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I like how this idea makes a nicely balanced gameplay loop. I'll likely add it as a mode (potentially alongside other new modes) within the next couple of updates.

Also, the last idea you mentioned was implemented in the newest update. There are a few small improvements to be made, but it more or less functions how I interpreted it.

That was my general thought as well, as when I've set up a Growth pattern, I either set it up to where it takes forever for a true change to take place, or I set it up to relatively rapidly happen, only to later disable it after it reaches a certain point. This will allow for not only a way to preserve the use of the Growth function without having to stay in a constant state of pure growth, but also additionally act as an imprecise tracker for the amount  of orbs currently held.

I would like to also request that the slider value for flaccidity be increased from 2 to 3 as it tends to be between 2 and 3 that you can create a sheathing effect in my experience. 

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I'll have to look more into this since past two the scaling is visually non-linear and breaks the current math for locking visible length.

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Feel free to reach out if youd like a hand as I've done quite a bit of experimenting with the length and growth values. At the risk of not being able to comprehend it, could I get a copy of the equation(s) you're using? Maybe I can help find a potential solution. 

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Turns out I didn't need to change anything significant. The mod has been updated again with a max value of 3 for the slider. 

Also, there are some visual artifacts due to the negative scaling, but this can't be adjusted without lowering performance (backface culling off/flip normals), so I'll likely leave it as is.