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.
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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:
- Avoid battle at all costs (aside from sure-fire victories)
- Recruit a mon or two you've found a stone for
- Evolve them
- 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.