UPDATE December One Week:
Two new monsters have been added. They are in the game and have X animations. I hope people don’t feel this sort of thing devalues their vote each month. Because the game is still a young alpha, it needs content asap. So until the roster is fleshed out more, you can expect me to randomly drop monsters in.
Here is what I was thinking when I looked at the current roster: 1, they are pretty drab, many of the monsters are NORMAL type and grey, and there isn’t much color when looking at them all assembled. 2: We have supermodel bodies and THICC bodies (my favorite) but not really any slender girls, or muscle girls. 3 I need a wolf type because of next month's forest map expansion, and there is only a single BUG type monster in the game.
SO! Warwolf ended up being a bright red color, which I am still not certain of (she might be better grey (shinies someday I guess)), and she has loads of skin tones on her pixels to try and express her musculature. She would definitely be able to pin you down, if she pounced, but her lack of natural camouflage means you would see her coming. Never mention the pink floof in her ears. I’ll probably give her a fire move someday because she is red and I have the brain of a child, this will happen when combat gets a repass and monsters get more than 2 moves sometime much later.
As for the Bee, Bee’s are in forests, and I needed another BUG type YESTERDAY. She adds a splash of shocking bright yellow to the roster, pairs neatly with the black, and why not teal accents and eyes to emphasize the inhuman nature? I also couldn’t resist covering her head with a faceless mask, which will always be my jam (insect-girls are ALSO my jam). She’s extremely slender which makes it pretty BEElievable that she can fly. I think lots of the WIND type birds will also be slender.
I completely overhauled the monster switching function in code. It should have new bugs now- I MEAN-UH. I tested it and cleaned the code thoroughly, so it should be working perfectly. Seriously this is the kind of multi day coding challenge that consumers will never see or fully appreciate. The code went from 2000+ messy lines to a very neat 700 and functions perfectly now. If anything goes wrong with monster switching now, then it’s entirely your fault and I want you to apologize when you report the bug.
SUBSCRIBESTAR approved my page. There are working links in the game to Subscribestar and Patreon in the game now. Subscribestar and Patreon will have identical polls running, each month, and obviously votes in the identical polls will be added together to determine outcomes. I may also eventually add a weighted 10$ subscription to Subscribestar that will allow people to have 2x or 3x the voting power. Que Mr.Krabs “Money Money Money”. Let me know how disgusted you are by this suggestion, I think I will wait until I have a much larger fanbase before (pissing them off) trying this.
As per one anons suggestion I spruced up the inventory screen, so that you can see MORE than just the currently targeted monster's name. Now you will ALSO see the monsters sprite and their 4 relevant status bars HP / EP (Calories and Obedience). This means you won’t be guessing when healing a monster with items. You can see all the wasted overhealing you do in REAL TIME.
The UNLOCKS pages are functional now (navigate with UI up/down close with F same as everything). Achievements / Unlocks persist through runs, so their bonuses and progress carries between sessions. You can see what achievements you have earned and the bonuses they convey on these pages. Locked achievements hint at how to achieve them, and once unlocked (achieved, whatever) tell you what bonus you will now have when playing the game. Many of these bonuses are relevant for NG+ (after you have lost all your scouts and your run is finished). Achievements that have: SCANNING when not unlocked aren’t in the game yet. There looks like a lot of duplicate achievements because those duplicates will have the same unlock method (track the same variable), but have WAY higher unlock requirements so they can only be completed after multiple runs. For now the first three achievements are super easy to unlock.
The achievements are as follows:
Evolution Pro:
Evolve 3 monsters, and you start new runs with 2 random revolution stones instead of 1.
Medicine Woman:
Use 15 potions or Ethers, now you start a run with +20 potions and +10 ether
Looter:
Open 5 loot chests (or stumps). Now most times you open a loot chest / stump you will ALSO find 1 Ether (This is super strong and might trivialize ethers so like everything it might be changed). Unlike the other 2 unlocks this becomes effective immediately, showcasing that some bonuses will take effect as soon as the Unlock is earned.
These unlocks are easy to get, so players should immediately understand wtf is going on with the progress in this game.
Are you a fan (Patron)? What are some fun unlocks you might enjoy? In the future, I’ll throw them in the suggestion bin I am now opening.
Full steam ahead on getting the next level out. I need 4 new tall trees, and 3 unique map assets. There will be another mini update before the end of the month too. People want to see the status of the monster they are targeting, on the inventory screen, and a list of unlocks. Oh and the stables V1.
I don't think this bug has been reported yet, but at some point the menu for the inventory stopped functioning (I don't know what caused it, possibly happened after first two scouts are lost the broken variable for scout reset may have caused it.)-(and yes I was pressing the correct key for it.)
Also a small suggestion for a quality of life addition add a bagkey icon to the UI (any key that acts similar may need to be added.)
A small transparent backpack with the key in question is generally a good example of what I am asking for. Things like that the player may occasionally need to use but can forget between uses.
Bug logged looking into this, thank you.
I agree. I think the (I) Key should quick open the inventory and then you can quick target monsters in your party with [1][2][3][4][5][6] without having to drop out of the inventory screen. This would speed up healing the party by a lot. Obviously the menus navigate "traditionally" as if the game was a handheld, and I should continue to refine the controls to be more PC oriented.