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Changelog

Sorry this was a few days later than I initially said but I had a lot of dialog to go through. Hotfix will be this Saturday and after that I'm going to be taking a week off

Focus this month was on converting all the dialog over to the new system and adding/re-balancing abilities.

Most of this update was spent converting all the dialog, there still may be a few pieces I missed or that act weird, if there are please tell me. But after this update there should no longer be any data loss, so no quests or dialog trees randomly breaking like in last update.

For the abilities rework several have been added to the ability page along with a new tier, a lot of them to work with status effects. Abilities on weapons/armor have been changed to either be more useful or more thematic.

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Comments

Mitchell Mobley

Not sure if you've been made aware of this bug, but I can't use healing items. To be more specific, I'm able to eat them and fullness goes up, but my health stays the same.

Top Snapper VZ

I cant imagine going through all that text was a fun experience, especially when its litteraly re wrighting. if what you said is true and the games in a more functional state, and more set up for text based updates; well those seems like reasons to be happy 2 me. No sweat if it took a little extra time to get there. New skills are a bonus, and moveing some of the stronger skill down is a good move. Adding a 2000 tear could contribute to a bit of an issue i personally have with the way the skill tree is filled out. Let me explain the best i can. You need to sacrifice levels/stats to fill out the skill tree, and it doesn't matter what level you are Sacrificing from your character. At higher levels you level slower, and at varry low levels you can level up multiple times from a single fight. Its oh so ez to sacrifice nearly all levels you get to fill the tree; sacrificing levels will put you at a lower level so you can gain xp/levels faster. Hanging onto more levels than you need would only slow this loop. This almost seem to encourage staying as small as possible as long as possible. If you hang onto levels you slow your ability to fill the tree; so why not just stay low and grind out the skill tree to the point you want. This creates a scenario were someone may feel that the skill tree is somthing that needs to be filled out befor the game can 'truly begin'. Adding a 2000 tear to get to, and the left most column getting a new tear moves that goalpost further. Now this could be a side effect of me starting fresh so many times, and unintentionally over optimizing my gameplay, But i personally find somthing that promotes staying small to go against the heart of the game. This is only my opinion. I understand that sacrificing levels helps slow/curve players progression through the game. cant imagine after useing this system so long, and after adding new skills so recently, that making a big change to the way it works would be varry appealing. I have no real clue how difficult it would be to implement a change of any kind. Sorry for once again wrighting so much. Keep up the beautiful work, and mabe keep this subject in mind. Above all else, please please please enjoy your vacation.

Justin Doktor

In my game certain dialogue says description pending for the middle taunt enemy before battle option, The breast skill right next to magical intuition has no title the size skill next to share the growth has no title either as well as the size skill next to earthquake not having a title some npcs have no follow me dialogue to be specific the barrel master is the only one I tested but there are probably more followers missing dialogue for that function anyway that's really the gist of what I saw in terms of bugs and missing dialogue other than the ai still spamming growth abilities and the eating food bug beast is missing all of his dialogue

digitalfurbelow

I think eventually I need to do some math to rebalance the sacrifice mechanic. The idea being you would almost be level capped at the threshold and each time you would sacrifice to the next tier it makes leveling faster. In the most ideal version of the game it would be you level up to the first tier threshold, level ups start to go slower you would encounter something you can't beat, sacrifice your current levels, level up faster beyond what your original size was and repeat that for each tier. Maybe it would be good to encourage the player to sacrifice at the highest level possible or restarting with maybe 1/10th of what you sacrificed in total so you aren't going back to 0.