Thanks for checking out the game! I'm pretty proud to get together a basic, complete loop of the game. Definitely will address jank as I can get to it.
If you are willing to fill out a feedback form, I would greatly appreciate it!
You can click here for the feedback form
Fervir
Creator of
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Around the time, it was a mix of frustration with Construct 2, and also just curiousity to see what another engine was like since I had only used Construct2 / Construct Classic throughout my gamedev career. I'm curious about 3d and wanted to make learning godot as easy as possible by trying out 2d with it first. It's been amazing so far, it feels like I'm spending more time working on features instead of fighting the engine
Hello, and welcome!
I have a couple of goals with the Guildrrats. First is to learn the godot engine, which has been going very well(previously I was using Construct 2)!
Second is that I'm curious about team managment and wanted to try making a game about building a guild from the ground up.
Lastly, I'm trying to work on scope management skills and just observing myself as I strive towards release. It won't be 10+ years this time!
The Key issue should be fixed, but unfortunately you will have to start a new game. Not sure about the bug for not being able to have more than one creature. The title screen rebind control issue should be fixed.
All of the non-bug issues will be improved in future updates.
Thanks for playing Creature Keeper! There will be an alpha period launching soonish where you can support development. I'll be sure to put out an update when that goes live.
Which version was this? For the keybind bug, I imagine that you were trying to assign keyboard controls, while the controller option was selected, or vice versa. I'll have to double check the material viewer inputs. I can see where some parts would cause some soft locks. The strange inn bug is making me think it's not a PC build, cause I've never had that bug, ever. Thanks for bringing these bugs up!
Alpha access is just a continuation of the current demo updates, but exclusive to alpha/beta tier and up backers. So far, during the KS, I've released 3 demos. I'm thinking the pacing for alpha will be every two weeks and I will try to include more content with each update for feedback and to make adjustments in direction
Hello, I'll admit I'm not familiar with how Linux works in general, so I don't have any answers for you about that.
This is my first time hearing about that kind of keyboard bug, and I can only say try out a controller for now. I just recently added controller support and the game can switch between Keyboard/Controller support at will, which might have caused some things to bug out.
Another thing you can do is try loading the default keybinds and saving them, maybe somehow, something got messed up.
If you do have controllers but still prefer the keyboard, try unplugging the controller. Maybe the game's deadzones might be messed up, causing strange inputs
Thanks for checking out Creature Keeper! There is controller support in the current version of the demo. It is a little confusing to activate it though, all you have to do is just use it and the game should automatically switch to controller inputs.
Also in the same build, if you take out some food, it should make all the creatures near you stop moving for a few seconds, but that's only when you take food out from your item ring. It's something I'll definitely improve on over time!
Thanks for pointing out the sfx on assigning accessories! I just added them in Demo1, and have probably missed some feedback ques.
The pathfinding system for the creatures still has a ways to go. They do move very erratically, and I need to fix it so that they are more chill outside of battle










