Cons:
- The amount of grind for a few Supply Points is criminal. I get that you want to express your design / artistic image but lord all mighty it's a porn game, why do people insist on grind I can not fathom.
- I dislike the fact that I can't cross breed the Mons, instead of having to willingly nuke a SCOUT for the sake of egg farming capability.
- No save system, Sweet-Christ on a bungee cord dangling over mount Vesuvio butt naked, this game DESPERATELY needs it. Why? Because there's a metric shit-ton of map, your own mons will eventually need food you will run out of very rapidly and your SCOUT will end up like that one researcher with her dolphin. Please for all that is holy, give up this absurdist crusade to keep the save system away from the game, you will just kill it by doing so OR cause someone to shit-fuck-shatter your code and FORCE a save-system into it.
- Weirdly stuttered / delayed combat speed, every little thing that happens in combat seems to have a solid 4~5 second pause for no reason I can quite understand. Is this a design choice or an engine limitation?
Pro's:
- Very enjoyable art-style, it's cute and I'd even dare say charming. Makes me want to have a couple of them turned into little stickers.
- Animations are very good, genuinely well done. I love the whole nostalgic vibe of it all.
- Love the map complexity, it has branching and hidden nooks.
- I found this odd-ball little flute-playing mon on a stump. No clue what or who it is but I love the mystery of it, keep putting those in, it's a great choice of design.
- Sprint system is a good basis but vehicles will become necessary over time, good basis though.
- Pretty good starting variety of mons, there's a lot more I'm sure I couldn't find in 3 hours of trying to progress.
Final opinions and score:
Great design choices, cut the fat off (referring to cons) and you've got a solid, sought after type of game. As of now I could hit it with a 4/10 because the cons are so oppressively infuriating that I'd rather walk away but the game IS IN FACT, still in development. 5/10, get rid of the worst parts and go nuts with breeding focus, watch this game explode like a firework factory on 4th of July.
I really appreciate your thought out criticism, it mirrors what many others are saying.
You really aren't meant to grind for exp, its supposed to be something that just happens when you boot up the game for a session.
The battle timer is exactly 1 second as it shifts between stages, but might need to update several components in a row. This is substantially shorter than most classic, and even modern RPGs. It feels too clunky for people which is weird, since the game is clearly throwing back to the CLASSIC monster-catch-em.
I think hybridizing monsters, or introducing a few combinations in the stables is exactly what I will add long-term.
Finally; threatening a cracked SAVE system is a hollow threat, ain't no gamers taking the time to fix a games save system or fix its UI, programming that shit is SO ASS (the only exception is Skyrim).
I am not making another RPG game, but I feel like critical mass is being reached on three points;
1) Scouts being unrecoverable after impregnation. People are just NOT accepting that the scouts are mechanically the same as "lives" and I need to get the rare recovery item in.
2) Save-System for longer runs. As the scope of the project reveals itself its becoming obvious to me that an HOUR LONG run is too short. I think I may need to add a single save slot, so a run can be continued. I doubt peeps will be super stoked to support the time it takes for me to go back through like 12 scripts to get this done.
3) The slow-down bug is terrifying me. I cannot lock it down, and it might be an engine limitation. I DO NOT want to go crawling back to Unity which recently walked back its horrifying policies, BUT, I am super afraid that Godot simply cannot handle a large RPG - type game. Essentially; as new assets are instantiated and loaded into the tree, they are handled and even deleted using queue_free() correctly, but each encounter, each glimpsed new monster, each new level you explore is loading a sliver or small slice of itself PERMANENTLY onto the memory stack. Nodes aren't building up in the inspector, things are deleting and clearing their memory correctly, but the problem, KEEPS HAPPENING. I think the information is getting clogged in pre-load.
*Example of the level loading:
start_level = load(start_level_path) #the next level is now a PACKED resc outside the tree
var instance = start_level.instantiate() #now the next level is an unpacked instance outside the tree
world_node.call_deferred("add_child", instance) #add the instance as a child
#later the code correctly identifies the node it needs to clear and assigns it as the clear_child
clear_child.queue_free() #The node is deleted and its memory is freed
I need help on this but GODOT circles are slow to respond, and on my main account on reddit and the forums and discord I lurk in, which was verified and got replies quick, I low key admitted I was making a porn game and got muted and black listed so am now squawking for help with the usual pack of plebians...
Having put in a handful of hours into the game... I feel the game has failed immensely when it comes to informing the player not only what you can do but also what kind of way one should play. I wasn't even aware my battles were something you could invest into until I had long closed the game and having no real means to continue where I left off... It is one thing to not have a save feature just yet. I feel if there is not going to be one, at least make it so that the progress made from playing does contribute to something. Especially when it should inform you how necessary it is to know how to re-supply and invest into some permanent upgrades for that particular run. Secondly, when it comes to looking at details of the monsters, some scripts have more text than others which gets cuts off and unreadable. I tried using various keys and even the mouse but it did nothing. The same goes for Monsters in the stable, you cannot scroll into the others that are stored off screen. Nor can you use or utilize one of the "studs" if you chose to submit to it outside of more breeding. I think a detail that should be added is that, if a player chooses to submit or plainly just game overs in battle, the other scout has to be retrieved from where she was last. Because at least then it'd explain why you can no longer use that scout for the time being other than this arbitrary breeding role they get stuck with. That's the other thing too, I am not sure if the others just aren't in the game yet or if you need to do something in order to unlock them but, I do want to see more out of this project. Then there's just the buggy nature of the UI not functioning particularly well. You could be selecting a Scout at the stable only for it to still register inputs while the scout is at the bottom which doesn't make much sense. I do hope the next update cleans up the UI and fixes much of the text present because aside from the often challenging battles and non-renewable resources from the wild, there is much I still do not fully understand. Best of luck, it has some potential with the right approach and a few nudges into a more streamlined experience. If I had one suggestion, make it so that the game saves upgrades similar in the way a game like say Vampire Survivors does. Because it gets tedious trying to make back progress in a slow and staggering manner that feels too grindy even for someone like me who is willing to go through it to see more. And lastly, in regards to the supply, I feel like if it operated more like a shop that has items that are visible for points/exp and rotate each passing day would make things a bit better to grasp. Because otherwise, I have not much to complain outside of the fire horse being literally Ponyta with very minor changes to its appearance.
We desperately need a wiki, or that tutorial chapter. You progress by earning EXP.
Aithon(tm) is an original property.
I like your suggestion of a SHOP of some kind, maybe the monster tribes could have something like that, and the currency you start with is persistent...
Bruh, if you are gonna have a full screen setting maybe actually have it go full screen properly. There is so much small text crammed together on such a small display window that I can't read a damn thing unless my face is in my screen.
People asked for full screen, they meant FIT screen, a stretching of the pixel art. I will do this soon, it is easy-ish, I think.
Might be in the works, but when I lost a scout I was half hoping to need to go rescue them. Although granted, I didn't think getting pregnant would be a game over state either, lol.
The scouts are "lives"... Maybe a little animation of you losing them would help.
Here's my suggestions for changing the keybinds, because good GOD the current ones are a mess. This layout suggestion allow you to play the game one-handed (important for a porn game), and I included alternate options for left-handed players.
Code:
[W][A][S][D]/ arrow keys to move
[SHIFT] to sprint
[Z]/[ENTER] selects
[X]/[/] cancels
[SPACE] to wait
[Q]/[;] opens map
[E]/['] opens inventory
[C]/[\] to view clock and stats.
Invader Incubus
lets lag the game after 10 mins of gameplay and make them start all over again. good idea actually
Good suggestions that could be added easily. I feel like most of the complainers are just RPG maker enjoyers, which makes sense they would be checking out a porn game with this style.
How can I catch a specific Pokémon?
You download either Citra or MelonDS and then the ROM for your favorite gen. You can additionally download a game shark / hack for that pokemon game or look up a guide to find out where your favorite pokemon is.
Next month GHOST vote peek: