this is already pretty decent.
though IMO it's a bit of a shame that getting bred is a game over instead of a game mechanic. i mean the game has "egg" in the title so i feel like it would be fitting.
some other people already noted the memory leak and lack of save/load functionality, so i won't talk about them.
on another note the movement controls are a bit strange.
left/right overwrite up/down but not the other way around. so if you're holding up/down if you then hold left/right it will stop moving up/down and move left/right instead. but if you reverse the scenario, ie you hold left/right and then press up/down, nothing happens.
i feel like that's not very intuitive and the horizontal/vertical movement pairs should either overwrite eachother equally or allow for diagonal movement.
also i had the feeling that i got stuck at the corner of tiles pretty often, so some corner snapping (ie check if the player is walking into the outer 1/4th of a solid tile's face, check if the tile next to that is non-solid, if both are true snap the player position inline with the edge so that they can move forward) would be nice to have to make moving through winding areas better.
and lastly the stamina meter takes way too long to refill IMO (also it drains even when you're not moving). maybe do something similar to some other games, if the stamina bar is not fully depleted, refill it faster.
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anyways i'd like to see where you take this game
I will be introducing an item soon that allows you to recover a scout from the stables, once.
I agree with the movement feeling a bit stilted, the player has a circular collision box slightly adjusted down to be around their feet, meanwhile many tiles are full tile filling squares. Pokemon does it better / more intuitively with a fatter / more square character sprite, who moves from tile to tile. Getting the camera to cooperate smoothly with that movement (in Godot) was hell so I settled on the more free system of movement. Ironically it worked flawlessly in Unity, but fuck Unity I moved everything to Godot ages ago, and here I will remain.
The stamina meter will get adjusted when wandering monsters that chase you, on the overworld, get added. Which is what it exists as a mechanic to counter, for now, its just a luxury ability.
Big fan of the game!
Love the concept, art pretty much everything about it.
Any other news on the upcoming update? :3
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I wanted to get a mid month update, but removing the veins of the old achievement system meant that so much had to be fixed, removed, and reshaped for the game to function. So once again I missed the 15th as a target date and then everything rolled into being done around the 22nd, and then its like; "Do I want to burn my promotion BEFORE a monthly update? Do I want "
I'm super stoked for the new update, the new EXP system is working, it makes SO much more sense than the old achievements system. You go into the base and buy perks and supplies with your hard earned POINTS (which are calculated from earned exp at the start of a run). Now I want to save the EXP earned outside of the game.exe, so people don't lose progress each update... So will look into that.
But ya, the update just needs to include MORE supply unlocks which I am polishing off right now. Cluffy and Zephyr are in my version of the game.
It is SO much better for my analytics to get 2 updates out a month, and promote the game twice a month here, so I need to get my shit together. Thankfully going forward it looks like I will just be fixing, adjusting, adding CONTENT and finishing the quest system going forward. Meaning I won't have to delay mid month updates because the HOOD is open on the damn game in order for me to rework core innards.
I am also going to do another promotion push this coming month. Nice that the game has hit a milestone of 25 animations, and 50 monsters. This month I am going to update the Dark forest, Finish the questing system with he first quest, flesh out the new caves/dens a bit. Still got time to work on the game bigly in the upcoming months.