I'm alright and it's going well, just released V2.5 so I'd say it's fine! About finished with the Android port too which is good! Thanks for asking
Bayden
Creator of
Recent community posts
Thank you and thanks for playing! The Urgent Quest is very difficult compared to the rest- while it's intentionally very challenging, I know a lot of people find it unreasonably difficult, especially if you get unlucky with certain things. There's a Guidance I have prepared for the next patch to encourage people to use the mechanics I've provided in order to beat it- like exploring more and leveling other monsters in order to get genes and things like that >vv< (and also more warnings about step limit since it seems a lot of people disregarded the big ol' clock in the corner lol) I may adjust the difficulty itself too, but I do like the challenge of it currently and it will inevitably be easier when the level cap is raised to 30
There are planned to be quite a few terrain types.. I think you're saying you wish there was a way some monsters could help if you couldn't step over it but they could (or vice versa)? I don't plan on adding ways you can carry one another, at least right now >vv< There are genes (one already present: Mud Cancel) that give you the ability to go over some of this terrain, so I think that's the solution as we go forward in the game xvvx hope that's satisfying enough
The next patch has the teammates see you from slightly further away and tries to cut down on swimming/flying monsters drifting away from you... it's pretty tricky to get exactly right, but I've done my best to try to make it a little better since I saw a lot of people kept losing allies >vv< (especially if you use Charge or any other dashing attack, they really do not like that)... Them walking around aimlessly is totally an intentional mechanic though, it's encouragement not to leave them behind or bring a team that's way too big- but yeah, I am trying to make it a little easier lol (Side note, if they're not Independent, I recommend setting their Tactic to Stay Put so you can catch up to them >vv<)
Status attacks can be spammy depending on the monster and their skill pool- for allies you can disable skills in their skill menu. That said, status skills are very powerful and I recommend taking advantage of them... You can enable "Instant" on the "Multimon Delay" game setting to make them affect every monster in the room all at once instead of one at a time if that would make it feel better! I don't want to reduce the weight of status moves too much or else they will be way too rarely used >vv< Status Checker does stop them from using status moves that are capped, but 5 is a lot of uses, so it probably won't help with this- though it is really good for healing and status ailment moves like Glare for example
I'm surprised at the amount of people who don't like the failing consequences! I know they're harsh, but it's very similar (if not more lenient) than how some Mystery Dungeons do it >vv< Classic Difficulty reduces your losses by almost half, but I might go back to the drawing board and see about making it less on Standard too. I'll think about it and ask around for opinions. I know that Urgent probably got a lot of people to think that way. (Also, rescue player quests are planned for the next chapter yeah xvvx I do also want a way to recover lost items by yourself too)
Thanks for your take on it and I hope you enjoyed everything else I could offer!
I'm glad you're having a good time! The intro locale is supposed to be something skill check for beginners- it's a controlled environment where you can't lose anything and you have plenty of allies that can help without much risk of losing because of them. The tooltips I give should help a bit, I let you know you can check out Guidance to learn some tips or lower your difficulty if you'd rather have a casual experience. It also was once the only content in the game (Chapter 1's release) so I had elongated it by 2 floors compared to Explorers (if we're comparing the two), but it's definitely not made to be as easy as Beach Cave lol
The game is very heavily inspired by Explorers at the beginning but turns away from its parallel story slowly. Though there's only two chapters in so far, I hope you can see that it starts veering off in an interesting way instead of clinging onto the same story beats- of course, there will be some mystery to the story since... it's the name of the game! We'll have to see where it leads eventually >vv< thanks
The Old Guild Wall also doesn't have an old guild's wall in it- I decided against making the boss area an actual peninsula since it would be awkward having another very open and watery boss room. It's not because I don't understand what one is, you're just meant to use your imagination a bit when it comes to these things
My art on the main menu is just the original png, I add some noise to my pixelart because I like the graininess of it. I think you're trying to say I should add the noise/graininess to all the portrait backgrounds because you noticed the colors don't share that filter? It would be a lot of work the way I have it done and I don't think it adds anything substantial. I personally think the simple flat backgrounds make the characters pop much more because it lacks that filter. Regardless, I'd rather focus on pressing issues with the game like bugs and future content/community things instead of spending my day(s) adding a tiny filter to the assets when it isn't a problem lol, hope you understand.
The partner options are the cast of player/partner monsters (but it has some restrictions, like no duplicate element, unless you turned that off in the settings first). Speaking of, you can disable the Personality Quiz in the settings and pick any of the choices available to answer your question >vv<
The player/partner monsters are: Barioth, Barroth, Espinas, Farunokku, Great Maccao, Lagiacrus, Lagombi, Legiana, Magnamalo, Malfestio, Mizutsune, Nargacuga, Odogaron, Paolumu, Pukei-Pukei, Rathalos, Rathian, Tobi-Kadachi, Yian Kut-Ku, and Zinogre
First of all, thanks for trying it with that! It's good to know it works >vv< I'm glad you had fun!
Yasei squints in his idle animation which I know can look a little weird if you don't catch onto it >vv<; There are PP restoring berries you can sometimes buy at Ms. Lagombi, though they're pretty expensive- I recommend conserving your PP by using Standard Attacks when you can, that way you can have lots of PP for when you need it! I think if you ask Yasei for the Guidance called "Making Attacks" it goes over that, in case you need help there :3
Also I recommend using Tactics so you can tell Yasei to run away, or give him an herberry, etc, it helps a lot! Thank you again ^vv^
Thank you! My friend Zeocin and I are going to look into compatibility stuff once I'm done patching Chapter 2, but I can't promise anything since I've never tried porting games before and don't have very good ways of testing or fixing it for other systems... that said, there are programs for Linux to run Windows applications- I don't know if it would work with Monster Mystery, but you could try using Wine or an alternative and see if that works for now >vv<
You can back up and delete save data from the misc options menu on the main menu- if you wanna have multiple saves right now, you can rename save files in your save data folder (found at C:\Users\yourName\AppData\LocalLow\Bayden\Monster Mystery), just rename any file you want to use to save.mmdata
multiple slots could maybe work in the future, but we will see >vv< thanks
I'm so glad you liked it! I don't have a community yet... I was thinking about turning this comments section into a discussion board, since there's a setting for that, but I wanna ask what everyone thinks about that soon (especially since you can't have both comments and a discussion board)! Since that allows threads and stuff, like a forum >vv<
I'll write down and check out the bugs you mentioned! I don't thiiink leveling should be doing that, but it wouldn't be the first time I'm proven wrong lol
thanks for playing! ^vv^
I appreciate it! Thanks for playing so far! ^vv^
And I think it's a little too late for that- I built this from the ground up in Unity and with all the systems I have in place I don't see that working >vv< Being open source this looks really cool and possible with lots of customization, but with most of the groundwork laid in my own project, I think the time needed to move not only assets but the hundreds of scripts with unique mechanics over to this would probably not be worth the time anymore xvvx;
That being said, I never heard of it and this is super cool and I kiiinda wish I knew about it earlier... might have made some things a lot easier >vv< so thanks for letting me know!
Thanks for the question! When it comes to being defeated, you'll lose any currency on you and some items- likely about a third to a half of your bag, and you'll be kicked out of the locale. So story progress, level, skills, genes, etc will all stay with you (albeit you'll have to restart the locale from the beginning of course)- you'll just have to be careful with what you bring with you to difficult locales or be ready to escape through some of the mechanics coming in Chapter 2! (Penalties are still somewhat WIP, I've been thinking about if they should be different for the Classic (easier difficulty) and stuff like that), but mostly it's being built similarly to PMD/ChocoboMD if that helps ^vv^
Your save data isn't in the files of the game, it's saved in a seperate folder found at C:\Users\'YourName'\AppData\LocalLow\Bayden\Monster Mystery in a file called "save.mmdata"
Because of this, you can delete the old versions of the game and play updated versions without fiddling with your save data at all >vv<
I hope that helps!
lol, I know-- If you mean Misuteri, truthfully I didn't even think about it, I just wanted them to be a recognizable type of mizutsune xvvx if you mean the player mizu, I don't give the player genders, or at least, I do my best not to where I can >vv< I appreciate your attention to detail but I also wanted the guildmaster to be very vibrant lol, consider them an exception here xvvx
Thanks for trying it out and it's awesome you enjoyed it! I know about the dualshock problem and I hooope I can fix that up in the future. Controllers other than xbox have trouble getting their d-pads to be detected, so I wanna get that to work- then hopefully you wouldn't even need to use a thumbstick >vv< It'll be in a patch if I figure it out! ^vv^

