstack scouts??? Downright PHENOMENAL news. Absolutely love the direction you've been taking with this game. That psychic monster design is also just... chefs kiss.

Your quote about her brain being about the fifth the size of her testicles raises a question for me, do you have any plans for evo'd monsters to have visible cock 'n balls outside of sex animations? Maybe whenever you get the sprites redone at 16bit(?) due to detail limitations of lower pixel count?
 

Thronico

Member
Sep 11, 2017
114
370
Doesn't seem like you can deposit non-stud tier mons into the stable.

Edit: After spending some more time with the game, it seems like the best method for early game party-building is to:
  1. Avoid battle at all costs (aside from sure-fire victories)
  2. Recruit a mon or two you've found a stone for
  3. Evolve them
  4. Go explore (while still actively avoiding battle at all costs, aside from sure-fire victories)
If you utilize type advantage, you'll more or less be fine. If it gets dicey, just spam run away.

The biggest downside to the game I've noticed this time around is the unnecessary size bloating of most of the regions. The second forest area to the East, and the plains region following it, are just HUGE and empty. I'm not really sure what the point of it is. You aren't really given a reason to engage with the combat, so I can't find much use in spending all that time in one place. This is made much worse by the limited stamina mechanic for sprinting. I guess it's meant to force the player to need to camp, but it certainly doesn't feel good at present.

Glad to see the game still coming along with content additions and new mechanics being tested, but I feel about as conflicted regarding it, as I did near its first release.
 
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YouShallNotLol

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May 6, 2022
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For me, the biggest issue with the game is that there's no goal. So after running around for a few hours, and watching some animations in the stables, I have nothing else to do really.
An issue many sandbox games suffer from.
 
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Invader Incubus

Member
Game Developer
Nov 20, 2023
118
595
Great idea, great implementation. I just want the scouts to come back after they lay their eggs. I don't speak English well, but I hope I spoke correctly. 5/5
I will be adding a SUPER RARE consumable item that lets you recover a scout, who isn't currently pregnant. I actually was warmed to this idea when a discord chatter pointed out that in a future long playthrough it would be hot to have a favorite scout keep coming back and eventually fighting alongside her offspring against a legendary monster that had bred her previously.

Thank you for your work, I had to grab a pen and paper to write down what does what (Control wise) and still get stuck in the stables... is there a use for eggs or am I missing something?

also: " Seems like the control layout whining feedback is reaching a pitch, I will slot it into high priority. I assume most people just want to remap the accept / back.cancel buttons. I am uninterested in making the entire game mouse navigable, if I was gonna do that it would have had to be something I did from the start. WASD.ARROW keys are fine for nav."

I was and still am befuddled by the controls as I am terrible at adapting or remembering different bindings (I'm old).

Once again thanks for your work. It took my brain many attempts to not wipe out in the first battle (raiding stumps in the starter area) as there isn't much to run on going into the game, who doesn't like a challenge though.
I will be adding an ability to remap positive and negative buttons this coming release.

is the evo stone supply drop limited to 1 every playthrough
Yes you resupply each run. I mean the same supply purchase exists twice...

You are adding shortstack scouts??? Downright PHENOMENAL news. Absolutely love the direction you've been taking with this game. That psychic monster design is also just... chefs kiss.

Your quote about her brain being about the fifth the size of her testicles raises a question for me, do you have any plans for evo'd monsters to have visible cock 'n balls outside of sex animations? Maybe whenever you get the sprites redone at 16bit(?) due to detail limitations of lower pixel count?
I know I gave a bunch of monsters visible nips, and that Aithons cock is out, but making sprites with the junk visible means I don't have a sprite for SFW promo stuff. (Also Ballosaurs nips are really subtle but there if you squint). Ill start redoing monsters in 256x256 scale someday, maybe once we get 3 of each type minimum. Right now they are 128x128 which is a very akward scale for pixel art. Most shit is either 64x64 or 256x256 since 128 feels like a stepchild between satisfying CHUNKY pixel art and smooth complicated pixel art.

I am one man. So the protagonists, the scouts were 128x128 for their first pass because have mercy on me, please.
It's also important that the overworld, where the tiles are 32x32 the smaller character fits neatly ontop of them, and the camera has a wide angle, to make her feel smaller in a LARGER more dangerous world.

Doesn't seem like you can deposit non-stud tier mons into the stable.

Edit: After spending some more time with the game, it seems like the best method for early game party-building is to:
  1. Avoid battle at all costs (aside from sure-fire victories)
  2. Recruit a mon or two you've found a stone for
  3. Evolve them
  4. Go explore (while still actively avoiding battle at all costs, aside from sure-fire victories)
If you utilize type advantage, you'll more or less be fine. If it gets dicey, just spam run away.

The biggest downside to the game I've noticed this time around is the unnecessary size bloating of most of the regions. The second forest area to the East, and the plains region following it, are just HUGE and empty. I'm not really sure what the point of it is. You aren't really given a reason to engage with the combat, so I can't find much use in spending all that time in one place. This is made much worse by the limited stamina mechanic for sprinting. I guess it's meant to force the player to need to camp, but it certainly doesn't feel good at present.

Glad to see the game still coming along with content additions and new mechanics being tested, but I feel about as conflicted regarding it, as I did near its first release.
WOOPS this was a bug, I fixed it in the updated MEGA version. You can now once again deposit non-studs.
Ya those two regions are mostly TOO BIG so I know I will have room to do shit in the future (for plans), if you stick to the path, going forward the regions are tenable, but most POKEMON routes feel tighter and force you to walk in grass. That will be the norm for most of the maps.
Sprinting is for the monsters (and enemy trainers) that will chase you on the overworld and force a difficult fight on you. This feature is still WIP for now.
Sorry to hear you are still conflicted, I think I will meaningfully shift you into liking it once the first story and quest pass is released and adds some forward MOMENTUM to the game.

For me, the biggest issue with the game is that there's no goal. So after running around for a few hours, and watching some animations in the stables, I have nothing else to do really.
An issue many sandbox games suffer from.
I agree but we just aren't QUITE at the point where quests are going to be added yet. The primary initial goals will be to regroup with another team (who are in an area far away (that isn't in the game yet)), find out what happened to the scouts sent here years ago (they've gone missing), find out why the hell Zeta Team is in the crater when they shouldn't be (bad guy faction), and also what's this about an ancient underground civilization being present here thousands of years ago predating even the civilization mankind lost? This is kind of all hinted at on the edges of the story, if you been paying attention and squinting at that map.

Also there will be a couple talking mons that want shit and will trade, and several monster tribes that dgaf about your problems and want help with theirs.
 
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3.30 star(s) 24 Votes