I'm excited to see what is going to be added in the future. I mean more so what you have on your to-do list/outline for the next update with the treasure dragon. Of course... That is 2 months away for me. I hope you don't burn yourself out working on this.
Whiteserpent119
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How will the green and red cards work when they're implemented into v0.25? Since it sounds like they would be a better version of the fat and muscle trader without having to worry about points. Even if you can only sell that's still much better. If it is a permanent item that would make it much more reliable in some cases.
You know, I think I would like a Honey Bee character in the future that can produce honey. While you also have the ability to become one and produce your own honey as well to either store, eat, or sell.
Even possibly giving your character a sting attack that can have unique effects on the opponent making them horny or something.
If I had the funds I would definitely provide for this game. Unfortunately, I am broke.
There likely will be more characters. There are like... 15 if I can recall them off the top of my head already though. So it's surprising that at least not one of them is to your tastes. Though understandable since most of them are lizards.
The Komodo Jock
The Kobold
The Komodo Rogue
The Werewolf
The Turtle
The Ghost (Incrementum (?))
The Crow
Mitch the Seagull
Alexander the Lion
The Fox
The Dragon (Ben Blue(?))
The T-Rex Knight
The Slug (Curse of Competition)
The Robot (Curse of Debt)
The Naga
The T-Rex Admiral
The Rhino
I have said this before but I'll say it again since I can't get it out of my head. I want another game within this game, much like LKA, of several of the characters doing a ttrpg with the Kobold using a spell to emulate a dungeon master. With slight variations if using the curse of debt or competition.
On a side note...
That seems kinda hard because I'm realizing that drawing the characters at different sizes while they're in the same room would be hard unless they're given an in universe reason to have a reduced size like the hammer space rings.
I actually want to see the characters all have a schedule for what times they will be at certain places and where they won't be. Not only to make it feel more alive, but also make it so the players have to find different things to do on different days rather than just focusing on one method. For example once a week the turtle alchemist will be seen in doorstore buying groceries while also holding mushrooms. During this time you likely can hang out with him and stay the night after helping with the groceries, otherwise you'll see him at the peer waiting for the tide.
The werewolf I would think would occasionally be seen in the unholy hollows where you can chat with him outside of battle. The Naga would likely also be chilling out in a tent when it gets late enough at night.
Even moreso, you could find the Kobold at night in the gym after learning he goes to the gym in the evening, to help him get buffer or chubbier with some dialogue.
Possibly even the having the Kangaroo show up at the sperm collection facility because profit.
My mind is just racing with ideas since I love this game and feel like it could be brought further to life.
Might be my specific model.
Anyways, I like the basic premise of this game, had to emulate it to play it, while I am torn on AI art in general, I think your use of it is better than most. Since you're using your art as the base and it tries to fill it in. Though heavy reliance on it might sour the game later on down the line.
Soo...
The Kobold, The Gator, The Werewolf, The T-Rex, the kangaroo, the Naga, the Bat, the fox, the Komodo rogue, the Komodo jock, the... Ghost/Incrementum(?), the turtle and the shark are the ones I believe you can find in normal play. While the robot and the slug require certain curses.
My goodness, so many characters.
So I noticed an odd... Bug? Limitation? Oversight? Let's just call it a limitation.
So, if your meditation points go over 20, the maximum amount you can have left over is 10 after sleeping.
So, in my opinion the temple has gone from: Oh this is a cool early game thing.
To: Holy Pecs, this is like the muscle version of the cupcakes.
Overall, very good for big numbers, nice storyline in Kolby's adventure. Though I've noticed there are odd shifts from first to second person in the story. If the text was colored differently then it would differ from narration and Kolby monologuing.
Anyways, I'm excited to see if update 4 for the mini game will contain a fat route or fattening route. Since for whatever reason the star buffs muscle higher than fat even though it states 10% overall.
As for the main world, I do want to see like more to the characters just sticking around in the city or near it. They do feel shallow and I want an option to criticize the crow captain for his handling of the situation with the gator pirate. Cause it just feels so odd that the character wouldn't bring up the sudden choice to drown the gator which, granted, considering some of the lore in this game isn't the darkest thing, but it is definitely in the top 5 darkest.
The Halloween section, now that is the darkest and most interesting part of this game for me and hope that stuff like that where it peels back the layers to show the world isn't all sunshine and rainbows.
I mean, I'm amazed by people who can balance their horniness and tell a good story without being distracted. That takes skill. Which is why this is one of my favorite games.
Rather curious, as a general consensus, what is everyone's general methodology for going about setting up a manageable base?
For me, it's to go past the overhang, close enough where I can still get to the caves in a hurry, but far enough where I don't have to deal with getting ganged up on by the slimes. Especially since the left slime nest is like, 5-8 tiles away from the cave if you manage to get up there.
I then set up a metal mining job and energy generation so I can start mining crystals. Fun fact, you can mine crystals faster than the tier 1 and 2 mining machines so it saves resources and time. Not to mention it also means less buildings for the slimes.
I spend most of the time generating resources here, getting some upgrades and slowly pinching my way to the steam turbine. Then, that's when the real fun begins. Once I get the hab wall, it's wind turbines for days. In conjunction with the accumulator, it solves energy gathering pretty well for charging up crew members.
Though that forced me to have to make a freight elevator as it is the only thing that can carry the pilot and I am unable to to go to the ground. Due to there being less energy.
I then use hab walls to work my way to the overhang's top, the untouchable zone. The amount of effort to get here is kinda rewarding but at the same time not really. Due to how the wind turbines work, they count how many platforms are stacked under them, not the height layer of the map they are on. Therefore any turbines on top of the overhang don't gain the energy scaling which makes them better than most generators.
From there I feel like it would be smooth sailing if I did a run.
Played the newest update and I find it hilarious how wind turbines have become absolutely powerful but ironically impractical for mining except for one spot that requires so much micro management that it's comedic. Thanks to the all powerful energy accumulators it's possible to have an enormous amount of power in one specific spot. That's the area directly to the front of the cave with the crystal deposit. At the top of it specifically. This specific area I've noticed is... Let's just say awkward.
Okay, first let's start with how the crystal deposit is functionally a trap due to the fact that it is very close to the slime spawner on the left side. By very close I mean you're going to have slimes dropping on your head if you don't move away from that area asap. Not only is it unlikely that you'll be able to generate enough power to use the area effectively, but in the beginning of the game you can harvest crystals with your laser without having to get a mining drill. I like the design of this trap even if it is likely unintentional.
Note that I specifically say it is a trap and not a trap just for players. It is also a trap for slimes due to how their AI functions. The gap between the plateau and the cave roof is about three buildings in size. Due to this, if there is a building on the overhang, the slimes will become confused and attempt to get to that building even if they physically cannot get to it. So effectively it functions as a carrot on a stick only it's just hanging there, taunting the slimes.
Now getting there is another issue entirely. Which makes it even more awkward due to the fact that it is so close to the slime spawner and requires two hab wall layers to even get there. So this might be a reason why many players early game are having trouble, as most would be inclined to have their structures closer to the cave. At least this is how I see it. Just my perspective.
I'll admit, the change to the difficulty is noticeable from 0.8.0 to 0.9.1, not complaining, but I do like the challenge. It's just very brutal if you're new to the game. The left side is still monstrously dangerous in comparison to the right side, though I have noticed the right side is harder. My strategy mostly involves not using the mining machines because maxed out miner laser is a helpful tool in gathering resources quickly it's just faster than the mining drill. Gausses are... weird. They're seemingly better off used on flat surfaces against enemies that it can track. There's no denying their useage, but I haven't used MK 2 yet to confirm if they're useful when building up to the sides. My one annoyance is how the platform above the cave is set up and the fact that there isn't a floating bridge or something to easily get to the other side of it on the left side. It's what makes the left side of the map so dangerous, not only are they closer but they're far harder to deal with so the crystal deposit at the base is basically a trap. I've been having tons of fun trying to figure out how to gather enough resources to max everything out so I can start going to the tops. I only use one elevator though because it's easier to deal with than having multiple to be honest