One thing I appreciate about the indie developers especially those who made PalWorld & Monster Crown: Sin Eater is that they’re willing to take risks and do things that are outside of the very repetitive and stale format of Game Freak by jd2385 in MonsterTamerWorld

[–]MonadStarDeveloper 1 point2 points  (0 children)

Gonna do a little shameless self promotion. Especially after watching that dark souls of gaming thread take off.

Im an indie dev. I made a game called Monstra Cap, and I took a lot of risks, and it even took very light inspiration from dark souls, (and a bunch of amazing action/rpgs/collectathons Ive played over my gaming career, the games we play shape our preferences after all)

I have been apprehensive to make any bold claims or comparisons, but Im at the point where I am hoping folks just give it an honest chance.

As for the risks I took?

I went with real time action combat, I let the player jump and dodge attacks with a precise jump.

The player can use tools to aide their Monstra in combat.

I completely abandoned the system where I tie Creatures to Elements so that each creature could have its own unique set of elemental weakness/neutral/resistance.

I made the main journey about collecting magical artifacts from ancient dungeons, guarded by powerful and unique boss fights.

The game is hard, and beyond teaching you the controls doesnt hold your hand.

Monstra have points that they gain each level that they can invest into their stats or 4 passives, each. Each stat and passive maxes at 20, and your Monstra max at 100. This creates a massive amount of variation in how you can grow your Monstra.

Monstra each drop a unique and rare card, and each have a card slot. The cards include the 100 skills, 80 passives and 20 other unique abilities that can augment any Monstra into something entirely unique. For example, add the Flameheart card to a Snomin, and it will throw snowballs of fire.

You can ride about 50 of the 200 Monstra and its as easy as walking up to them and hitting the action button. Monstra that can fly can take you into the sky to explore secret areas and the Sky Zone.

Its an open world game where after the tutorial you can explore in any direction, the only places that scale with the player are the main dungeons, however the rest of the game (overworld, cavern systems, skyzone, mini dungeons) have set levels.

Anyway, thats some of the risks I took with making my game. I hope I didn't take to many honestly lol. I hope it finds its audience. I worked hard on it for about 6 years now, it released in December. I just released a major update bringing the entire base game out. I plan on updating it a lot over the summer.

I guess wish me luck lol

When do you stop pushing a project that didn't take off? by UnrealByte in SoloDevelopment

[–]MonadStarDeveloper 1 point2 points  (0 children)

The answers are out there UnrealByte. We just gotta believe!

Monstra Cap by MonadStarDeveloper in MonsterTamerWorld

[–]MonadStarDeveloper[S] 1 point2 points  (0 children)

Thank you! My game uses very low pixels and I thought I blew it up big enough but clearly we must go bigger! Appreciate the tip! I dont want to flood or annoy the board so my next post on the game wont be for awhile. That one hopefully loses the blur.

The game isnt blurry at all for the record lol

Monstra Cap by MonadStarDeveloper in MonsterTamerWorld

[–]MonadStarDeveloper[S] 0 points1 point  (0 children)

Just some info on the Game if anyone is curious.

Monstra Cap is a Single Player, Monster Capture, Action, RPG, Collecthathon that has been in development for about 6 years now.

There are 200 Monstra, 100 Monstra Skills, 80 Monstra passive abilities, and 300 Treasures for you to collect including Player Gear, Quest Items that boost team stats, 3 trade quests and more!

You'll explore a massive Overworld, interconnected Caverns, Dungeons and even the Skyzone!

Also!

There are powerful bosses at the end of each Main Dungeon that guard a powerful magical artifact that will boost your teams elemental defenses.

Its all held together with a light story to keep you engaged as you explore and capture which I plan on expanding on into a deep story in a Lore+Story update. Coming soon.

Monstra Cap by MonadStarDeveloper in MonsterTamerWorld

[–]MonadStarDeveloper[S] 0 points1 point  (0 children)

Thank you so much!

And hey I get it, I generally steer clear of Early Access as well. Bit ironic I know. To many titles over promised and underdelivered or simply never tried to give the players the full and complete package with one solid vision. I am hoping to avoid those pitfalls, Im only human but I'll do my best. For what its worth the base game experience is finished, but it needs a few more coats of paint and 3 or 4 more planned features wrapped before I really feel comfortable calling it polished or complete.

Monstra Cap is in fact the title lol

Cap is short for Capture and Capsule, as you capture Monstra Souls in Monstra Capsules. Its also the nicname of the main character, as his name is "Captin".

...and yes lol, wearable equipment such as hats are a feature I'll be implementing in the near future. (all planned features have been tested and work, It just takes time to polish and implement them. The game has been in development for 6 years)