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komn

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A member registered Aug 07, 2023 · View creator page →

Creator of

Recent community posts

Right now game would be probably unplayable on mobile.

I will try to bring game to little more mobile friendly state in next large patch.

I plan to add special type of equipment that will manipulate a difficulty of world, so for example you will be able to increase starting level of newly spawning monsters, or even extend cycle time.

But as i currently working on it as this will be part of 0.3 sadly you have to wait little longer.

Right now game would be probably unplayable on mobile.
I will try to bring game to little more mobile friendly state in next large patch.

1st one is a bug, she should have 7 STR Scaling
2nd is correct

Forget to turn it visible on Itch lol.
It should be now available to you

Can you try download version 0.2.8.1
And let me know if that worked for you

Can you checkout if there is any log generating over here
AppData\Roaming\Godot\app_userdata\Realm of Evergrow

Just use Windows + R type AppData and from there navigate to above patch

You can also try to update GPU drivers

Hello. I just uploaded a fix that should have fixed that. Please let me know if you still face issues.

> Also, should the character go back to lv 1 if you change their transformation base?
Yes. I believe it written in tutorials but there is no hint while talking to NPC.

> Cait Fat sprites don't load in
Fixed it (i hope)

> all the enemies change to level 6
Is this still a problem in newer version?

Ye. I just left for now a option to dialog Belle over and over again. Otherwise peoples wouldn't be able to recruit Sily.
So lets say this is intended bug.
I mean you can now Recruit 3 times the same character. yay? 
I will disable repeats of that dialog in future.

You most likely loaded old save game. Saves from 0.1.x wont work

It is fixed in new version

I will look into that tomorrow. Probably should be able to export as a mac app. 

Fixed in 0.2.1

Fixed in 0.2.3

Yes, some characters will have singular or just less transformation than others

No

> Firstly, I was really confused about the types of attacks. Not only are they merely described in a tiny text box, but they also don't seem to function the way they were described. <

Yes, some of them didn't work in the end. I realized this while testing the 0.2 version (for example, nobody reported the Hill glyph, but I can't blame people when there was a pretty poor explanation of what it does). They should be fixed in the upcoming version. I've also added the ability to hover over a glyphs during combat to see exactly what they do.

Hill (green one) have their power  doubled in middle section, but returns to normal after leaving it.
Pierce (purple one) damages also a glyph behind one it collides with.
 

With the next version, there will also be more detailed tutorials that explain the key mechanics in depth.

I also found out that mats wasn't adding correctly but rather overwrite each other in crafting, should be fixed for 0.2

I post regularly info on discord.

Ye. Im aware of that and it is fixed for 0.2

Hello everyone.

Next version 0.2 will be released on 27 June.

I initially hoped to drop it on June 13th, but I still have a few things I want to test, some tutorials to finish, and a few images to polish up, so I’ve decided to postpone it by two weeks.

Perhaps.

Im aiming to put next update around 13 June

You can find schematics in chests on world map. For example If i remember correctly you also should be able to buy one in shop as it is guaranteed to roll here. Also enemies sometimes drop them. You don't need feather for anything.

If you just plan to leave it as VN its probably better to switch into Ren'py.

While reworked combat system is nice.
Animation speed and and overall combat speed feels sluggish. 

Can you explain in more detail what exactly is happening?
Does the game just close, or do you get a specific crash report?
Also, which operating system are you using?

Thanks for the comment.

> Always interesting to see more of these transformation games crop up since AI generation become more consistant. Although I would give it more credit if it was made by an actual artist, I can understand there's  likely a considerable amount of alternative character art planned.

Sadly, commissioning an artist would literally drain me of any money, as for main characters alone, with 4 transformations and 10 images each, it's 40 Tabula + 40 Cait 80 images.

I know that people are extremely skeptical in terms of AI images. For such indie games, it's a good option as long as you put some effort into making them look good. Otherwise, the game would need to be text only, and that kind of takes away the charm.

I always try to fix my generated images in GIMP to look as consistent as possible. Did I succeed in that? It's up to players to say.

>Gameplay wise, it's a bit static but I can see that figuring out attack and defence block placements certainly gives it potential. I figured there could be some interesting gameplay with using block against overpowered enemy attacks, but once I crafted a Split that I could use every 'x-0.05' seconds, I more or less steamrolled everything.

I expected that game to be unreasonably unbalanced at first release. To be honest, I wasn't even sure if people would like combat in such a style, as you would mostly see typical JRPG/RPG Maker combat or Card game combat in such games.

In the end, I was pleasantly surprised that people, in fact, are interested in this type of combat.

I'm trying my best now to rebalance everything for 0.2, so players won't stomp everything so fast. Also, don't get me wrong, I'm okay with people finding out broken combos, but not that early on.

It's great help for me when people point out what was truly game breaking for them. I got a lot of comments about balance issues and answers to them on Discord, so I will try to balance with these in mind.

For bugs, thanks for the report.

I was sure that I fixed the "I cannot stop winning!" bug, but I will have to look at speed then.

For 22122 this is the first time someone has reported that. I will try to recreate that, but with the amount of info I got, it probably will be hard.

Hi. Rock don't give any buffs to Strength 

Just put a 0.1.6.1 update that should fix that.
Sorry for inconvenience.

Ye. crafting mats should stack effect so x0.2 + x0.3 breast should give x0.5 and so on, but seems that i bugged them. 

For mats balance i plan to properly rebalance them, as for now it was mostly "I just throw random numbers at it without more thought" 

There will be better explanation and for example Damage deviation split into Max & Minimum stats.

For now bigger enemies doesn't not increase drop rate. 

Glad you like it

Thanks will be fixed for next version.

I will implement auto placing for 0.2 version for peoples that will get blocks with larger spawn amount, so you can zerg your enemy.

For now just updated game to 0.1.5 where you can use numbers 1-6 while hover over block to instantly place them in a specific row.

For combat annoyance, im thinking about ways to make it less bothersome.

But there is high chance i will scrap it all and make something new,leaning more into turn based combat perhaps

Thanks for feedback.

for your 2nd and 3rd, i updated game files and fixed save system. Most likely 3rd problem was because of save system.


For 4th im planing to add both enemy and party members that would have hybrid transformations.

I understand what you mean.

I have to think how to make it less annoying or scrap it all, and make something better.

Should be fixed in version 0.1.3

Sorry for that, i uploaded new version that should fix that issue

Sorry for that, i uploaded new version that should fix that issue