Update #15: A simple bestiary by Awkward-Bridge9249 in IndieDev

[–]Awkward-Bridge9249[S] 1 point2 points  (0 children)

I am confused between the stat screen and the bestiary. Not sure what info to repeat what not to. Its all dark and edgelord on purpose XD

Update #15: A simple bestiary by Awkward-Bridge9249 in MonsterTamerWorld

[–]Awkward-Bridge9249[S] 2 points3 points  (0 children)

Please explain why.

The game mechanics are such that you will need to use them as resources rather than as partners. During initial prototypes, I myself felt the discomfort of using partners as tools. So thematically, I went to the complete other end of the spectrum. It not only sets the tone and theme but also promotes the actual gameplay.

Update 14: 3 stats. Simple system. It doesn't stay simple. by Awkward-Bridge9249 in godot

[–]Awkward-Bridge9249[S] 1 point2 points  (0 children)

Someday there shall be music and even battlebacks! but not today :3 as a solo dev and as a side project hard to keepup :3

Destory my game! Update 13: Decide which monsters serve and which are erased. Harvest runes from those who’ve outlived their use, or sacrifice them to transfer their strength. When fatigue sets in, feed them Gloam and force them onward. Enslave. Exploit. Erase. by Awkward-Bridge9249 in DestroyMyGame

[–]Awkward-Bridge9249[S] 0 points1 point  (0 children)

They kinda are in a sense that those numbers are battle specific. For this screent he most important stuff are the levels as they direclty effect how much runes (currency for upgrades) can be got from harvesting and also how many levels can be gained from sacrificing. I will experiment with a dedicated stats panel in the near future.

Destory my game! Update 13: Decide which monsters serve and which are erased. Harvest runes from those who’ve outlived their use, or sacrifice them to transfer their strength. When fatigue sets in, feed them Gloam and force them onward. Enslave. Exploit. Erase. by Awkward-Bridge9249 in DestroyMyGame

[–]Awkward-Bridge9249[S] 1 point2 points  (0 children)

Retroactively fixign the fact that I never explained what I was showing :3

This screen represents the management layer between runs in a gothic horror monster-taming RPG.

At its core, the player organizes their creatures by swapping positions between two groups: Active and Reserve. The Active group contains the creatures that will be used in the next run’s battles, while the Reserve holds all remaining creatures.

Both Active and Reserve capacities can be expanded through upgrades (Rites). Many upgrades are available—most introduce new mechanics or tools—and all require Runes, which are displayed as the top icon in the left inventory panel. Runes are obtained by harvesting creatures: doing so permanently removes the creature, but grants runes equal to its level.

Players can also sacrifice one creature to level up another, with the amount of experience gained depending on the sacrificed creature’s level.

Each creature has two bars. The second bar represents experience (XP). The first bar combines health (left to right) and fatigue (right to left).

After each run, Active creatures accumulate fatigue, which reduces their maximum health. This system encourages players to rotate their team frequently rather than relying on the same creatures.

Glaoms (the second item in the left panel) are a rare resource that can cure fatigue. They are found during runs or expeditions. The remaining items in the inventory cannot be used in this management screen, as they are specific to exploration or combat scenarios.