DudePersonA

Active Member
Aug 24, 2018
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Just wanted to say: Enjoyed the game!

If you later check this thread Pyksies, out of curiousity: You talk a lot about building the system you're using for future games. With Mercanoid, did you start with a story that you wanted to tell first (y'know, with Mio grappling with their emerging sentience and growth through all that despite their challenging circumstances), or did you start with the system you were building first and then decided to come up with a story for it?
 
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Pyksies

The Fae Agenda
Game Developer
Jul 22, 2020
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Just wanted to say: Enjoyed the game!

If you later check this thread Pyksies, out of curiousity: You talk a lot about building the system you're using for future games. With Mercanoid, did you start with a story that you wanted to tell first (y'know, with Mio grappling with their emerging sentience and growth through all that despite their challenging circumstances), or did you start with the system you were building first and then decided to come up with a story for it?
Glad you enjoyed!

I started the system first, as the first version of it dates back to at least 2016, on another engine (Quest). It went through a few revisions there, then I stalled out due to Quest's development similarly stalling (happily, as of last week, its original creator has returned with plans to overhaul it! Best of luck to 'em).

I eventually got over my hurdles with Twine and began porting the framework there for another revision, and I needed examples for a few things, so I came up with Mio (who is based on a test character from a long-ago cancelled earlier game of mine) and a short simple game about going through an infested facility. 2 trash fights and 3 bosses was the plan. A lot of the systems I created are/were very janky approximations of how they 'should' be done, for but the game's limited scope I decided it was that, or realistically nothing as I would burn out trying to learn too much at once, pfft.

Not wanting to make yet another setting to the growing pile of them I had in my head, notes, and half-started projects, MERCANOID ended up gluing a lot of said settings into one, and by taking place in the future it helped me figure out a rough timeline of things from start to 'finish'. This is the Glowing World, and it will be the setting for my major games going forward. The scope of MERCANOID increased during development, either because I wanted to show a feature off, or because I just got an idea and had the energy to implement it.

Since MERCANOID, I've learned a lot more about object-oriented programming, so I'm improving a lot of the Framework. My new game, , benefits from a lot of framework improvements, though it's also a trial in scaling back my RPG mechanics for smaller games - I feel that a few of the things I included in MERCANOID (as a showcase of my framework) end up selling themselves short, as they don't scale well at this scope of game.

My next goal is a 1.1 version of HHtMM, for which I aim to complete a few more system replacements/overhauls for expanded functionality and stability, overhaul some UI functions (I want to improve how the game's basic rooms and tiles are displayed to the reader) (and I REALLY want to do a big overhaul of the combat mode and give it a proper UI, I feel it's a major weakness right now), and perform a total rework of Status Effects, because the way they exist right now is both dominant and really boring - both to use, and to get hit by.

After that, pending further bugfixing, I'll make sure the framework is robust and then move on to the next small game, similar in scope to HHtMM, to introduce a third and 'final' setting which will serve as a vehicle for some more niche kinks.

After thaaat, I intend to start work on my first larger project, Evilixir.
 

foofoo3344

Well-Known Member
Dec 5, 2017
1,779
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Great game but really wish that pregnancy was a mechanic. BUT that's just my wishful thinking. I know the dev's not into that. This isn't T.I.T.S.
 

Ferghus

Engaged Member
Aug 25, 2017
3,141
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Thank god it isn't, T.I.T.S. is kinda awful.
TITS used to be more fun when it was more focused. I remember when years ago, they said that there would be like 2 or 3 more planets left before you basically completed the game's objective. I think there's only been one planet added since then. Nowadays, it just seems like endless OCs and side content.
 

Karnewarrior

Engaged Member
Oct 28, 2017
2,280
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Anyone who didn't expect TITS to go exactly that direction was either willfully ignorant or didn't know Fenoxo. ALL his games do that.

It's why Corruption of Champions still plays like an Alpha, despite being technically complete. It's a mess of half-finished systems and abandoned OCs from his friends and supporters.

Friends and Supporters with objectively awful fetishes, too... :/
 

YouShallNotLol

Engaged Member
May 6, 2022
3,290
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MERCANOID isn't that kind of customizable/choice-driven game, but the majority of the Breeding loss scenes are blissed-out.
There's a typo in the intro. During the mission briefing Ziajol gets misnamed as Ziagol one time.
Also in the intro, during calibration, pop-up descriptors for the skills don't have coloration for their text, unlike pop-ups for the attributes.
Also, also. Are speakers intended to be "tinny" (as in containing tin) or is that a typo?

Dunno if I'll submit any other typos (if there are any), probably won't. But I like the game so far.

Edit:
While I'm at it, glow shard has "Restores $Player_Heal Glow" line in its more info pop-up.
Wen you interact with the door button in the tutorial saferoom, B4B3's first dialogues line is the same colour as M10's.
Shambler's acid spew attack has a comma missing between "digging into the ground to stabilize it" and "something stirs beneath the hide" parts.
After acquiring "Vendor Splendor" quest, task description mentions iRlS, even though M4X never said her name when giving the quest.
Scene when meeting Dizz[/SPOILER], "works not even slightly interrupted" line, I think it was supposed to be "words".
 
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YouShallNotLol

Engaged Member
May 6, 2022
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I'm playing on default difficulty, stumbled upon the very first battle encounter (Drikk) and it has M10 really struggling. And she lost, obviously.
Maybe I'm just that unlucky to have half of all of my attack to miss, but God have pity on any fool who sets out to play on high difficulty with a level cap.
The Drikk's attack descriptions give off Looney Tunes vibes for some reason. Especially the one where they turn themselves into a bow. Lol.

Edit: OK, never mind. I was indeed very unlucky to get Drikk as my first enemy encounter. Shamblers and Globs are much easier to deal with, and consequently to grind exp from. :LOL:

Appreciate the typo/formatting reports, though I'm quite unlikely to update MERCANOID any time soon, ahah.
No worries. I'll most likely play your new game too, once I'm finished with MERCANOID. I'll report in the respective thread if I manage to find any typos. (y)
 
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