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3.10 star(s) 31 Votes

JhojanS

Member
Jan 14, 2021
193
94
I LOVE Bad Ends, but I agree with you, I need MORE than just a game over. Part of the reason I will add NPC's eventually is so that you can Bad (maybe GOOD) End them depending on choices. And then obviously the scouts just suffer ahegao brain melt when getting knocked up by monsters *shrug*. Story and characterization eventually


YES, in the next version you can fullscreen the window (there will be blinders) but what you are ACTUALLY asking is for the viewport to get bigger, which is a gigantic ask you probably don't realize as a non-Dev. Looks like Godot is adding in some clean scaling features for pixel games so I THINK it will be possible going forward if I do a month to add the feature. For now though I targeted a smaller monitor size, so the game could WORK on more monitors. FEELS like that has annoyed most of my audience who will be other westerners like me, with mostly 1920x1080 monitors like me. At least the viewport is 16:9


I don't feel like an NPC thanks, seems like starting my own creative project and business has really put my destiny in my own hands. Although I appreciate you checking in on me. Also the game has been in alpha for a month, so stay tuned.


Godot actually. Which means I am gradually building out POKEMON (plus more features) by myself into an engine WAY more expansive and flexible than RPG maker. Loads of templates and tutorials to watch, but I am well into the weeds on my own by now.

View attachment 3187695
Not sure I LOVE Cerbpup, he does look bitey though. (Cerberus is going to win the monthly polls I assume)
So I guess I won't be able to play from my phone so is there any chance you'll make an Android version?
greetingss :cry: ;) (y)
 

Invader Incubus

Member
Game Developer
Nov 20, 2023
147
765
hi, can you please add a way to rebind keys please?
Eventually.

What about a system where certain monsters you can lose without a game over and other monsters where there's a limit to how much loss scenes you can have before you actually get a game over.
Eventually. Something like this will happen in the little side stories that will occur. Also it will feel WAY less punishing to lose a scout to a game over when there are, eventually, 12 of them, but soon and for the foreseeable future, 4.

So I guess I won't be able to play from my phone so is there any chance you'll make an Android version?
greetingss :cry: ;) (y)
I think I can export a build to phones, but I ain't rebinding everything for phone controls and then supporting that indefinitely. I am but one man.

Any plans to have the monsters breed each other?
Eventually. Not as a mechanic, but as potential side stories you can route.

Crunching hard in the meantime. Losing my mind. BRIGHT FOREST is WAY too ambitious, spent a good 2 hours just rigging up the river bank with the new diagonal river tile I made for this map. I won't scale back the map but I will likely put it down and spend all of today (29th) onwards crunching out the rest of the STABLES, so that will be working for the top of the month. Oh and have Cerberus ready to go since he will win the polls.
brightforestpromo.png
I WANT the next update to come all at once with Cerberus, with Cinder, and with the Stables, and with the new area, making it fat and JUICY. That might mean the update comes out a little after the 1st? We will see.
 
Last edited:
May 18, 2020
42
31
Eventually.


Eventually. Something like this will happen in the little side stories that will occur. Also it will feel WAY less punishing to lose a scout to a game over when there are, eventually, 12 of them, but soon and for the foreseeable future, 4.


I think I can export a build to phones, but I ain't rebinding everything for phone controls and then supporting that indefinitely. I am but one man.


Eventually. Not as a mechanic, but as potential side stories you can route.

Crunching hard in the meantime. Losing my mind. BRIGHT FOREST is WAY too ambitious, spent a good 2 hours just rigging up the river bank with the new diagonal river tile I made for this map. I won't scale back the map but I will likely put it down and spend all of today (29th) onwards crunching out the rest of the STABLES, so that will be working for the top of the month. Oh and have Cerberus ready to go since he will win the polls.
View attachment 3214146
I WANT the next update to come all at once with Cerberus, with Cinder, and with the Stables, and with the new area, making it fat and JUICY. That might mean the update comes out a little after the 1st? We will see.
I admit, a touch sad we might not get an update on my birthday, but I would be much happier going into my 29th year on earth knowing you took your time with a game that, thus far, tickles the bits of my brain I've been itching to scratch. :p
 

Invader Incubus

Member
Game Developer
Nov 20, 2023
147
765
The update is tomorrow. Then I suspect there will be a few days of bug fixing, and then I'll be doing another "marketing" push since I can advertise that the game has loads more XXX and breeding and EGGS.
In the meantime, the December polls are closed (Cinder will be a goth and the next fire monster will be the Cerberus Dog). The January polls are open. This month we vote on the fourth scout, NORMA, who will be the last scout to have the first body shape:
NormaVotePNG.png
Patrons can vote on who she will be. After the fourth scout is out I will be leaving the scouts at just 4 for a while, while I fully flesh out all the additional sprites and animation I feel they all need. (likely; bigger pregs, jiggling preg belly, birthing animation)

There's also the monthly monster vote. This month is for the next VEG monster:
JanNewMonstersPromoPNG.png
Patrons can vote on whether they prefer pollination or sproink-ing.

They said I was a madman, and they were right.
brightforestpromo.png
It's honestly just TOO big, it will need several more passes to add the doodads and ground clutter, then a few more unique locations, and some unique things to do. More grass in more natural shapes. There lots of loot around the edges of the map and along the river. Someday each area will have exclusive resources to be harvested AS WELL AS monsters that can only be found in that area. BUT IT REALLY is satisfying that itch for what an adult monster-catcher zone might be like (or an old RTS map (major Warcraft (2) vibes)).
The Bee, Wolf, and Sheep monster lineages will soon be exclusively found in the BRIGHT FOREST area. As more areas are added the monsters will be spread out between them, but starting zones like Rosedew will always be quite populated with a diverse array of monsters so that runs will feel varied.
 

Invader Incubus

Member
Game Developer
Nov 20, 2023
147
765
FROM THE TOP ROPE WITH A STEEL CHAIR!

JANUARY 2024 UPDATE 1:
THE GOTH has won the vote to be the Fire Scout, everyone please welcome CINDER, who is now in the game, ready to lose battles and breed monsters in the new, fantastic feature...
CERBERUS, and its unevolved form: CERBERPUP, won their monster poll and are added to the game.
Voting on the fourth scout, NORMA, begins:
Voting on the January monster, the next VEG type monster begins, it is between a Cervitaur, and a Dryad.
Added 3 “New” unlocks. They are the 2nd, more difficult level of the first three. Evolution Master, achieved by evolving 12 monsters, grants you ANOTHER evolution stone at the start, so you can begin with three. MEDIC is attained by using 75 healing items, it is interesting because once unlocked it makes potions and ethers more EFFECTIVE, they both restore +15 hp / ep. SCAVENGER is earned by looting 25 containers, and once unlocked you’ll find bonus potions in containers. The final level of these unlocks might come soon but will be very hard to achieve.
The Achievements script is now also tracking how many battles you lose, how many you flee, and how many you WIN. It is also tracking how many days you have survived (easy since theres no day night cycle and not obedience / calories mechanic) and its tracking how many monster births occur... So that's a hint on the next slew of Achievements coming in February.
As requested, you can only randomly find stones of monster types that are in the game right now.
There is a new Zone, the bright forest. Although it isn’t loaded with brand new assets it feels good to have more than one significant area in the game. I have decided I will add the DARK FOREST, next month, the area to the LEFT of the starting zone it will be much smaller though since you won’t get the abilities needed to traverse it until later (also you might notice some closed cave looking things on the maps, strange).
There is now a clock in the game, hit T, to display the clock. For now days last 240 seconds. This will be alterable by YOU in the future. This is the V1 of the clock.
When the player resets their run the party is healed to half HP. Hopefully this ends the confusion for players who think they are getting inta-lossed after losing one scout and then NOT healing their party.

Stables V1 are working.
Stables V1 are working.
Stables V1 are working.

Q: Why was it such a big deal for the stables to get done why couldn’t the game’s first alpha have it?
A: Pregnancy is fucking complicated. In order to support the stables a load of other systems have to exist; multiple scouts need to be in the game for it to make sense, I need to track the status of the wombs of each scout, there needs to be a clock to track the countdown to birth, there needs to be a REASON to breed the scouts, meaning genetics needs to be in play, stud monsters need to be stored in a whole new storage system. Eggs need a whole storage system and hatch time system. BASICALLY, there’s a ton of shit that needs doing and a load of new variables that need to be tracked that cannot be considered ‘normal’ monster catching boiler plate code.

Monster genetics V1 are now in play. There’s a 10% chance a monster may be born with GOOD genetics, and then a 10% chance that might result in EXCEPTIONAL genetics, and then a 10% chance that a monster will have PERFECT genetics. Monsters never parent monsters with worse genetics. Each of these genetics bonuses confer increasing blanket stat boosts. ALSO a monster descended from a scout will have a higher max obedience, and can EAT MORE BOOST FRUITS (not in the game yet).

The stables still need a lot of work to be more usable, like the ability to tab over offspring and studs to see the genetic boons they have unlocked. Necessary since I know you degenerate fucks are like me and will will be farming out our heroines to create monsters with perfect genetics on a semi-industrial scale. Furthermore I think I will be introducing a new mechanic soon that will allow you to collect genetic samples and help ensure you are ALWAYS inching closer to genetic upgrades for your offspring, just by mass reproducing. Since it feels bad to lay a load of eggs, get no boosts, and then release a load of monsters. At least the BUG types (so far) have the OVIPOSITOR keyword allowing the bug type to LOAD UP your poor lost scouts with offspring. To compensate for Bugs being good early game breeders, I think they will eventually need to be a bit weaker in combat.

Loads of features I would love to add here, animated pregnant sprites, pregnant sprites of further size, pregnancy TYPES other than just eggs, and of course, animated births. So speaking of bugs, get to it, lets get to breaking this update so I can get to patching it.

Combat now announces when a SUPER effective hits are scored, all of the future element types are included in the calculus.

The XXX animations in combat now get faster as the monster approaches climax, finishing up with a drastic jump to x3 speed. Makes the countdown feel more desperate (and the monsters more frantic to breed). I was shocked by how much I enjoy this one little change.

The Bee, Wolf, Sheep, and Cerberus monster lineages are now exclusively found in the BRIGHT FOREST area. As more areas are added the monsters will be spread out between them, but starting zones like Rosdew will always be quite populated with a diverse array of monsters so that runs will feel varied.
Oh and you can resize the window now.

Fixed Warwolf’s lore, which now displays correctly. Not bad for work done over a Christmas break.
 
Last edited:

Beatboxer

Newbie
Sep 23, 2017
94
31
FROM THE TOP ROPE WITH A STEEL CHAIR!

JANUARY 2024 UPDATE 1:
THE GOTH has won the vote to be the Fire Scout, everyone please welcome CINDER, who is now in the game, ready to lose battles and breed monsters in the new, fantastic feature...
CERBERUS, and its unevolved form: CERBERPUP, won their monster poll and are added to the game.
Voting on the fourth scout, NORMA, begins:
Voting on the January monster, the next VEG type monster begins, it is between a Cervitaur, and a Dryad.
Added 3 “New” unlocks. They are the 2nd, more difficult level of the first three. Evolution Master, achieved by evolving 12 monsters, grants you ANOTHER evolution stone at the start, so you can begin with three. MEDIC is attained by using 75 healing items, it is interesting because once unlocked it makes potions and ethers more EFFECTIVE, they both restore +15 hp / ep. SCAVENGER is earned by looting 25 containers, and once unlocked you’ll find bonus potions in containers. The final level of these unlocks might come soon but will be very hard to achieve.
The Achievements script is now also tracking how many battles you lose, how many you flee, and how many you WIN. It is also tracking how many days you have survived (easy since theres no day night cycle and not obedience / calories mechanic) and its tracking how many monster births occur... So that's a hint on the next slew of Achievements coming in February.
As requested, you can only randomly find stones of monster types that are in the game right now.
There is a new Zone, the bright forest. Although it isn’t loaded with brand new assets it feels good to have more than one significant area in the game. I have decided I will add the DARK FOREST, next month, the area to the LEFT of the starting zone it will be much smaller though since you won’t get the abilities needed to traverse it until later (also you might notice some closed cave looking things on the maps, strange).
There is now a clock in the game, hit T, to display the clock. For now days last 240 seconds. This will be alterable by YOU in the future. This is the V1 of the clock.
When the player resets their run the party is healed to half HP. Hopefully this ends the confusion for players who think they are getting inta-lossed after losing one scout and then NOT healing their party.

Stables V1 are working.
Stables V1 are working.
Stables V1 are working.

Q: Why was it such a big deal for the stables to get done why couldn’t the game’s first alpha have it?
A: Pregnancy is fucking complicated. In order to support the stables a load of other systems have to exist; multiple scouts need to be in the game for it to make sense, I need to track the status of the wombs of each scout, there needs to be a clock to track the countdown to birth, there needs to be a REASON to breed the scouts, meaning genetics needs to be in play, stud monsters need to be stored in a whole new storage system. Eggs need a whole storage system and hatch time system. BASICALLY, there’s a ton of shit that needs doing and a load of new variables that need to be tracked that cannot be considered ‘normal’ monster catching boiler plate code.

Monster genetics V1 are now in play. There’s a 10% chance a monster may be born with GOOD genetics, and then a 10% chance that might result in EXCEPTIONAL genetics, and then a 10% chance that a monster will have PERFECT genetics. Monsters never parent monsters with worse genetics. Each of these genetics bonuses confer increasing blanket stat boosts. ALSO a monster descended from a scout will have a higher max obedience, and can EAT MORE BOOST FRUITS (not in the game yet).

The stables still need a lot of work to be more usable, like the ability to tab over offspring and studs to see the genetic boons they have unlocked. Necessary since I know you degenerate fucks are like me and will will be farming out our heroines to create monsters with perfect genetics on a semi-industrial scale. Furthermore I think I will be introducing a new mechanic soon that will allow you to collect genetic samples and help ensure you are ALWAYS inching closer to genetic upgrades for your offspring, just by mass reproducing. Since it feels bad to lay a load of eggs, get no boosts, and then release a load of monsters. At least the BUG types (so far) have the OVIPOSITOR keyword allowing the bug type to LOAD UP your poor lost scouts with offspring. To compensate for Bugs being good early game breeders, I think they will eventually need to be a bit weaker in combat.

Loads of features I would love to add here, animated pregnant sprites, pregnant sprites of further size, pregnancy TYPES other than just eggs, and of course, animated births. So speaking of bugs, get to it, lets get to breaking this update so I can get to patching it.

Combat now announces when a SUPER effective hits are scored, all of the future element types are included in the calculus.

The XXX animations in combat now get faster as the monster approaches climax, finishing up with a drastic jump to x3 speed. Makes the countdown feel more desperate (and the monsters more frantic to breed). I was shocked by how much I enjoy this one little change.

The Bee, Wolf, Sheep, and Cerberus monster lineages are now exclusively found in the BRIGHT FOREST area. As more areas are added the monsters will be spread out between them, but starting zones like Rosdew will always be quite populated with a diverse array of monsters so that runs will feel varied.
Oh and you can resize the window now.

Fixed Warwolf’s lore, which now displays correctly. Not bad for work done over a Christmas break.
Has this been uploaded?
 

GodlessSinner

Member
Sep 5, 2023
190
111
great update!! Is there a plan for there to be some sort of cum sequence for right before the impregnation animation starts? I'd LOVE to see that if you're willing.
 
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Invader Incubus

Member
Game Developer
Nov 20, 2023
147
765
FIXED: Couldn't move evolved monsters to the stables (I forgot to update one variable somewhere smh)
Has this been uploaded?
Ya we live bro
seems like i'm just not able to flee ever, not sure if I'm insanely unlucky or I'm missing something.
Let me know if it persists, its working on my end, I changed the code just now, again to be set at a hard 50%
edit: Actually as I was typing this I was checking the code, think I see what the problem is ANOTHER new version just went up resolving this, I think.
We need the update, this update is the one that I really wanna get into with non-game ending breeding
Really feels like the vision of what the game will be is starting to coalesce.
 

YouShallNotLol

Engaged Member
May 6, 2022
2,017
4,611
It's all fine and dandy, but how do I actually put scouts into the stables?
So far I only found how to send monsters into the stables.
 

Invader Incubus

Member
Game Developer
Nov 20, 2023
147
765
It's all fine and dandy, but how do I actually put scouts into the stables?
So far I only found how to send monsters into the stables.
Scouts have to lose a battle to get be put in the stables. So lose as a scout then restart the run as a scout who hasn't lost yet.

Struggling as well. This is what I see:
Selecting a scout just tries to make it select an egg?
Sorry, is CINDER LOST in this scenario? She got bad ended?
It should look like this:
zzpromosthing.png
In this scenario Cinder has been impregnated in battle by a Bugger. She is then added to the stables, I move the arrow one right to select the first tab, and therefore display the WINDOW where Norma and Cinder are shown. Then I need to hit R to select into that tab and I can navigate around that window. Each tab is going to allow you to look at 2 scouts at once. It's kind of a weird menu right now but will make more sense as features are added, having that central strip where the studs are always seen will make sense.
 

woofie

Member
Dec 12, 2018
135
163
Scouts have to lose a battle to get be put in the stables. So lose as a scout then restart the run as a scout who hasn't lost yet.


Sorry, is CINDER LOST in this scenario? She got bad ended?
It should look like this:
View attachment 3229749
In this scenario Cinder has been impregnated in battle by a Bugger. She is then added to the stables, I move the arrow one right to select the first tab, and therefore display the WINDOW where Norma and Cinder are shown. Then I need to hit R to select into that tab and I can navigate around that window. Each tab is going to allow you to look at 2 scouts at once. It's kind of a weird menu right now but will make more sense as features are added, having that central strip where the studs are always seen will make sense.
Also mighta found a smalll bug
1704310577044.png
 
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Invader Incubus

Member
Game Developer
Nov 20, 2023
147
765
Also mighta found a smalll bug
WHOOPS, looks like Cerberus didn't get the finished X anim sprite, I will slot that in right now and update in an tonightish.
Now about the previous issue, was it resolved?
 
Last edited:
3.10 star(s) 31 Votes