3.30 star(s) 24 Votes

woofie

Member
Dec 12, 2018
123
158
I still haven't figured out how to feed them at camp, but luckily theres no need if you dont keep evolved ones on you during nighttime anyway. During combat you can auto swap to stable anyway?
1722629931320.png
 
  • Thinking Face
Reactions: thecoldbread

Invader Incubus

Member
Game Developer
Nov 20, 2023
118
595
How to enter full screen?
I can bring that back easily I think...

negative number struggles View attachment 3892620
What the fuck?
Ill look into this. Also are those missing pixels on MiniMoo's hooves? She DID have empty pixels that were light grey of the transparent background! Weird, and fixed.

I still haven't figured out how to feed them at camp, but luckily theres no need if you dont keep evolved ones on you during nighttime anyway. During combat you can auto swap to stable anyway?
View attachment 3892730
Wut?
I think you can cheese the game by just walking into the stables in the base then camping immediately. Are you sure this is the August version? Whats this activating stables from combat?

I can only pray that eel momma beats generic cat girl
Assuming you gave me money and then voted yes, praying is your route.
Eel's already clobbering her, I put a decent amount of work into both too. The community USUALLY has pretty based tastes. I wonder if I should hide the polls before they close, in order to induce anxiety subscriptions. Similar to the people who are discussing the 'free' software that was then put on STEAM, I understand the pain of leaving money on the table.
 

FruitSmoothie

Well-Known Member
Jan 22, 2019
1,696
2,113
Please tell me there are plans to add customizable keybinds, holy crap.

I feel like there are some fundamental issues with the gameplay atm. It's meant to kind of be a sandbox/survival game, but it's best to just you know...avoid the grass to accomplish the survival bit. The combat doesn't just seem pointless, it seems like it's actively working against the goal of the game right now. You really don't gain anything useful for survival by entering combat. You only get more monsters...that you should only need if you walk in the grass. There needs to be some reason to want to capture more monsters and enter the grass, some kind of progression system and an actual reward for combat. The supply drops aren't doing much to help that atm, and are pretty divorced from the gameplay. Why not just let the player pick bonuses when they start a new game like typical roguelites?

Seems a bit too much originality just for the sake of originality. Most the systems in game feel pretty disjointed to me, like they were all just smashed together without much care of synergy. It's like the gameplay wasn't really planned out and the dev changed their mind about a million things mid way and now all the content clashes. It's hard for me to look forward to updates and such because it's not just an issue of lacking content atm, the gameplay is just awkward.

Of course I find the the UI and keybinds obnoxious as well. Thronico's review is pretty spot on imo.
 
Last edited:

sgb3

Member
Dec 14, 2019
401
769
Please tell me there are plans to add customizable keybinds, holy crap.

I feel like there are kinda of some fundamental issues with the gameplay atm. It's meant to kind of be a sandbox/survival game, but it's best to just you know...avoid the grass to accomplish that. The combat doesn't just seem pointless, it seems like it's actively working against the goal of the game right now. You really don't gain anything useful for survival by entering combat. You only get more monsters...that you should only need if you walk in the grass. There needs to be some reason to want to capture more monsters and enter the grass, some kind of progression system and an actual reward for combat. The supply drops aren't doing much to help that atm, and are pretty divorced from the gameplay. Why not just let the player pick bonuses when they start a new game like typical roguelites?

Seems a bit too much originality just for the sake of originality. Most the systems in game feel pretty disjointed to me, like they were all just smashed together without much care of synergy. It's like the gameplay wasn't really planned out and the dev changed their mind about a million things mid way and now all the content clashes. It's hard for me to look forward to updates and such because it's not just an issue of lacking content atm, the gameplay is just awkward.

Of course I find the the UI and keybinds obnoxious as well. Thronico's review is pretty spot on imo.
Was going to post something but you said it better than I could anyways. I would also like to add that only being able to access breeding AFTER some of your scouts 'die' is a terrible design decision. Moving the menu to base only just makes it feel worse. Breeding and getting stronger allies to take on even stronger opponents should be the centerpiece of the gameplay loop, and yet it feels like it's tacked on.
 
Last edited:

KorsaroKhan

Member
May 12, 2018
381
427
I can bring that back easily I think...


What the fuck?
Ill look into this. Also are those missing pixels on MiniMoo's hooves? She DID have empty pixels that were light grey of the transparent background! Weird, and fixed.


Wut?
I think you can cheese the game by just walking into the stables in the base then camping immediately. Are you sure this is the August version? Whats this activating stables from combat?


Assuming you gave me money and then voted yes, praying is your route.
Eel's already clobbering her, I put a decent amount of work into both too. The community USUALLY has pretty based tastes. I wonder if I should hide the polls before they close, in order to induce anxiety subscriptions. Similar to the people who are discussing the 'free' software that was then put on STEAM, I understand the pain of leaving money on the table.
How do you play the game so you can easily get to see scenes without having to restart the game? Because I can't for the life of me figure out how to make it in this game. Do I need to keep reloading the game until I get lucky with the loot?
 
  • Like
Reactions: NoSimpZone

Lindazana

Newbie
Sep 16, 2018
95
123
Found a tiny but pretty significant bug.You can get stuck here. Ran into it from below with a dash, and now I'm trapped behind this little bush. Had to restart the game.
1722717378300.png
 
  • Like
Reactions: woofie

Silvallié

Newbie
Dec 22, 2018
99
125
No extra worker with the choco spark scout yet ?
I really like the camping idea now I can explore the map with cinder and let the obedience down for a more powerful cindrak.
If we can get a little bit of light in front or around the scout at night it would be great I don't really like to up the luminosity to see on what I walk on.
Do you think that having the past buffs as consumables or supply might be possible ?
And I searched for the explanation of the icons with trait genetics and such in the search bar but couldn't find them but I know the first one is for the incubation the 3 dna for good to perfect and the other 4 the skull rainbow star vitruvian and sentai I don't know for now.
 
Last edited:

Silvallié

Newbie
Dec 22, 2018
99
125
I still haven't figured out how to feed them at camp, but luckily theres no need if you dont keep evolved ones on you during nighttime anyway. During combat you can auto swap to stable anyway?
View attachment 3892730
Tried this to see if I could get away with it and as soon the fight start game over because everyone in the team is K.O
 

xyzaxis

Member
Jul 9, 2017
209
473
yo, I didn't play the last few builds but a fly digging inside our brain isn't a good choice for ambience. doubt it was ever changed sofar
 

woofie

Member
Dec 12, 2018
123
158
Tried this to see if I could get away with it and as soon the fight start game over because everyone in the team is K.O
You need to have monsters in the stables. When your mon in your party faints, it'll give you the option to select another, but you'll see only empty slots. you select the first empty slot a few times and it sends first availible one from stable.
 

woofie

Member
Dec 12, 2018
123
158
Also Eggmon, weird little impact from your achievement to EXP change. If you roll unlucky with your evolved stones (by example this run I did as a test, I grabbed EVERY container on the map and got 0 insect ones), you can't get more stones.
Before you could cycle win/breed a bunch of mons to grind out stones with the release feature. Now .. you're stuck?
 

Kreizacs

Newbie
May 27, 2017
64
67
This game should definitely be ported to phones.
It's a tech demo. The controls aren't even ironed out for PC. (like W/up moving arrows to the right, S/down moving arrows to the left instead of you know, moving them how they are supposed to, in combat)
 
  • Like
Reactions: preferax

PotatoManBill

New Member
Oct 14, 2018
2
3
Moving away from the broken achievement system is objectively a step forward considering how it tended to randomize itself with every iteration. Ran through a couple of playthroughs, and have a few comments.

It might just be my game, but you are only able to acquire the supply items once. This makes them effectively useless. Even when more expensive and impactful supply items are added, several of the things that are in the one off purchases (stones, fruit, etc) are required in quantity for any reasonable benefit.
Maybe the item supply choices can be restricted to 1 per day if balance is a concern? (So that people dont farm and get 50 fruits at the start of every run if that is desired)
I am guessing that the later and more expensive choices will be perks equivalent to some of the achievment effects. An in run method of generating resources is required for any significant exploration or actually getting into the breeding mechanics.

Combat XP progression feels good. Get in fights, get xp. Relatively quick to get, I got more than 1000 in a single (long) play through. The supply choices from it are nice, but suffer greatly from there being nothing else to get and being one time buys. It would be nice if it was listed exactly what you were getting when you buy it.

Item XP gain is simply not sufficient for the items it offers. Spending several runs sprinting about getting fruit just to get enough xp to start with 1 extra random fruit is just a pain in the but. Atleast as far as I have found only fruit and stones contribute to item xp, but there is a fair chance that I have missed something. If per use is the only way to get said xp, which is very slow (20 fruit usage to get 1 free fruit max at the start of a run) it would feel better if item use xp was expanded to every item, or atleast herbs/contraceptives/bateries/etc.
Having item usage tied to the way to get evolution stones and fruit on future runs feels very odd. You can only really play for so long, but not having any in-run method of generating evolution stones feels makes actually getting into the breeding mechanics very difficult. There is a healthy variety of types, and a limited number of loot spots.

Genetic XP is brutally slow. Without a way to get more stones in a run past the random loot spots, getting into breeding is very difficult and very time consuming in a bad way. I legitimatly resorted to memorising loot spots and speedrunning the opening area to see if I got enough bug stones to matter, and resetting if I did not.
The game does not save any progress, and trying to get a full run in can be a 4-6 hour endevor with how long the UI interactions and combat speed takes if you are legitimatly trying to do everything. Current strategy to get genetic XP at something approaching a not horrifically painful rate is to get bug stones by luck, loose three scouts to bugs with good genetics, and then just sit on my but for several days until food runs out. Playing the game normally as it currently is you are effectively garunteed to never get enough genetic XP until decently far into a several hour playthrough, and its a very small amount.

Survival XP gain is good. Got enough in my first playthrough to get both of the selections. Dont have too much to say, will need to see the later perks to get a better idea for how the progression is but it feels good right now. It might be good to tune gain rate up depending on how many perks there are later on, since you can only get the equivalent of a few points after an hour of speedrunning about. It might be good to heavily increase the survival XP you get from exploring, and maybe give some for each night survived? Right now the quickest way to get it is releasing mons, so I got most of mine trying to get genetic XP.


In general outside of combat XP and (sorta) survival xp, I think the xp gain rate needs to be notably upped. It takes several hours of playing to get things done just because of how slow it can be at times to work the UI, and the game not holding onto a save file makes that absolutely brutal for getting any kind of notable xp accumulation. I doubt that many people will have consistant 6 hour chunks to sit down and play the game to try to get maybe 200 genetics xp through normal play.
Hopefully the later perks solve most of these concerns.

That being said, improving the UI speed/reliability (Stables are very difficult to use for me especially the second slot of scouts, have to select them, back out, select stud, back out, then select breed or it does not work and will sometimes chose a first slot scout to get bred instead) would be a massive improvment to playability and reduce the time commitment. Mouse control for most things maybe, and reducing the dead time between inputs so you can cycle options faster. Maybe an option to speed up most combat animations/selections? Legitimatly most of the time in my runs has been spent trying to force my way through menus as quickly as I could.

Just my 2 (7 paragraphs) cents. It is really nice to not have to deal with the absolutely busted achievment system, but with the game not storing any saves the time to play desperatly needs to be reduced.
 
  • Like
Reactions: Invader Incubus

PotatoManBill

New Member
Oct 14, 2018
2
3
Additional feedback, apologies for the text wall.

On the guide section on start: Pretty good! The map art is great, and having the list of type strengths on the top there is a decent reference. It would be nice if this screen or a reference like it was available in game (If it is and I missed it, sorry I can be pretty blind sometimes) It would be good to have a second page or additional info on what exactly gave what kind of XP, or atleast a better explanation. It says that by using items you will get item XP, but the only items I have been awarded XP for using have been fruits/stones not the serums/ethers/herbs/etc. The only times I have gotten reproductive XP is when an egg/mon with special traits (even just the first range of better genetics) pops out. Having the scouts get bred, or an egg with nothing special does not give xp for me.

It would be nice if the food/camping system could be streamlined somewhat. Feeding your mons does not take that long, but it is effectively a time waster action considering how slow the UI can be to operate. Unfortunately, at least on my end, trying to feed them in camp before resting does not do anything so I need to feed them manually through the inventory before camping.

Right now the campsite locations have mostly served as a restrictive leash testing map knowledge in my experience. On several maps there are just not enough campsites. It would be interesting if there were actual issues with running around too late, as currently your only real penalty so long as you have enough food is the time it takes you to sprint over there. Having more "safe zones" where you could set up a tent and camp out would ease play. You cant really go far right now anyways, since you can only get to the stables from the base right now.

On that note, only having the stables accessible from the base feels really bad gameplay wise. If you want to engage with that part of the game, you can only explore so far out. While it could be a neat thing to go exploring out to find fruit/stones/supplies and return back to your main base to use them you cant really get more than a map or two away from your main base unless you are doing speedrun sprints out and back to hit specific loot spots you already know are there. There is not really anything to see or do at your main base right now past the supply screen which is only usable at the start. You can send mons to your stable anyways from several map tiles away, so why not tell the robot machines or whatever over a radio to stick a scout in the pen with the horny fire horse? Seeing that the breeding is one of the main draws of the game, heavily restricting access to it feels a bit odd. If there are balance issues with swapping mons in and out of the stables those should probably just be ironed out instead of limiting the horny. Making people always have to commute 12 hours back to their rocket trailerhome to watch their coworker get pumped full of bug eggs is a cruel thing. Cameras and radios are a thing : (
We can sorta do everything but get the scouts bred from a distance, so why not the horny?


It might also be nice to increase the amount of shiny things that loot locations in far away or high danger areas have. Higher risk vs higher reward, i.e. the caves near the starting area might drop 2 or three stones from the chests. You cant save, so giving players a better chance to do all the cool things in a run with higher risk associated would be nice. Runs are still limited by food amount, but actually playing long enough for that to become a concern is difficult unless you are sitting there only passing time.

A way of saving current the current run would be amazing. I am aware of what a pain in the but that is, but if the exe handles the xp etc an external save file could be made. Its a single player game porn game, ultimatly save editing and cheating is not a concern. Having a txt or equivalent that the game read on start up would solve alot of the pacing issues and make the game much more approachable.

Map images are pretty, the shark keeps suprising me with how sexy they are, and the bug girls are also smokin. Been having alot of fun with your game, the massive walls of hopefully constructive criticism above aside. Thanks for all the work you ahve put in making this!
 

pokefur

Newbie
Feb 3, 2024
31
9
i hope the next update they do is when your scout gets impregnant by monster you don't lose them and doesn't reset your preggers.
 
3.30 star(s) 24 Votes