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3.10 star(s) 31 Votes

scottwolf14

Newbie
Jun 2, 2018
34
43
Hey, I actually wanted to come back here because even though I had to restart I did "beat" the game. I saw all the content there was to see it was fun, I don't know if you need a save system, obviously it's going to feel like it at the moment because it's unfinished. I will say though that not having one certainly made the above task a lot more strenuous with no real upside. What I wound up doing was simply farming it out and recording every single animation that way if I do want to use this game for part of it's intended purpose, I can just do that. This made me realize that if you do want this game to be a rougelike it probably doesn't need a save system it just needs a gallery and then you should take some inspiration from Dead Cells (people are always going to want a save system even if there is a gallery because they have to RE-grind everything to get to content further along, Dead Cells gives you checkpoints of sorts and lots of along-the-way upgrades that mean you don't have to repeat the same grind there's just a new grind for the content you didn't get all in one run, rather than just redoing all of that stuff). I don't actually know if Dead Cells is the best example there, just trying to give some constructive criticism or an alternative to saving. I think a way that could happen in your game is to simply have the characters be unlocks that are in different spawn locations/bases, that way certain things are locally accessible on that characters play through if that makes sense. Good luck, I liked it, I think it'll go pretty far and has a lot of potential regardless.

Side note, what is all the supply stuff people are talking about? I never used that, might've missed some content.
When you are in the base and you open up the menu, you have the option to view the "Supply" and exchange points for valuable items and immediate improvements on your monsters or your current Scout. From increasing the damage output, recovery of energy, as well as your Scout's fertility if memory serves... but mainly supplies such as healing your monster's HP, Energy, but also integral items like the repels and a random evolution stone. Kudos to you having the patience to seeing it all through. I think the "Gallery" will be implemented in a later update via the Dex or something like it. I too hope they find a means to at least make the lack of saves a bit less tedious. Especially when a lot of monster collecting/taming games tend to reward you for seeking out more monsters.
 

S_i_E_g

New Member
Sep 25, 2019
6
1
lets lag the game after 10 mins of gameplay and make them start all over again. good idea actually
Make the most of it, whatever is causing the leak in the game doesn't seem to be preventable. Once your game starts lagging behind the game actually becomes a lot easier, you can sprint for an insane amount of time and cover the larger amount of distance (so it's not delta locked) as well as things like hunger and disobedience dropping extremely slow compared to the work you can get done. It's super jarring to look at (game feels like it has a lot of stutter) but it did actually make my second play through easier I think. This is not to say it's a good thing, definitely not, but given that you basically have to see all the content in one run it's more helpful than hurtful. Kinda hoping this sort of thing isn't patched out before there's features that reduce the tedium actually.
 

Invader Incubus

Member
Game Developer
Nov 20, 2023
147
765
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...

PeekabooPromo.png


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:
OctoberVote.png
 

scottwolf14

Newbie
Jun 2, 2018
34
43
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...
I think the currency that could work would probably be "tokens" since they are tribalistic and being found in groups. A work around for a Wiki could probably be a PDF containing the information without it being crunched in like it is currently. Have it sort of like a book that comes with the game to learn more about the lore without worrying too much about if it fits within certain screens. I hope you guys continue to work hard at it, I quite like the Mummy design here.
Next month GHOST vote peek:
OctoberVote.png
Very classic monster design. Though it is a shame to hear you got blacklisted like that. I've seen various developers get treated like that when asking Godot stuff like that. The people managing it are weird about what you make rather than focusing on the engine itself. Especially recently when the community manager handling their twitter has been blocking people for asking simple and tame questions. Best of luck to development, I'm glad my suggestion is helping somewhat as are some of the more keen feedback. I'll be sure to keep an eye on further developments.
 

Tattletale21

Member
Jan 26, 2020
358
451
i like how people are avoiding or ignoring the obvious solution to the 'this game needs a save' problem.

unrelated tangent; have you heard of a small, miniscule really, game called HADES? fantastic game, really, with an emphasis on coming back again and again, slightly stronger than last time, and powering through the game, completing it, only to start again.

the point i'm making is, sure, this game is supposed to harken back to old school RPGs, but i feel like most of the problems this game suffers could be solved in one easy move (doctors hate him!!!)

ahem...rogue-lite it.

so! you start the game with a set amount of lives, the scouts. for the sake of simplicity just treat the scouts like the same person even though they're not. each scout is a life, which is fair enough, but i feel like losing all our lives and then being forced to start from the ground up again is just cruel and unusual, especially when the game turns out to have much more than just a single hour of gameplay value in it.

a simple fix? losing all your lives does not end the 'run', it simply restarts it. now i hear you ask "funny laughing tom cruise! what do you mean, isn't restarting and ending the run the same thing?" to which i would say "Fucking no?". ending the run restarts the entire game from square one, but restarting means you gain your lives back, and perhaps a choice of one of your previously held mons, and get thrown right back into the thick of it with a slap on the back and a "Don't give up you little shit" ringing in your ears.

no save file? no problem, you don't need one when you can just end the run yourself and carry over a small amount of supplies and mons for you to get slightly better on your next run
it's too hard? who the fuck cares! just power through it, what are you, a pussy? haven't you ever played dark souls before? grow a pair.
the control scheme is whack as fuck? that's...yeah, it kinda is, but hey! the dev - hi dev, love your stuff - might just fix that for all you one-handers out there!...no, i do not care if you actually have one hand. who the fuck cares? if you're determined enough, one hand is all you need!
the game stutters? so does your mom when i'm through with her lol. but seriously, godot just be like that. there are other pokemon-esque breeding games out there, go rustle your jimmies to those instead.

in short, the very handsome laughing tom cruise meme has slammed knowledge on ya'll.
 
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Photon11

New Member
Jul 25, 2018
7
9
...the game is already a rogue-lite though? There's progression points you earn during a run that you spend at the start of new runs to get stronger. That's why nobody's suggesting that, that's already the game's genre.
 

Invader Incubus

Member
Game Developer
Nov 20, 2023
147
765
i like how people are avoiding or ignoring the obvious solution to the 'this game needs a save' problem.

unrelated tangent; have you heard of a small, miniscule really, game called HADES? fantastic game, really, with an emphasis on coming back again and again, slightly stronger than last time, and powering through the game, completing it, only to start again.

the point i'm making is, sure, this game is supposed to harken back to old school RPGs, but i feel like most of the problems this game suffers could be solved in one easy move (doctors hate him!!!)

ahem...rogue-lite it.

so! you start the game with a set amount of lives, the scouts. for the sake of simplicity just treat the scouts like the same person even though they're not. each scout is a life, which is fair enough, but i feel like losing all our lives and then being forced to start from the ground up again is just cruel and unusual, especially when the game turns out to have much more than just a single hour of gameplay value in it.

a simple fix? losing all your lives does not end the 'run', it simply restarts it. now i hear you ask "funny laughing tom cruise! what do you mean, isn't restarting and ending the run the same thing?" to which i would say "Fucking no?". ending the run restarts the entire game from square one, but restarting means you gain your lives back, and perhaps a choice of one of your previously held mons, and get thrown right back into the thick of it with a slap on the back and a "Don't give up you little shit" ringing in your ears.

no save file? no problem, you don't need one when you can just end the run yourself and carry over a small amount of supplies and mons for you to get slightly better on your next run
it's too hard? who the fuck cares! just power through it, what are you, a pussy? haven't you ever played dark souls before? grow a pair.
the control scheme is whack as fuck? that's...yeah, it kinda is, but hey! the dev - hi dev, love your stuff - might just fix that for all you one-handers out there!...no, i do not care if you actually have one hand. who the fuck cares? if you're determined enough, one hand is all you need!
the game stutters? so does your mom when i'm through with her lol. but seriously, godot just be like that. there are other pokemon-esque breeding games out there, go rustle your jimmies to those instead.

in short, the very handsome laughing tom cruise meme has slammed knowledge on ya'll.
Thanks for the feedback!
I think resetting the run is fine, but would be WAY less cruel if you could like, carry over 1 or 2 monsters that you have invested in. Maybe make this a permanent unlock through the sooply, too.

I think the presentation is not polished, lots of stuff isn't explained or feels like an alpha. Much of the rogue lite appeal is still coming as the features drop month by month too. I also am a huge fan of old school RPGS of my childhood where shit was never explained.

But mostly... I think here's a class of unfair critics who review bomb my game that are mad the game isn't a gallery (inconvenient fap), isn't a traditional RPG (presents as ) and isn't a VN (threatening...).

The art could also be better, but I AM BUT ONE MAN DOING EVERYTHING. I really wish Eggomon was a bit more popular, and made a bit more money so I could justify working less and working more on Eggomon.
I can handle the haters, I was here when the internet was born, I was a child when my phone dialed off for me to play the early MMO MUDs. I have been raised and forged by 4chan. Eggomon will be great, it will just take a couple years of plugging away.


Anyways, update tomorrow... Or the 2nd. I went overboard with my plans again and had to dial shit back but the games first quest will include the first ever dialogue between the scout and our operator. The first proper boss battle, and the first ever capturable unique (shiny) mon, which is a slightly unique Peekaboo that evolves into the unique sprite you guys chose to be the boss. I changed this shiny version to wear a mask too, btw. Oh and the first ever unique animation you get to see because you are doing the quest! ALSO THE REWARD isn't finished yet, which is a medicine that will allow you to recover a scout from the brooding state. Also regular massive booba Haunthag will be haunting the Dark Forest since her animation is done.

But spooky month will have our first spooky monster, a spine chilling battle, and a creepy vote! Which is what I wanted for October. Also there will be a second vote to kick off the special November anniversary.
If you want that ghost milk, you will have to beat up the unique Haunthag and seize your victory in both hands!
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YouShallNotLol

Engaged Member
May 6, 2022
2,016
4,611
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...
Considering what happened yesterday... Godot community might just dissolve completely. :KEK:
 

YouShallNotLol

Engaged Member
May 6, 2022
2,016
4,611
But spooky month will have our first spooky monster, a spine chilling battle, and a creepy vote! Which is what I wanted for October. Also there will be a second vote to kick off the special November anniversary.
If you want that ghost milk, you will have to beat up the unique Haunthag and seize your victory in both hands!
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Milking mechanic, hopefully!? :love:
 
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Invader Incubus

Member
Game Developer
Nov 20, 2023
147
765
Milking mechanic, hopefully!? :love:
Nope.
Quests will let us comfortably tap into loads of breeding adjacent kinks.
I once had a "harvest" option for the stables but scrapped it, I don't have time for ALL that sprite work.
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Considering what happened yesterday... Godot community might just dissolve completely. :KEK:
I want you all to know something.
I am not going to get political (well IRL politics, this is a fantasy game) with Eggomon. The whole point of fantasy and scifi is it allows us to explore topics without triggering anyone. Eggomon isn't going to say much besides blind obedience, unelected leaders, and the fact men are all gone and women are on their own, is... BAD, very bad.
With that said.

I am very disappointed with Godot during this minor drama and hope they return to a secular, reasonably inclusive, reasonably intolerant community stance. I hope the instigating party (a bad acting mod in the Godot camp) is booted. I am ALSO very disappointed that the culture wars are currently skirmishing through Godot's community forums.

Something the chuds are missing in this argument is this: Godot is important.
Not just to me, but important to the software industry, and to gaming.
Its success is a HEALTHY thing for the artform and industry.

You don't buy Godot. Its totally open source, it's totally free to use. No one owns Godot, there's a core team making an awesome game creation engine. Everyone just benefits. It's like a little miracle that exists just to make the art / industry more competitive and healthy.
Godot only makes money through donations.
You own 100% of the game you make with Godot you don't owe royalties or pay for seats. When Unity tried to pull a nasty illegal move on ownership and seat prices, many devs, including myself, fled to Godot. Eggomon was originally written in C# and transferring it over to Godot and relying on Godot tutorials took lots of TIME and has undoubtedly led to more dev time, but will hopefully be worth it long-term.

Godot exists in this awesome state and competes with the other big two engines, its arguably BETTER than Unity and Unreal for 2D games, the best engine on the market for 2D. But it makes peanuts for income, while producing quality content.
I donate to Godot. I think if you toss them so coins sometimes, you are also supporting Eggomon. I will always have that opinion. We should all want Godot to succeed.
 

Tattletale21

Member
Jan 26, 2020
358
451
Nope.
Quests will let us comfortably tap into loads of breeding adjacent kinks.
I once had a "harvest" option for the stables but scrapped it, I don't have time for ALL that sprite work.
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I want you all to know something.
I am not going to get political (well IRL politics, this is a fantasy game) with Eggomon. The whole point of fantasy and scifi is it allows us to explore topics without triggering anyone. Eggomon isn't going to say much besides blind obedience, unelected leaders, and the fact men are all gone and women are on their own, is... BAD, very bad.
With that said.

I am very disappointed with Godot during this minor drama and hope they return to a secular, reasonably inclusive, reasonably intolerant community stance. I hope the instigating party (a bad acting mod in the Godot camp) is booted. I am ALSO very disappointed that the culture wars are currently skirmishing through Godot's community forums.

Something the chuds are missing in this argument is this: Godot is important.
Not just to me, but important to the software industry, and to gaming.
Its success is a HEALTHY thing for the artform and industry.

You don't buy Godot. Its totally open source, it's totally free to use. No one owns Godot, there's a core team making an awesome game creation engine. Everyone just benefits. It's like a little miracle that exists just to make the art / industry more competitive and healthy.
Godot only makes money through donations.
You own 100% of the game you make with Godot you don't owe royalties or pay for seats. When Unity tried to pull a nasty illegal move on ownership and seat prices, many devs, including myself, fled to Godot. Eggomon was originally written in C# and transferring it over to Godot and relying on Godot tutorials took lots of TIME and has undoubtedly led to more dev time, but will hopefully be worth it long-term.

Godot exists in this awesome state and competes with the other big two engines, its arguably BETTER than Unity and Unreal for 2D games, the best engine on the market for 2D. But it makes peanuts for income, while producing quality content.
I donate to Godot. I think if you toss them so coins sometimes, you are also supporting Eggomon. I will always have that opinion. We should all want Godot to succeed.
Hi, funny tom cruise laughing meme here, just to say that i completely agree, preach my brother, say more king, yaas queen [INSERT OTHER GEN-Z NONSENSE HERE]

but in seriousness, i'm not surprised. godot is just another victim of human nature and people conveniently overlooking that it's entirely free, and that on its own makes it a cornerstone of our current gaming generation.
 
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YouShallNotLol

Engaged Member
May 6, 2022
2,016
4,611
I want you all to know something.
I am not going to get political (well IRL politics, this is a fantasy game) with Eggomon. The whole point of fantasy and scifi is it allows us to explore topics without triggering anyone. Eggomon isn't going to say much besides blind obedience, unelected leaders, and the fact men are all gone and women are on their own, is... BAD, very bad.
With that said.

I am very disappointed with Godot during this minor drama and hope they return to a secular, reasonably inclusive, reasonably intolerant community stance. I hope the instigating party (a bad acting mod in the Godot camp) is booted. I am ALSO very disappointed that the culture wars are currently skirmishing through Godot's community forums.

Something the chuds are missing in this argument is this: Godot is important.
Not just to me, but important to the software industry, and to gaming.
Its success is a HEALTHY thing for the artform and industry.

You don't buy Godot. Its totally open source, it's totally free to use. No one owns Godot, there's a core team making an awesome game creation engine. Everyone just benefits. It's like a little miracle that exists just to make the art / industry more competitive and healthy.
Godot only makes money through donations.
You own 100% of the game you make with Godot you don't owe royalties or pay for seats. When Unity tried to pull a nasty illegal move on ownership and seat prices, many devs, including myself, fled to Godot. Eggomon was originally written in C# and transferring it over to Godot and relying on Godot tutorials took lots of TIME and has undoubtedly led to more dev time, but will hopefully be worth it long-term.

Godot exists in this awesome state and competes with the other big two engines, its arguably BETTER than Unity and Unreal for 2D games, the best engine on the market for 2D. But it makes peanuts for income, while producing quality content.
I donate to Godot. I think if you toss them so coins sometimes, you are also supporting Eggomon. I will always have that opinion. We should all want Godot to succeed.
To be fair, the chuds literally did nothing this time. It's all the fault of that community manager.
Not to mention actually banning one of the titanium level backers. :HideThePain:
 

scottwolf14

Newbie
Jun 2, 2018
34
43
Right now there exists an alternative to Godot, a fork of it that promises to fulfill what they dropped the ball on. Redot Engine. The engine is making progress and is on both: Github, their own Discord server and as far as I've seen it. They don't really mind what kind of game you are making. They haven't blocked anyone either and unlike Godot, that tried to steal and potentially dox you by submitting to an unjust block on twitter and Discord. Redot is looking promising so far. They're still working on fixing some stuff but they are proceeding fairly well. I checked out their Discord and it has something that's completely understandable and friendly for NSFW developers. Here's what they had to say regarding it.
1727888641210.png
1727888878655.png
They don't care what you're making so long as what you're sharing isn't necessarily the explicit contents itself but rather a script or function related error. This may change but otherwise as long as it is simply the engine having trouble executing something properly, they are cool and more than willing to help for the time being.
And I will just add, Invader Incubus, what you're doing all on your own is nothing short of impressive. Sure it's sort of in this alpha stage but with a bit more time and a good plan. I think this game will turn out for the better even if taste wise I am not fond of rouge-like/rogue-lite games, the potential is quite great. It may take time to iron out some of the roughness but I highly encourage that you keep going and do your best. I hope more people catch on with this project and proceed to bring levity and support the game to the point it can become official in its own right. Support Invader Incubus if it is within your means, the dude's a solo developer that's trying something must of us wouldn't have the balls to pull off. Good luck.
 

StrangerIn

Newbie
Aug 22, 2017
25
19
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...
Regardless of everything else I'm really sorry that happened to you. That's just a really unfortunate response to needing actual help, and it sucks that adult games still carry that much stigma even in dev circles.

At least there are still some avenues for help!
 
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Invader Incubus

Member
Game Developer
Nov 20, 2023
147
765
2002 HauntMercer.png

ADDED: QUEST: GHOST MILK. The first ever quest is out, and although still unrefined (every scout needs a unique portrait, and some unique dialogue) is very much playable and finishable. Like other major updates, this feels barebones because, it is! Doing something ONCE in code and in games is the most difficult, now that it has been done once, it can be polished and then duplicated and altered a lot, going forward.

ADDED: Haunthag! A spooky ghost that haunts the dark forest, she’s also got a unique version you can pick up, if you do the new quest...
Added the “Unique” trait to monsters, which carries state bonuses. Also began a pass to add shiny versions of monsters, which may be easier to do than previously speculated.

Monsters now have an AFFLICT and RESIST stat, which aren’t relevant yet but WILL be relevant, and visible, when status effects, dots, hots, and environmental effects are added.

WIND monsters + 10 speed
SPARK monsters + 5 special attack
MIND monsters + 4 energy regen
GHOST monsters +2 defense, +2 special defense

((Been ages since I looked over stats and combat balancing, that's definitely gonna need a pass for Nov))

Fixed: Vedabug can no longer initiate a battle against you if you are IN a battle.
Fixed: Only one battle can be initiated at a time. (previously you could get a double battle initiation from touching two grass simultaneously OR from a world monster bothering you, and this confused the game).

COMING: Shortly I will finish the other scout portraits, and do a second pass on this quest!
 

YouShallNotLol

Engaged Member
May 6, 2022
2,016
4,611
View attachment 4100130

ADDED: QUEST: GHOST MILK. The first ever quest is out, and although still unrefined (every scout needs a unique portrait, and some unique dialogue) is very much playable and finishable. Like other major updates, this feels barebones because, it is! Doing something ONCE in code and in games is the most difficult, now that it has been done once, it can be polished and then duplicated and altered a lot, going forward.

ADDED: Haunthag! A spooky ghost that haunts the dark forest, she’s also got a unique version you can pick up, if you do the new quest...
Added the “Unique” trait to monsters, which carries state bonuses. Also began a pass to add shiny versions of monsters, which may be easier to do than previously speculated.

Monsters now have an AFFLICT and RESIST stat, which aren’t relevant yet but WILL be relevant, and visible, when status effects, dots, hots, and environmental effects are added.

WIND monsters + 10 speed
SPARK monsters + 5 special attack
MIND monsters + 4 energy regen
GHOST monsters +2 defense, +2 special defense

((Been ages since I looked over stats and combat balancing, that's definitely gonna need a pass for Nov))

Fixed: Vedabug can no longer initiate a battle against you if you are IN a battle.
Fixed: Only one battle can be initiated at a time. (previously you could get a double battle initiation from touching two grass simultaneously OR from a world monster bothering you, and this confused the game).

COMING: Shortly I will finish the other scout portraits, and do a second pass on this quest!
Is there supposed to be a veedabug right next to spawn? Also, I get an evolved Haunthag for defeating the Peekaboo/Haunthag encouner, instead of unevolved form like usual.
 
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3.10 star(s) 31 Votes