3.20 star(s) 26 Votes

YouShallNotLol

Well-Known Member
May 6, 2022
1,842
4,135
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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SS4312

Newbie
Nov 3, 2018
65
34
The bug where an egg continually hatches was not fixed. I mentioned it in a prior comment, seems to be the same scenario. Buying both free egg upgrades makes one of them hatch indefinitely, clogging up the screen with notifications in the bottom right, and giving continual xp gain without actually fully hatching.
 
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YouShallNotLol

Well-Known Member
May 6, 2022
1,842
4,135
The bug where an egg continually hatches was not fixed. I mentioned it in a prior comment, seems to be the same scenario. Buying both free egg upgrades makes one of them hatch indefinitely, clogging up the screen with notifications in the bottom right, and giving continual xp gain without actually fully hatching.
There's something more to the conditions of this bug, because it only happened to me once. Every other time the eggs hatch as intended.
 

Invader Incubus

Member
Game Developer
Nov 20, 2023
139
702
The bug where an egg continually hatches was not fixed. I mentioned it in a prior comment, seems to be the same scenario. Buying both free egg upgrades makes one of them hatch indefinitely, clogging up the screen with notifications in the bottom right, and giving continual xp gain without actually fully hatching.
I'll look into this again, I think its two eggs trying to hatch simultaneously.
 

SS4312

Newbie
Nov 3, 2018
65
34
I'll look into this again, I think its two eggs trying to hatch simultaneously.
That would be my guess, since I buy both the eggs at the same time. As a side note, any plans to make the basic supply upgrades repurchasable? Once you have them all, the points just sorta sit there.
 

Invader Incubus

Member
Game Developer
Nov 20, 2023
139
702
The eggs tend to bug and give exp if you camp right before the next day i tested it a few times. And they can hatch at the same time it works fine.
YES I believe this is it! Because when you camp, it HOLDS the clock at the start of the next day (like, the EXACT moment of the start of the next day) while you are on the camp screen. I may have solved this by rejiggering the eggs. Thanks for helping me figure this out.

Meanwhile, I'm also closing in on this FPS bleed out. It isn't a memory issue, there is an animation not shutting down, and text boxes updating on process. I have already completely rewired the GUI which took my 2 hours last night, and another 3 hours before that to close in on the FPS bug. I have like a hundred things (well like 12 scripts, but maybe 100+ wired text boxes) I need to check tonight, but I know what the problem is now. And I am SURE this is the problem because if you PAUSE - PAUSE the game with the proper intended pause function (EGGOMON just makes the player unable to move and the timer freeze) the FPS recovers, but THEN craters again and continues to bleed out when resuming the game.

I DID also have a minor memory leak a couple versions ago but I fixed it.
 

Zetsuko

Member
Sep 22, 2016
291
765
In line with some others here, I do have a few criticisms with the game, but I love the overall idea.

First is something that I feel is sort of a design flaw for me, even if it's thought of as a life system: The trainers "dying".

I get it, it's meant to give you lives that, once you lose, it's over, but it feels too punishing, specially considering that one of the main mechanics in the game revolves around having one of the trainers lose early on so you can start spawning eggs for an "extra income".

I see a few solutions to this:
-Make trainers farmable. I don't mean getting a trainer out of the pens, because YOU NEED THEM IN THE PENS, I mean being able to get new "procedurally generated" trainers that are meant for the stables.
-Being able to farm a protection to death for the last trainer, and I don't mean the anti pregnancy drug that you need to "use in advance", I mean something you can consistently farm for when you use your last one.
-When you pick a trainer, all the other ones automatically become breeders instantly, and you actually get 3 lives with the same trainer. If you lose a combat, your game skips a week and you respawn with your new egg and your trainer. If you die with 0 lives, you lose.
-Add a roguelike system, with different points, separate from the normal "unlock system". When you finally die, depending on your stats(How many different monsters you farmed, defeated, and eggs farmed or even days survived), you get an assortment of points, and the game allows you to spend them to unlock passive skills like loyalty that makes your monsters have a higher threshold before they make attempts to attack, etc, or that give you boosts to special genes or things like this to your monsters.


At the same time, I feel like "chests" and fruit plants should respawn(or not be random) a few days after picking them. One of the things I absolutely hate is getting 4 of a stone I basically don't use, and having the monsters I like sitting in an un-evolved state because the one stone I got for them was used on another monster of the same element, or I straight up didn't get any stones for them.
This would also make it so the run is not completely finite, because there's a point where you've ramsacked all the items in the map and you're just counting down the days. One could say this is a feature to not make runs infinite, but it's extremely frustrating to lose everything after you've put in time to get the monsters you like and now you have to die because the game decided it.

Don't take me pointing out the negatives as me hating on the game, I actually like it quite a bit, it's just I see some annoying situations happening after I come when a few updates happen and play it...And every time there's some points where I roll my eyes and am like "God damn it...Why the heck is this designed this way?"
 
May 18, 2020
41
31
In line with some others here, I do have a few criticisms with the game, but I love the overall idea.

First is something that I feel is sort of a design flaw for me, even if it's thought of as a life system: The trainers "dying".

I get it, it's meant to give you lives that, once you lose, it's over, but it feels too punishing, specially considering that one of the main mechanics in the game revolves around having one of the trainers lose early on so you can start spawning eggs for an "extra income".

I see a few solutions to this:
-Make trainers farmable. I don't mean getting a trainer out of the pens, because YOU NEED THEM IN THE PENS, I mean being able to get new "procedurally generated" trainers that are meant for the stables.
-Being able to farm a protection to death for the last trainer, and I don't mean the anti pregnancy drug that you need to "use in advance", I mean something you can consistently farm for when you use your last one.
-When you pick a trainer, all the other ones automatically become breeders instantly, and you actually get 3 lives with the same trainer. If you lose a combat, your game skips a week and you respawn with your new egg and your trainer. If you die with 0 lives, you lose.
-Add a roguelike system, with different points, separate from the normal "unlock system". When you finally die, depending on your stats(How many different monsters you farmed, defeated, and eggs farmed or even days survived), you get an assortment of points, and the game allows you to spend them to unlock passive skills like loyalty that makes your monsters have a higher threshold before they make attempts to attack, etc, or that give you boosts to special genes or things like this to your monsters.


At the same time, I feel like "chests" and fruit plants should respawn(or not be random) a few days after picking them. One of the things I absolutely hate is getting 4 of a stone I basically don't use, and having the monsters I like sitting in an un-evolved state because the one stone I got for them was used on another monster of the same element, or I straight up didn't get any stones for them.
This would also make it so the run is not completely finite, because there's a point where you've ramsacked all the items in the map and you're just counting down the days. One could say this is a feature to not make runs infinite, but it's extremely frustrating to lose everything after you've put in time to get the monsters you like and now you have to die because the game decided it.

Don't take me pointing out the negatives as me hating on the game, I actually like it quite a bit, it's just I see some annoying situations happening after I come when a few updates happen and play it...And every time there's some points where I roll my eyes and am like "God damn it...Why the heck is this designed this way?"
I'm relatively positive the goal is to take opposing trainers that will fight you when eventually they're added and use them in the stable so theoretically if you do well enough with your first trainer, you can still have stable breeders? I remember it being mentioned at some point that at the very least it was planned that you could have your mons breed opposing trainers mid battle.
 

Invader Incubus

Member
Game Developer
Nov 20, 2023
139
702
I've actually almost finished up all the other scout portrait arts. Also I haven't solved the FPS problem, but I seem to have stabilized the bleedout at 30fps, for NOW... The FPS bled to 32 by the 45 min mark then held out to be about 28fps by the 2 hour mark. This has been the most time consuming bug testing ever since I have to tweak, then play the game for HOURS, tweak then play / leave running for hours. I don't like 28 fps btw, it looks choppy and smudgy as you move across the world map, yuck.

In line with some others here, I do have a few criticisms with the game, but I love the overall idea.

First is something that I feel is sort of a design flaw for me, even if it's thought of as a life system: The trainers "dying".

I get it, it's meant to give you lives that, once you lose, it's over, but it feels too punishing, specially considering that one of the main mechanics in the game revolves around having one of the trainers lose early on so you can start spawning eggs for an "extra income".

I see a few solutions to this:
-Make trainers farmable. I don't mean getting a trainer out of the pens, because YOU NEED THEM IN THE PENS, I mean being able to get new "procedurally generated" trainers that are meant for the stables.
-Being able to farm a protection to death for the last trainer, and I don't mean the anti pregnancy drug that you need to "use in advance", I mean something you can consistently farm for when you use your last one.
-When you pick a trainer, all the other ones automatically become breeders instantly, and you actually get 3 lives with the same trainer. If you lose a combat, your game skips a week and you respawn with your new egg and your trainer. If you die with 0 lives, you lose.
-Add a roguelike system, with different points, separate from the normal "unlock system". When you finally die, depending on your stats(How many different monsters you farmed, defeated, and eggs farmed or even days survived), you get an assortment of points, and the game allows you to spend them to unlock passive skills like loyalty that makes your monsters have a higher threshold before they make attempts to attack, etc, or that give you boosts to special genes or things like this to your monsters.


At the same time, I feel like "chests" and fruit plants should respawn(or not be random) a few days after picking them. One of the things I absolutely hate is getting 4 of a stone I basically don't use, and having the monsters I like sitting in an un-evolved state because the one stone I got for them was used on another monster of the same element, or I straight up didn't get any stones for them.
This would also make it so the run is not completely finite, because there's a point where you've ramsacked all the items in the map and you're just counting down the days. One could say this is a feature to not make runs infinite, but it's extremely frustrating to lose everything after you've put in time to get the monsters you like and now you have to die because the game decided it.

Don't take me pointing out the negatives as me hating on the game, I actually like it quite a bit, it's just I see some annoying situations happening after I come when a few updates happen and play it...And every time there's some points where I roll my eyes and am like "God damn it...Why the heck is this designed this way?"
I like the way you think. For one, communicating and polishing the loss of scouts and what has been EARNED over a run would be a big improvement. I think just adding a little animation showcasing the "lives" ticking down as scouts are lost would be an improvement. I want to knock out the next zone, populate the existing zones with new wandering monsters...

I feel like the game is still missing the first version of the next big feature. Enemy trainers. That you will be attempting to "capture", as they attempt to "capture" you. Feelsbadman that the game is STILL expanding horizontally it feels, rather than vertically, but it is what it is, as the project is pretty ambitious and has come a long way.

I also think I have been talked into having the last two party slots save your monsters persistently. Thus sparing the player the chore of winding up their team ever time, since the final version of the game will have the player hopefully launching a run with a specific GOAL in mind for that run.

I am glad I haven't heard much complaints about the first quest, either. Seems like it, and its reward are deploying just fine.
 

SS4312

Newbie
Nov 3, 2018
65
34
On the topic of enemy trainers, I think it would be a neet idea to send out your eggomon to try to grab the opposing trainer, effectively self-KO'ing them, and then stall the battle to have their "egg" be the battles win condition. Maybe that could be a way to get the "procedurally generated" trainers that Zetsuko mentioned for the stables?
 
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Invader Incubus

Member
Game Developer
Nov 20, 2023
139
702
On the topic of enemy trainers, I think it would be a neet idea to send out your eggomon to try to grab the opposing trainer, effectively self-KO'ing them, and then stall the battle to have their "egg" be the battles win condition. Maybe that could be a way to get the "procedurally generated" trainers that Zetsuko mentioned for the stables?
I want to learn procedural generation but its WAY easier for me to just have a thing spawn with a random recolor. I like that idea though I'll write it down. Because there's a LIMITED amount of space in the stables. Maybe I should save the enemy stable slots for enemy "boss" trainers, and there can be an egg-win mechanic on the grunts.
EDIT: That would also be WAY easier to implement in the short term, that you can score egg-wins on grunts.
 
Last edited:

Invader Incubus

Member
Game Developer
Nov 20, 2023
139
702
NOVEMBER UPDATE 1
A VERY SHINY UPDATE

From the beginning I said I wasn’t interested in making monsters have rare ‘shiny’ recolors, since recoloring shit is super easy and tacky. Then the feature got requested 50ish times, and I realized I could turn the whole process into a voting reward, and I super enjoyed seeing the recolored monsters bang the scouts, and I also accepted that giving people what they want (in this case) is the key to success. So now we have SHINY EGGOMON.
ShinyPromo.png
The way SHINY will function in Eggomon is different from [Monster Catcher Game]. In Eggomon there is roughly a 5% chance a monster will be shiny when it is instantiated and a 1% chance that the monster will be SUPER SHINY. Monsters with a SHINY color also have a SUPER SHINY color, so every monster (with shiny sprites) will get TWO NEW RECOLORS, WOW. Twice as cool as [Monster Catcher Game]!
10 monsters now have shiny AND super shiny forms, and rather than spoil the gallery I will leave it to you to discover which monsters have received this recoloring treatment. Going forward you will also determine the shiny recolors in shiny votes, one of which is occurring right now!
SharkShinyPromoRe.png

ADDED: GOOGALA, This slimy fat blob slides into the meadow tier 1 encounter!
GooPromo.png
ADDED: ALL SCOUT PORTRAITS. All the scouts have their own super special portrait, and even have some unique dialogue exclusive to them. Nothing too fancy for now though, but the personality of the scouts is starting to shine through.
ScoutPortraits.png

POLISHED: The first quest now concludes with you getting a sweet injection of EXP.
POLISHED: Added a Scouts Remaining counter to the loss screen

Fixed?: Eggs should no longer spam messages when hatching simultaneously?
Fixed?: FPS shouldn’t COMPLETELY bleedout, and bleedout should be significantly slowed. This is an ongoing problem as all UI elements (especially text boxes) need an overpass so they are not updating when they are unseen. This is something Godot does not handle well or explain up front, but its a consistent problem for people making RPG’s (which are very menu heavy).

Groundwork~ You may see several new items in the inventory that you cannot find yet, as well as some items moved for reorganization purposes.

Even WITH all this shit added, I have withheld even more assets because... The ANNIVERSARY is coming! On the 20th! And with it, a proper zone based update along with items, and a new monster, and a new overworld monster that will properly patrol... So stay tuned. Also the Roadmap for 2025 is coming!
TurtlePromo.png
Someday soon this fucking turtle will release, I promise.

And since I know many of you are plebians, there are two paid patron votes over the appearance of the next scout, and of course the Normal monster vote.
Roxy Appearance: RoxyChoosePromo.png

Current Monster Vote: NovemberVote.png

So check out the Patreon even if you aren't paying, from now on there will be free-for-everyone votes each month! AAAAAH!
 

Samureia

New Member
Apr 6, 2022
3
3
Question I lost a scout and it said I had zero scouts left but I was allowed to choose another and when I spawned in I found myself on a completely different map with black borders and nothing but forest. Is this a new feature or a glitch?
 
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Powiratel

Member
Dec 29, 2017
440
415
NOVEMBER UPDATE 1
A VERY SHINY UPDATE

From the beginning I said I wasn’t interested in making monsters have rare ‘shiny’ recolors, since recoloring shit is super easy and tacky. Then the feature got requested 50ish times, and I realized I could turn the whole process into a voting reward, and I super enjoyed seeing the recolored monsters bang the scouts, and I also accepted that giving people what they want (in this case) is the key to success. So now we have SHINY EGGOMON.
View attachment 4195442
The way SHINY will function in Eggomon is different from [Monster Catcher Game]. In Eggomon there is roughly a 5% chance a monster will be shiny when it is instantiated and a 1% chance that the monster will be SUPER SHINY. Monsters with a SHINY color also have a SUPER SHINY color, so every monster (with shiny sprites) will get TWO NEW RECOLORS, WOW. Twice as cool as [Monster Catcher Game]!
10 monsters now have shiny AND super shiny forms, and rather than spoil the gallery I will leave it to you to discover which monsters have received this recoloring treatment. Going forward you will also determine the shiny recolors in shiny votes, one of which is occurring right now!
View attachment 4195447

ADDED: GOOGALA, This slimy fat blob slides into the meadow tier 1 encounter!
View attachment 4195444
ADDED: ALL SCOUT PORTRAITS. All the scouts have their own super special portrait, and even have some unique dialogue exclusive to them. Nothing too fancy for now though, but the personality of the scouts is starting to shine through.
View attachment 4195445

POLISHED: The first quest now concludes with you getting a sweet injection of EXP.
POLISHED: Added a Scouts Remaining counter to the loss screen

Fixed?: Eggs should no longer spam messages when hatching simultaneously?
Fixed?: FPS shouldn’t COMPLETELY bleedout, and bleedout should be significantly slowed. This is an ongoing problem as all UI elements (especially text boxes) need an overpass so they are not updating when they are unseen. This is something Godot does not handle well or explain up front, but its a consistent problem for people making RPG’s (which are very menu heavy).

Groundwork~ You may see several new items in the inventory that you cannot find yet, as well as some items moved for reorganization purposes.

Even WITH all this shit added, I have withheld even more assets because... The ANNIVERSARY is coming! On the 20th! And with it, a proper zone based update along with items, and a new monster, and a new overworld monster that will properly patrol... So stay tuned. Also the Roadmap for 2025 is coming!
View attachment 4195446
Someday soon this fucking turtle will release, I promise.

And since I know many of you are plebians, there are two paid patron votes over the appearance of the next scout, and of course the Normal monster vote.
Roxy Appearance: View attachment 4195448

Current Monster Vote: View attachment 4195450

So check out the Patreon even if you aren't paying, from now on there will be free-for-everyone votes each month! AAAAAH!
 

Invader Incubus

Member
Game Developer
Nov 20, 2023
139
702
Question I lost a scout and it said I had zero scouts left but I was allowed to choose another and when I spawned in I found myself on a completely different map with black borders and nothing but forest. Is this a new feature or a glitch?
Good morning, bug fixing time. This would be a glitch. Ill try and recreate it now.
WOW ya, some stuff was unhooked due to the total UI reposition going on behind the scenes. Scout count is fixed, and the Scout respawning correctly into the mushroom patch in Rosedew is also fixed. Pretty catastrophic bug, dunno how I didn't catch it, updated game everywhere.
 
Last edited:
Mar 3, 2018
359
894
Holy crap, why are the controls for this game more complicated than in actual pokemon games?
had to quit only a minute after starting because I went into the details of a pokemon and couldn't get out until I randomly mashed the correct button to exit out from the screen because the button wasn't listed nor was it one of the buttons mentioned on the main menu.
Wound up with the info screen open with a map on top and another info screen on top of that before it became apparent that just closing out of the game entirely was the easiest way to get out of a screen that should have been easy to exit out of.
 
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3.20 star(s) 26 Votes