Invader Incubus So i found a shiny minimoo but once i beat all the other mon i only got to choose the non-shiny minimoo, does that mean even if i find a shiny i then have to be even luckier to get to pick it and not a regular one after?
This ain't an Airport, you don't need to announce your departureFinally decide to check it out despite no controller support and nothing I do or press gets past the character select screen. Genius shit. Ignoring this, I can only take so much disappointment from such an awesome concept that refuses to let me enjoy it.
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.
Your criticisms are valid, and control remapping is something I gave up on half way, since I had to meet other deliverables. I will definitely be taking another look at that in the future, for OTHER people who might be turned off the project.Finally decide to check it out despite no controller support and nothing I do or press gets past the character select screen. Genius shit. Ignoring this, I can only take so much disappointment from such an awesome concept that refuses to let me enjoy it.
There isn't going to be a traditional save feature... But I think it has become necessary that the player gain the ability to save their specific monsters through runs.pity that you can't save yet
That shouldn't be possible. Monsters regenerate hp could it be that? Actually it SHOULD BE POSSIBLE, since damage is a simple math equation I didnt add a floor too. I wonder if I should fix that, or just tone down the defense, to speed up the combat. Its a goofy interactions but the PROPER boss monsters I am testing off-screen can get kinda goofy too with their unique moves.So apparently Grong with 15 def or 16 Special def can take negative damage? I recovered 2 hp when Bonk was used by a wild gooii. Similarly I recovered 1 hp when attacked with bonk by wold Oddbulb. Seems like a minimum damage of 1 would fix this, though its also fun to tank every Bonk attack.
Not a bug I'm gonna fix. The universe has high contrast in how dark and light it can be. I think a narrative will really drive interest too, and that's slowly going to emerge.Enemies with Genes that boost HP do not spawn in with max HP. Wild Minimoo that has the gene symbol spawned with 60 of however much its max HP was.
Edit: Geez the description for the new Ghost is brutal.
Okay, THAT is weird, I will look into this first.Bug 3: Is a Scout has BP and loses it during camping, They do not appear to be able to be bred the same night. A very fertile scout with 2 BP lost both to the first Eggomon, and the message for the 2nd eggomon stated she lost both again, despite not having any left. She should have game over'd there.
I'm unsure if this is a bug but I never see the evolution stones for Psychic, Ghost, Electric, Bug, and whatever that last one is which I think in that ones case since i dont believe any monsters use it thats why but the rest I dont see them. Also had a bug where I can't use the shiny color things on anyone. Tried several to no avail.
There's a few perks in the SUPPLY option of the menu.Nice update, lots of goodies to get at... although I'll have to do multiple runs to get the gosh darned stones needed to evolve certain mons... unless I'm doing something wrong and there is a method to getting specific stones.
Specifically spark, ghost, mind & cosmic mons, not sure if those stones have been added yet or I'm just incredibly unlucky.
Now that you mention it I was wondering about the SUPPLY option, just never figured out how to take advantage of it.There's a few perks in the SUPPLY option of the menu.
Two of them give you a random evolution stone each.
And the other two give you random items, including evolution stones, whenever you release a mon in the STABLE menu.
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.
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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!
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ADDED: GOOGALA, This slimy fat blob slides into the meadow tier 1 encounter!
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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.
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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!
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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!
Look man, I'm not complaining, I just hate losing and having no way to rebound from it without a save system.Your criticisms are valid, and control remapping is something I gave up on half way, since I had to meet other deliverables. I will definitely be taking another look at that in the future, for OTHER people who might be turned off the project.
That said. DON'T YOU THINK IT'S WIERD THAT IT'S JUST YOU? With these hyper specific problems?
For example, early on I was swamped with specific complaints about the camera and framerate. Those problems were universal and crushing. But NOW, the triple hater trolls are like still FIXATED on a few things that aren't really a big issue, and you cannot articulate why they are a problem anymore, AND you're very specific complaints that utterly enrage you, are totally unique to JUST you.
The reality is this, in order to deliver the REALLY crushing criticism: your probably going to have to play the game (since its in a very playable state for everyone else), or at least coordinate your bitching so it doesn't look like your the one idiot who's fucked their own software in some super specific way. This is a windows game made by one person, the game doesn't make a lot of money, so its a part time thing.
See you next year.
There isn't going to be a traditional save feature... But I think it has become necessary that the player gain the ability to save their specific monsters through runs.
That shouldn't be possible. Monsters regenerate hp could it be that? Actually it SHOULD BE POSSIBLE, since damage is a simple math equation I didnt add a floor too. I wonder if I should fix that, or just tone down the defense, to speed up the combat. Its a goofy interactions but the PROPER boss monsters I am testing off-screen can get kinda goofy too with their unique moves.
Not a bug I'm gonna fix. The universe has high contrast in how dark and light it can be. I think a narrative will really drive interest too, and that's slowly going to emerge.
Okay, THAT is weird, I will look into this first.
To be clear, the HP was gain during the damage step, then additional HP was gained as regen, two separate instances. Often it was 1-3 HP gained when hit by bonk, and then 10 during regen.That shouldn't be possible. Monsters regenerate hp could it be that? Actually it SHOULD BE POSSIBLE, since damage is a simple math equation I didnt add a floor too. I wonder if I should fix that, or just tone down the defense, to speed up the combat. Its a goofy interactions but the PROPER boss monsters I am testing off-screen can get kinda goofy too with their unique moves.