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Invader Incubus

Member
Game Developer
Nov 20, 2023
147
765
Okay, I am still unhappy with this months progress because I got floored for a week, but here we go:

FEBRUARY 2024 FIRST UPDATE:

The fourth scout, normal type; NORMA is in the game. Come one come all and watch her delicious chocolate ass get pressed, pounded and smacked. I can’t resist starting a run without sacking Cinder and Norma first to get the stables going properly.
The new monster: Druidia the forest fawn, is in the game, as is her unevolved form; Druii
FebVoteClosePromo.png

A small section of the new Dark Forest is now available to be playable. Dark Forest is to the west of Rosedew meadow and it is going to be a threat level 4/10 area, and thus important for testing the game's difficulty scaling since you COULD wander right in there from Rosedew. Avoiding fights in the dark forest will be easy, if you are just passing through it, provided you have a couple repels on you.


Version 1 of the MAP is in the game. Now you can truly understand the misguided scope of Invader Incubus future vision. M opens the map, obviously. I KNOW IT LOOKS LIKE IT WAS MADE IN MSPAINT. It WASN’T THOUGH. It was made in Aesprite, don’t bully me.


There is a new DIFFICULTY SCALING mechanic for fights. Based on the threat level of whatever area you are in; enemy monsters do more damage. This scaling will be exponential; on an upward curve, so don’t expect it to be too crazy in these early areas.


I PROMISE the next area to be added is not a forest of ANY kind; it will be the PLAINS biome. Many new art assets will need to be created to make the new plains biome and I am super looking forward to this challenge. I am going to be working on this area non-stop across Feb. And then throughout March the plains will receive repasses to bring it up to snuff. The plains will be quite large, similar to Bright Forest, and you will be able to interact with several old farm houses that were in use before the monster eggpocalypse. Also there will be monster drops added to the game that will fit neatly into such biome.


With the monthly scout vote shelved for the time being, I am reprioritizing getting enemy trainers into the game, since that will give you something ELSE to vote on going forward, so expect that soon(tm).


10$ backers of EGGOMON will be receiving access to the EGGOMON (Maplesweet) discord, so they can harass Invader Incubus about bugs in real time. This might also see the f95 zone thread become a bit less active. This will occur during the first monthly update, the 9th at the latest.


I am going to be adding new animations (X positions) to the game soon. These positions will all have the scout + monsters SPINES centered and aligned vertically. It was a big mistake for me to create X animation positions where we have a SIDE view of the scout and monster because it takes SO MUCH MORE sprite work to complete an animation from that angle. Meanwhile my favorite position, the press, allows me to use the MIRROR tool which makes animating that position MUCH easier. Until I can afford help on the game I am going to be switching all the scout animations to the already established PRESS, a camera facing doggy, and a scout facing AWAY from the camera riding cowgirl (well she's more going to be BUCKED upwards rather than riding willingly but I digress). The current animations where we see the scout lying prone, or in doggy, both from the side, will not be used going forward, but the existing animations will remain. I’d love to have shitloads of custom animations, cum, inflation, and custom bad ends but for god sakes have mercy, I am but one man. We’ll get there someday, my supporters, I believe, for now I hope you are convinced that EGGOMON is a serious project, based on the work I have done since I launched it in late November. It has just been over 2 months, but we are trucking along. TLDR: More XXX animations soon for existing and new monster; high priority.


FIXED?: Inventory is still being buggy and thinking it is open and using items when it shouldn’t. I tightened this up but didn’t have time for extensive bugfixing, so this weekend I will be troubleshooting the issue if it persists. Jiggering around monsters in slots and also releasing is still acting in a stupid, buggy way, might need ANOTHER pass on moving monsters around in slots. But I got ALL WEEKEND and then some to work on EGGOMON woo!

New monster vote is over the next WATER type:
FebNewMonstersPromoPng.png
Is it any extra work to build for Linux regularly with the windows build? If it's not a big deal, it'd be dope if you could do it.

I don't use Linux as my main OS because I'm a gamer and people don't support it well. If it was supported I'd never use Windows ever again.

Windows is hot garbage FR though, I have to reinstall quarterly just to keep my system running smoothly, I don't think I have ever had to re-install Linux at any point, other than my test installs where I was messing with the kernel lol.
I don't want to get into the "Windows Sucks" argument, because it's true that it does, all the criticisms you can hit with are valid, and all I can appeal to is a hypothetical universe where it didn't become market standard. Anyways, WINDOWS FUNCTIONS, and computers are tools, and I need my tool to work with and interface with the standard OS and that OS actual has a mind boggling amount of features and shit it has to accomplish to remain as universal as it does. Linux is "better" but less friendly to the average human of average intelligence who needs handholding.

Once you put in your first enemy trainer, I can't see how it doesn't qualify for the battle fuck list

https://f95zone.to/threads/the-ultimate-battle-fuck-sex-fight-collection-english-translated.133539/

Which is one of the most followed lists in f95. And surely will get you extra attention over time.

Apart from that, theres a few smaller sites next to f95 & 2 discord servers I'll gladly share it on :).
I don't qualify for that tag already? MAN I need to get ON enemy trainers then, give my patrons something else to vote on... Trainers in EGGOMON will actually path around and chase you and have other behaviors as they try to touch you an initiate a battle.

Thanks for sharing me btw, I need to do another round of advertising the game each month but its such a hassle to figure out where people are. AND the people running the popular porn game sites where shit is amalgamated (not itch.io, the sites that just have huge lists of embedded games) won't respond to emails, or want cracked versions of my shit, without the links to my patreon and with god knows what the fuck they are putting in, or embedding in the button just to boot the window my game would run in. Such BS man. *Shrug*

EDIT: OOPS you couldn't recruit Druii from the Druidia fight. Instead it recruited a Bee. Fixed.
 
Last edited:

GreenPotato

Newbie
Oct 2, 2018
18
14
Okay, I am still unhappy with this months progress because I got floored for a week, but here we go:

FEBRUARY 2024 FIRST UPDATE:

The fourth scout, normal type; NORMA is in the game. Come one come all and watch her delicious chocolate ass get pressed, pounded and smacked. I can’t resist starting a run without sacking Cinder and Norma first to get the stables going properly.
The new monster: Druidia the forest fawn, is in the game, as is her unevolved form; Druii
View attachment 3317787

A small section of the new Dark Forest is now available to be playable. Dark Forest is to the west of Rosedew meadow and it is going to be a threat level 4/10 area, and thus important for testing the game's difficulty scaling since you COULD wander right in there from Rosedew. Avoiding fights in the dark forest will be easy, if you are just passing through it, provided you have a couple repels on you.


Version 1 of the MAP is in the game. Now you can truly understand the misguided scope of Invader Incubus future vision. M opens the map, obviously. I KNOW IT LOOKS LIKE IT WAS MADE IN MSPAINT. It WASN’T THOUGH. It was made in Aesprite, don’t bully me.


There is a new DIFFICULTY SCALING mechanic for fights. Based on the threat level of whatever area you are in; enemy monsters do more damage. This scaling will be exponential; on an upward curve, so don’t expect it to be too crazy in these early areas.


I PROMISE the next area to be added is not a forest of ANY kind; it will be the PLAINS biome. Many new art assets will need to be created to make the new plains biome and I am super looking forward to this challenge. I am going to be working on this area non-stop across Feb. And then throughout March the plains will receive repasses to bring it up to snuff. The plains will be quite large, similar to Bright Forest, and you will be able to interact with several old farm houses that were in use before the monster eggpocalypse. Also there will be monster drops added to the game that will fit neatly into such biome.


With the monthly scout vote shelved for the time being, I am reprioritizing getting enemy trainers into the game, since that will give you something ELSE to vote on going forward, so expect that soon(tm).


10$ backers of EGGOMON will be receiving access to the EGGOMON (Maplesweet) discord, so they can harass Invader Incubus about bugs in real time. This might also see the f95 zone thread become a bit less active. This will occur during the first monthly update, the 9th at the latest.


I am going to be adding new animations (X positions) to the game soon. These positions will all have the scout + monsters SPINES centered and aligned vertically. It was a big mistake for me to create X animation positions where we have a SIDE view of the scout and monster because it takes SO MUCH MORE sprite work to complete an animation from that angle. Meanwhile my favorite position, the press, allows me to use the MIRROR tool which makes animating that position MUCH easier. Until I can afford help on the game I am going to be switching all the scout animations to the already established PRESS, a camera facing doggy, and a scout facing AWAY from the camera riding cowgirl (well she's more going to be BUCKED upwards rather than riding willingly but I digress). The current animations where we see the scout lying prone, or in doggy, both from the side, will not be used going forward, but the existing animations will remain. I’d love to have shitloads of custom animations, cum, inflation, and custom bad ends but for god sakes have mercy, I am but one man. We’ll get there someday, my supporters, I believe, for now I hope you are convinced that EGGOMON is a serious project, based on the work I have done since I launched it in late November. It has just been over 2 months, but we are trucking along. TLDR: More XXX animations soon for existing and new monster; high priority.


FIXED?: Inventory is still being buggy and thinking it is open and using items when it shouldn’t. I tightened this up but didn’t have time for extensive bugfixing, so this weekend I will be troubleshooting the issue if it persists. Jiggering around monsters in slots and also releasing is still acting in a stupid, buggy way, might need ANOTHER pass on moving monsters around in slots. But I got ALL WEEKEND and then some to work on EGGOMON woo!

New monster vote is over the next WATER type:
View attachment 3317788

I don't want to get into the "Windows Sucks" argument, because it's true that it does, all the criticisms you can hit with are valid, and all I can appeal to is a hypothetical universe where it didn't become market standard. Anyways, WINDOWS FUNCTIONS, and computers are tools, and I need my tool to work with and interface with the standard OS and that OS actual has a mind boggling amount of features and shit it has to accomplish to remain as universal as it does. Linux is "better" but less friendly to the average human of average intelligence who needs handholding.


I don't qualify for that tag already? MAN I need to get ON enemy trainers then, give my patrons something else to vote on... Trainers in EGGOMON will actually path around and chase you and have other behaviors as they try to touch you an initiate a battle.

Thanks for sharing me btw, I need to do another round of advertising the game each month but its such a hassle to figure out where people are. AND the people running the popular porn game sites where shit is amalgamated (not itch.io, the sites that just have huge lists of embedded games) won't respond to emails, or want cracked versions of my shit, without the links to my patreon and with god knows what the fuck they are putting in, or embedding in the button just to boot the window my game would run in. Such BS man. *Shrug*

EDIT: OOPS you couldn't recruit Druii from the Druidia fight. Instead it recruited a Bee. Fixed.
Greetings. Following your game from the beginning, very like it in many ways. Huge respect for solo dev and your ambitions!(sorry for bad english)
By the way, dev, you already had conversations about game overs many times, and you probably tired of them, but I also want to ask if you have new ideas about that? i'm not against game overs in general, i understand that you trying to make "rouge like game" so game overs must have. You just made a "normal type scout", and i as normal type enjoyer very appreciated, but there is a thing, your game has mechanic which alloves to breed monster and scout of a certain type to create special genetic trait, which means that the player will have to deliberately make scout lose in order to get her in the stable for that trait. So, do you plan to add the ability to send scouts to the stable(and back) without defeat? Because i don't really want to lose normal type scout, and at the same time i want to use that scout for breeding.
 
Last edited:
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Random527

Newbie
Dec 11, 2017
16
14
There is a new DIFFICULTY SCALING mechanic for fights. Based on the threat level of whatever area you are in; enemy monsters do more damage. This scaling will be exponential; on an upward curve, so don’t expect it to be too crazy in these early areas.
So if they are gonna be doing more damage the more we progress would we be able to find more fruits or would we have to resort to breeding monsters? or do you have a different idea for this?
 
  • Like
Reactions: Med554!
May 18, 2020
42
31
right so, just lost as Norma to a Bugger and uh... did not get the preggo image for her in the game over, not sure what's going on with that one. Lost to being unable to struggle free so got knocked up yet, no dice on the sprite. also, been curious since the last couple updates, does anyone have an inkling as to where the bunnies are? not the unevolved ones mind, looking for the bapbuns. leastways I remember that being how they were named.
 

babblefonk

Newbie
Mar 24, 2020
26
28
Cheers for the new update, glad to see a dev with hustle. Happy to see that enemy trainers are going to be prioritized for the next update too. As for that Dark Forest though, does that mean we can expect some Dark and Ghost types in future?
 

Anonymouse7476754

New Member
Jul 24, 2023
9
8
Hello, love the update!! I just wanna say I really love the little lore tidbits with the map because we all know that lore and story are the sexiest things in gaming (lol) since they add to the atmosphere and general completeness to the game!

Bugs I've seen:
- After you lose a scout, you can't select Norma. I can scroll over her but not select her

- Norma's pregnant sprite also doesn't show up once you lose in battle. Sometimes this also happens to Cinder

- There this invisible monster/cloning glitch I've noticed, where sometimes when I try to move a party member it leaves this invisible monster blank space, and if you move them to the stable you get a cloned monster of the og. It only happens once so I've only been able to get a single clone. Also, sometimes this invisible monster can take up an empty slot higher in the party, but when you catch a new monster it disappears. Its just weird lol.

Potential suggestions:
- I know this first map was just a test but I'd love to see a proper map as the game gets bigger. I know the only Big area atm is the bright forest but it would help with navigating it and just keeping track of progress

- This one is minor af but I think having the scouts be naked when they're in the stables would rule, really adding to the whole breeding stock idea. This also goes hand in hand with like a bad end screen but again this part is super minor. Also since you mentioned you were working on new animations, I dont think there needs to be a unique animation for each scout + monster pair (thatd be hell on you and we are not made of infinite money and free time even if its like ideal scenario lol), sorry if maybe my previous suggestions/others added pressure on you. honestly for animations id love to see ones made for the nun plant and the charizard dragon girl since they dont have any yet.

- On a more gameplay focused front, I think there could be some validity in having like a trade-in system for monsters? As you get more and use your evo stones your party gets kind of clogged up but you also dont want to be throwing away evolved monsters/monsters youve used evo stones on, so I think maybe a system to trade in monsters could be good ? Like maybe trading in 2/3 fully evolved water monsters for 1 water evo stone for example and this could add more longevity to runs where you're trying to get the perfect monster (the trades shouldnt be 1-1 otherwise it wouldnt work with the roguelike aspect, the returns should always be diminishing)

- In a similar vein, I think a potential set of items that could help with runs/could be good ideas may be like an instant egg maker + instant egg hatcher item duo? So with the intended vision of the game (as I understand it atm), you're not only resource gated but also time gated since your monsters will get more agitated as time goes on and you make less resources as it goes on, so you want stronger monsters to get through areas/trainers quicker. I think an item that could instantly make an egg from a stable duo and an item to instantly hatch eggs could contribute to the gameplay loop of this. This would obvs be kind of busted so maybe it can be like an achievement/progression unlock.

Overall really excited for the progress!!! I think this game has tons of potential and im always excited to see it update!
 

Tattletale21

Member
Jan 26, 2020
358
451
something i noticed about the UI and the menus, the UI doesn't seem to scale correctly. the game from default starts in a bordered window and things cut off towards the top and bottom where the borders of the window are visible; a solution would be, instead of messing around with UI scaling, to set it so the game starts in a borderless window.

a few more things of note:

there's a line of text between fight turns that slows the combat down, you've got the line of text that says 'you did x amount of damage!' and then, instead of saying that it's the enemy's turn or that it's your turn, there's a line of text that breaks that up and it slows things down.

the UI could do with a change to make things clearer. i understand that this game takes inspiration from a game series that the game palworld is currently inspired by, but the menu was simple and easy to navigate, there was no confusion about what we were looking at or what we were selecting, and it just looked overall nice. you could try to update the UI a bit with one 'inspired' by that one.

...fuck it. give us a pokedex or something. or an eggodex? just so we can see what type of definitely-not-pokemon live in what area and where.

lastly, but i think you're working on it already, more starting scouts. what we have are fine - and yes i know it's weird considering they're pixels - but more variety to fill some kink quotas would be cool. tomboys, futas, athletic types, the works.

the game has promise, but it's far too early for me to say either way.
 

Invader Incubus

Member
Game Developer
Nov 20, 2023
147
765
Greetings. Following your game from the beginning, very like it in many ways. Huge respect for solo dev and your ambitions!(sorry for bad english)
By the way, dev, you already had conversations about game overs many times, and you probably tired of them, but I also want to ask if you have new ideas about that? i'm not against game overs in general, i understand that you trying to make "rouge like game" so game overs must have. You just made a "normal type scout", and i as normal type enjoyer very appreciated, but there is a thing, your game has mechanic which alloves to breed monster and scout of a certain type to create special genetic trait, which means that the player will have to deliberately make scout lose in order to get her in the stable for that trait. So, do you plan to add the ability to send scouts to the stable(and back) without defeat? Because i don't really want to lose normal type scout, and at the same time i want to use that scout for breeding.
The scouts are going to interact uniquely with sexy quests in the future and their own side quests. In that way, you will get more NORMA loving without losing her, but for now I don't plan on letting scouts move freely between the stables and being in action. I am committed to keeping the game as focused on bad ends and replay ability. Replay ability can only happen with loads more content and it being randomized efficiently. So to answer you bluntly; I don't plan to add this feature. You can sac (sacrifice) a scout or two off the bat to get a solid breeding loop going though, and that seems like a good decision.

So if they are gonna be doing more damage the more we progress would we be able to find more fruits or would we have to resort to breeding monsters? or do you have a different idea for this?
As the world map gets bigger there will be more fruits you can get. Right now you can TECHNICALLY farm fruits and stones by earning the release monsters unlocks, and then breeding the ever loving shit out of scouts (with BUG type) and releasing tons of baby monsters to maybe get a fruit or stone as a gift. To answer your question though, breeding IS going to be essential and remains so right now; A monster with a scout ancestor has SCOUT BRED and can eat 5 fruits instead of just 3 (plus stat bonuses). PERFECT GENETICS (who have the good genetics and exceptional genetics state bonuses as well) ALSO allows you to eat ANOTHER fruit to a total potential max of 6. Currently a monster with perfect genetics and having eaten 6 fruits can solo everything with laughable ease, even with the increased wild monster damage and the encounters getting tougher and rebalanced (this weekends update).

right so, just lost as Norma to a Bugger and uh... did not get the preggo image for her in the game over, not sure what's going on with that one. Lost to being unable to struggle free so got knocked up yet, no dice on the sprite. also, been curious since the last couple updates, does anyone have an inkling as to where the bunnies are? not the unevolved ones mind, looking for the bapbuns. leastways I remember that being how they were named.
OOPS, Looks like Norma is a bit bugged with assets missing, I need to write down the 15 places that need updating every time a scout is added, because I am going to forget before the next 2 scouts get added.
I think the bunnies are missing. This weekend there's an update, I have overhauled every single encounter in the game and altered the coding so its easier got me to organize. The bunnies have an encounter then, I am sure of it. Also coming in that update is the ability to pick from multiple potential recruit options. A feature that was so bugged, I scrapped it for the first alpha version (that's why you saw 3 potential recruit slots).

Cheers for the new update, glad to see a dev with hustle. Happy to see that enemy trainers are going to be prioritized for the next update too. As for that Dark Forest though, does that mean we can expect some Dark and Ghost types in future?
Enemy trainers ARE NOT coming in the next update, of my god, they have to come after the story update this, and next, month but its clear they need to come sooner rather than later. I have 2 primary human enemy factions in mind, and am mulling over whether there should ALSO be monsters in the world that chase you down to try and initiate an encounter. Could be cool to have that AND the grass... Hmmm.

I do hope we'll eventually at least get a loop animation of the breeding animation on a game over, as I've said before it'd be a nice lewd little touch.
On a total game over you mean? Not just a scout lost? That would be sweet. I need to do something special for that, like have the scouts all lined up and being banged by the monster that ended each of their runs (or a stable monster)... Then maybe an after-action report of what the player unlocked, and how many eggs were birthed, and fruits used, and highest dmg ect ect.

Hello, love the update!! I just wanna say I really love the little lore tidbits with the map because we all know that lore and story are the sexiest things in gaming (lol) since they add to the atmosphere and general completeness to the game!

Bugs I've seen:
- After you lose a scout, you can't select Norma. I can scroll over her but not select her

- Norma's pregnant sprite also doesn't show up once you lose in battle. Sometimes this also happens to Cinder

- There this invisible monster/cloning glitch I've noticed, where sometimes when I try to move a party member it leaves this invisible monster blank space, and if you move them to the stable you get a cloned monster of the og. It only happens once so I've only been able to get a single clone. Also, sometimes this invisible monster can take up an empty slot higher in the party, but when you catch a new monster it disappears. Its just weird lol.

Potential suggestions:
- I know this first map was just a test but I'd love to see a proper map as the game gets bigger. I know the only Big area atm is the bright forest but it would help with navigating it and just keeping track of progress

- This one is minor af but I think having the scouts be naked when they're in the stables would rule, really adding to the whole breeding stock idea. This also goes hand in hand with like a bad end screen but again this part is super minor. Also since you mentioned you were working on new animations, I dont think there needs to be a unique animation for each scout + monster pair (thatd be hell on you and we are not made of infinite money and free time even if its like ideal scenario lol), sorry if maybe my previous suggestions/others added pressure on you. honestly for animations id love to see ones made for the nun plant and the charizard dragon girl since they dont have any yet.

- On a more gameplay focused front, I think there could be some validity in having like a trade-in system for monsters? As you get more and use your evo stones your party gets kind of clogged up but you also dont want to be throwing away evolved monsters/monsters youve used evo stones on, so I think maybe a system to trade in monsters could be good ? Like maybe trading in 2/3 fully evolved water monsters for 1 water evo stone for example and this could add more longevity to runs where you're trying to get the perfect monster (the trades shouldnt be 1-1 otherwise it wouldnt work with the roguelike aspect, the returns should always be diminishing)

- In a similar vein, I think a potential set of items that could help with runs/could be good ideas may be like an instant egg maker + instant egg hatcher item duo? So with the intended vision of the game (as I understand it atm), you're not only resource gated but also time gated since your monsters will get more agitated as time goes on and you make less resources as it goes on, so you want stronger monsters to get through areas/trainers quicker. I think an item that could instantly make an egg from a stable duo and an item to instantly hatch eggs could contribute to the gameplay loop of this. This would obvs be kind of busted so maybe it can be like an achievement/progression unlock.

Overall really excited for the progress!!! I think this game has tons of potential and im always excited to see it update!
Im looking into these Norma bugs today. I am tightening up the party slots and switching, the slots aren't cooperating with letting their tracked monster GO right now. Good suggestions, and YES this is V1 of the map, V1 everything right now. Rosaria and Drakia's animations will be done by this weekend, again, a missing thing I needed to cut just to get the first version of the pilot out the door. I really like the instant preggo / egg hatcher idea (wrote it down) why didn't I think of that? Great consumable limited item to have / rarely find.

Thanks for reading my INTENTIONS for the game as well. Once the "camping + calories" update comes out I feel some people might be mad as the game sucks their runs into a death-loops and their beefy monsters get hard to control and feed.
campTease.jpeg
"Poor little scout girl"
(You can't access this feature yet)
Anyways, when this update comes out I will slow the clock down again, and if you don't make it to a camping spot each night before the sun comes up (usually these are near roads) then your monsters will lose extra calories and be more disobedient ((and might pause the game to correct your negligent behavior with their attention)). If you do camp each night you can feed / apply items to your monsters, then rest, which heals the monsters, then the game goes from monster to monster and subtracts their calorie burn from their calorie max and they take an obedience test, gaining or losing obedience. Monsters with low obedience take a sexual aggression test (based on their grab) and then will mount the scout if they are hungry and disobedient enough. (Losing battles without getting impregged out will result in massive disobedience boost in future, winning might make them more obedient, lots to play with here in quests too). Powerful (fruit fed) evolved monsters burn WAY more calories, but re happy you fed them fruit... Basically you keep your team of juiced super monsters around and they will eat you out of house and home, get pissed and then gang bang you into oblivion.

Camping is going to be a fun addition that will make people salty though because they don't attention to me repeatedly stating the game will be focused around a certain death loop (since there's no way to get an ending, yet).

something i noticed about the UI and the menus, the UI doesn't seem to scale correctly. the game from default starts in a bordered window and things cut off towards the top and bottom where the borders of the window are visible; a solution would be, instead of messing around with UI scaling, to set it so the game starts in a borderless window.

a few more things of note:

there's a line of text between fight turns that slows the combat down, you've got the line of text that says 'you did x amount of damage!' and then, instead of saying that it's the enemy's turn or that it's your turn, there's a line of text that breaks that up and it slows things down.

the UI could do with a change to make things clearer. i understand that this game takes inspiration from a game series that the game palworld is currently inspired by, but the menu was simple and easy to navigate, there was no confusion about what we were looking at or what we were selecting, and it just looked overall nice. you could try to update the UI a bit with one 'inspired' by that one.

...fuck it. give us a pokedex or something. or an eggodex? just so we can see what type of definitely-not-pokemon live in what area and where.

lastly, but i think you're working on it already, more starting scouts. what we have are fine - and yes i know it's weird considering they're pixels - but more variety to fill some kink quotas would be cool. tomboys, futas, athletic types, the works.

the game has promise, but it's far too early for me to say either way.
UI updates are definitely needed. Eggodex is definitely coming. The UI updates just aren't the flashy enough to keep people interested (but its something they want / need more than they realize). Content is what keeps people coming, so I gotta keep up the content stream while fleshing out the features and polishing. The Text updates in combat are hiding the clunky combat logic I wrote that is shifting gears between turns, checking speed, checking for monster switches and is on a timer. I actually think it will become more useful as time goes on as more exotic shit starts happening in combat like status effects, and environmental effects and other trainers become a factor, and items can be used by your or opponents...

EDIT: SORRY, BOTH BUGS with NORMA will be fixed for the next update.
 
Last edited:

woofie

Member
Dec 12, 2018
136
166
The scouts are going to interact uniquely with sexy quests in the future and their own side quests. In that way, you will get more NORMA loving without losing her, but for now I don't plan on letting scouts move freely between the stables and being in action. I am committed to keeping the game as focused on bad ends and replay ability. Replay ability can only happen with loads more content and it being randomized efficiently. So to answer you bluntly; I don't plan to add this feature. You can sac (sacrifice) a scout or two off the bat to get a solid breeding loop going though, and that seems like a good decision.


As the world map gets bigger there will be more fruits you can get. Right now you can TECHNICALLY farm fruits and stones by earning the release monsters unlocks, and then breeding the ever loving shit out of scouts (with BUG type) and releasing tons of baby monsters to maybe get a fruit or stone as a gift. To answer your question though, breeding IS going to be essential and remains so right now; A monster with a scout ancestor has SCOUT BRED and can eat 5 fruits instead of just 3 (plus stat bonuses). PERFECT GENETICS (who have the good genetics and exceptional genetics state bonuses as well) ALSO allows you to eat ANOTHER fruit to a total potential max of 6. Currently a monster with perfect genetics and having eaten 6 fruits can solo everything with laughable ease, even with the increased wild monster damage and the encounters getting tougher and rebalanced (this weekends update).


OOPS, Looks like Norma is a bit bugged with assets missing, I need to write down the 15 places that need updating every time a scout is added, because I am going to forget before the next 2 scouts get added.
I think the bunnies are missing. This weekend there's an update, I have overhauled every single encounter in the game and altered the coding so its easier got me to organize. The bunnies have an encounter then, I am sure of it. Also coming in that update is the ability to pick from multiple potential recruit options. A feature that was so bugged, I scrapped it for the first alpha version (that's why you saw 3 potential recruit slots).


Enemy trainers ARE NOT coming in the next update, of my god, they have to come after the story update this, and next, month but its clear they need to come sooner rather than later. I have 2 primary human enemy factions in mind, and am mulling over whether there should ALSO be monsters in the world that chase you down to try and initiate an encounter. Could be cool to have that AND the grass... Hmmm.


On a total game over you mean? Not just a scout lost? That would be sweet. I need to do something special for that, like have the scouts all lined up and being banged by the monster that ended each of their runs (or a stable monster)... Then maybe an after-action report of what the player unlocked, and how many eggs were birthed, and fruits used, and highest dmg ect ect.


Im looking into these Norma bugs today. I am tightening up the party slots and switching, the slots aren't cooperating with letting their tracked monster GO right now. Good suggestions, and YES this is V1 of the map, V1 everything right now. Rosaria and Drakia's animations will be done by this weekend, again, a missing thing I needed to cut just to get the first version of the pilot out the door. I really like the instant preggo / egg hatcher idea (wrote it down) why didn't I think of that? Great consumable limited item to have / rarely find.

Thanks for reading my INTENTIONS for the game as well. Once the "camping + calories" update comes out I feel some people might be mad as the game sucks their runs into a death-loops and their beefy monsters get hard to control and feed.
View attachment 3329389
"Poor little scout girl"
(You can't access this feature yet)
Anyways, when this update comes out I will slow the clock down again, and if you don't make it to a camping spot each night before the sun comes up (usually these are near roads) then your monsters will lose extra calories and be more disobedient ((and might pause the game to correct your negligent behavior with their attention)). If you do camp each night you can feed / apply items to your monsters, then rest, which heals the monsters, then the game goes from monster to monster and subtracts their calorie burn from their calorie max and they take an obedience test, gaining or losing obedience. Monsters with low obedience take a sexual aggression test (based on their grab) and then will mount the scout if they are hungry and disobedient enough. (Losing battles without getting impregged out will result in massive disobedience boost in future, winning might make them more obedient, lots to play with here in quests too). Powerful (fruit fed) evolved monsters burn WAY more calories, but re happy you fed them fruit... Basically you keep your team of juiced super monsters around and they will eat you out of house and home, get pissed and then gang bang you into oblivion.

Camping is going to be a fun addition that will make people salty though because they don't attention to me repeatedly stating the game will be focused around a certain death loop (since there's no way to get an ending, yet).


UI updates are definitely needed. Eggodex is definitely coming. The UI updates just aren't the flashy enough to keep people interested (but its something they want / need more than they realize). Content is what keeps people coming, so I gotta keep up the content stream while fleshing out the features and polishing. The Text updates in combat are hiding the clunky combat logic I wrote that is shifting gears between turns, checking speed, checking for monster switches and is on a timer. I actually think it will become more useful as time goes on as more exotic shit starts happening in combat like status effects, and environmental effects and other trainers become a factor, and items can be used by your or opponents...

EDIT: SORRY, BOTH BUGS with NORMA will be fixed for the next update.
Love it.
I've never been this hyped for a project before.
This is becoming the best thing since COC.

Can't waite for more of a challenge thou. You don't even need a FULLY perfect game monster. Just a basic evolved moo after 1 generation of breeding + some fruits, already heals more each turn then it takes damage. And with 6-10 turns of struggle, with a 45% succesfrate ... its a near garanteed escape. ... on what? a 20% chance to even have your trainer risk impreg?
But I hear you say, what about the bug types! they' have a 100% chance to impreg!
Lets take this example .. Oh no, after 5 failed attempts, an evolved monster grabbed my trainer!
1707242859332.png

On a succesful struggle, I basically beat it up for free.
And the risk? theres a 0.55*0.55*0.55*0.55*0.55*0.55*0.55*0.55*0.55*0.55 chance to fail all grapples. (= 0.00253295162 )
That's a 0.25% chance for it to happen. or a 1/400...
Or you know, I can just beat up the next opponent in 10!! turns xD where most mons can kill in 2-3 turns.

Grabbing is just a straight up " remove any evolved enemy without risk" atm...

To make it challenging again:
-Half turns you have to struggle, after escaping struggle the enemy isn't removed. Lower chances of grab, but increase chances of succesfully grabbing.
-Succesfully fleeing costs a random item (evolve stone, potion, etc..)
-More good gene enemies with even stronger stats.

Already explored the map a few times. Being able to just flee every fight allows just collecting everything without a single fight.
 
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Unknown9918

Newbie
Mar 22, 2020
44
53
On a total game over you mean? Not just a scout lost? That would be sweet. I need to do something special for that, like have the scouts all lined up and being banged by the monster that ended each of their runs (or a stable monster)... Then maybe an after-action report of what the player unlocked, and how many eggs were birthed, and fruits used, and highest dmg ect ect.
That being a thing for a total game over ALSO sounds nice, honestly.

Though to clarify? I really just meant if every time a scout loses, you get the default sex/rape loop of whatever monster they were fighting when they lost until you hit a button, THEN you get the pregnant image and it lets you pick a new scout. Basically let you see the sex that results in the pregnant scout you see on a game over.

I suppose either way does technically work, I just like the idea that if I'm fighting a monster and lose without any of the actual sex happening, there is still the potential to actually see the scout get fucked for their failure, rather than it just cutting to them with a belly.

Not saying it's bad, either way. Looking forward to progress on this game, keep it up!
 
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Invader Incubus

Member
Game Developer
Nov 20, 2023
147
765
mobile support would be nice man
Best I can do is a 5000$ a month stretch goal. But seriously, for both people who wants to play it that way? I think its valid because people want the porn game on their phone as they lie in bed... But I would have to redo the controls for mobile and making a more complicated monster catchum with controls for mobile sounds like a nightmare, or at least a job for more than one man. Best I can do is an Android version, IF you keep bugging me about it, it would be ass to play too.

Love it.
I've never been this hyped for a project before.
This is becoming the best thing since COC.

Can't waite for more of a challenge thou. You don't even need a FULLY perfect game monster. Just a basic evolved moo after 1 generation of breeding + some fruits, already heals more each turn then it takes damage. And with 6-10 turns of struggle, with a 45% succesfrate ... its a near garanteed escape. ... on what? a 20% chance to even have your trainer risk impreg?
But I hear you say, what about the bug types! they' have a 100% chance to impreg!
Lets take this example .. Oh no, after 5 failed attempts, an evolved monster grabbed my trainer!
View attachment 3331432

On a succesful struggle, I basically beat it up for free.
And the risk? theres a 0.55*0.55*0.55*0.55*0.55*0.55*0.55*0.55*0.55*0.55 chance to fail all grapples. (= 0.00253295162 )
That's a 0.25% chance for it to happen. or a 1/400...
Or you know, I can just beat up the next opponent in 10!! turns xD where most mons can kill in 2-3 turns.

Grabbing is just a straight up " remove any evolved enemy without risk" atm...

To make it challenging again:
-Half turns you have to struggle, after escaping struggle the enemy isn't removed. Lower chances of grab, but increase chances of succesfully grabbing.
-Succesfully fleeing costs a random item (evolve stone, potion, etc..)
-More good gene enemies with even stronger stats.

Already explored the map a few times. Being able to just flee every fight allows just collecting everything without a single fight.
I am excited for the project too, I don't understand the haters honestly it's confusing that this is the response while people guzzle VN slop, that is now mostly A.I. too. Oh well. I hope after EGGOMON is successful and finished in a few years and I can start EGGOMON 2 as well as the game of my dreams which is basically Aquanox, but sandbox, and born, and polygamy, and heirs.

I love your examples and love that you are mathing this out to prove your point and I agree. Game way way too easy right now.
A total overhaul of the encounters is coming this weekend.
What I need from you man, is an acknowledgement that no matter how I balance the game, people will be in this thread complaining. It's important that I move towards the final vision of the game which is a quite brutal roguelite that strips you of your scouts sooner rather than later.

>Good as CoC someday
Thanks. You know me and Fenoxo's current wife go way way back. I was watching the birth of WEGDEV and could have been a player ten years ago, but life. The market was so much less crowded then too...
So ya first update of the month this weekend, and then bug fixing until Monday and then I will trigger another update call on the thread. And of course I need to get the Drakia Rosaria animations done tomorrow and finish up the next random monster drop.
33 MiniMole.png She shtart shmol.
 
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Tattletale21

Member
Jan 26, 2020
358
451
a question; will there be a way to recover lost scouts in the future? like we have to fight the eggomon that made her lose in the first place to get her back as another life, or we have to brave a mon's den to save her?

also, the pregnancy endings of capture show a regular human egg getting swarmed by mon sperm and fertilised, but what about the bug creatures? will there be eggs being implanted instead of sperm? will there be cumflation in the future, where the scout gets nutted in but not impregnated?

and finally, the most important question of all...

...will there be a big tiddy goth gf scout?
 

Invader Incubus

Member
Game Developer
Nov 20, 2023
147
765
a question; will there be a way to recover lost scouts in the future? like we have to fight the eggomon that made her lose in the first place to get her back as another life, or we have to brave a mon's den to save her?

also, the pregnancy endings of capture show a regular human egg getting swarmed by mon sperm and fertilised, but what about the bug creatures? will there be eggs being implanted instead of sperm? will there be cumflation in the future, where the scout gets nutted in but not impregnated?

and finally, the most important question of all...

...will there be a big tiddy goth gf scout?
No plans for scouts to be recovered. Yes bugs need their own impregnation anim. Tbf the one we have is 80+ frames so we are using that one for now. Cumflation and cum will be happening eventually.
Cinder IS a big tiddy goth gf. If you are asking if the SPIRIT type scout will be "hexy and maniacal"... Then yes. But we spoilin now.
 
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Anonymouse7476754

New Member
Jul 24, 2023
9
8
Hello, I do wanna ask something since this is inspired by pokemon and other monster collectors etc.

How deep do you plan the variety of monsters to go? I dont mean the types, but more like will there be 3-stage evolutions or will all monsters be "baby->adult"? Since all monsters use evo stones to evolve, do you plan on switching up the typings a bit? Like maybe if you use a fire stone on a normal monster, theres a different fire type evo for them? (ooh that could be a cool idea actually, like maybe keep most monsters are 2-stage but a few have a special 3rd stage forms that switch type via using a different stone)

just curious!
 

Invader Incubus

Member
Game Developer
Nov 20, 2023
147
765
Hello, I do wanna ask something since this is inspired by pokemon and other monster collectors etc.

How deep do you plan the variety of monsters to go? I dont mean the types, but more like will there be 3-stage evolutions or will all monsters be "baby->adult"? Since all monsters use evo stones to evolve, do you plan on switching up the typings a bit? Like maybe if you use a fire stone on a normal monster, theres a different fire type evo for them? (ooh that could be a cool idea actually, like maybe keep most monsters are 2-stage but a few have a special 3rd stage forms that switch type via using a different stone)

just curious!
The planned TYPES are "Normal", "Fire", "Veg", "Water", "Wind", "Rock", "Spark", "Bug", "Psychic", "Spirit", "Cosmic". Normal isn't weak to anything, and cosmic is effective against everything, and another type will likely be added for balance.
I can see third evolutions in the future, but they would make a monster more exotic, not necessarily more powerful, and be attainable in specific locations or by doing specific quests.
 
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cannon9009

Active Member
Aug 17, 2018
856
1,096
The regen feature for HP during fights is cool and all, but it kinda gimps combat. It basically cuts all the effective damage of attacks because right after you deal damage, the monster regens a percentage of it back. It's not too big of an issue but it makes fights go on longer than they should (which means your party members sustain way more damage than they 'ought to...)
 

ValorDein

New Member
Dec 13, 2022
2
0
One question, so whenever I close the game all my achievements reset, is that intended like as part of the replayable content idea? I also plead ignorance, but how do you get more evolution stones? exploring?
 
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Random527

Newbie
Dec 11, 2017
16
14
One question, so whenever I close the game all my achievements reset, is that intended like as part of the replayable content idea? I also plead ignorance, but how do you get more evolution stones? exploring?
the achievement might be a visual glitch since previous versions kept your achievements or maybe they actually do reset and i just didnt realize, also look around for tree stumps, they got the evolution stones in them you should see them around the beginning area. theres like one or 2 that actually dont work but should be enough to evolve your party and then some
 
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