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Progress Report

New Theatrical Trailer

I decided it was time for a new trailer and it didn't come out too bad, TBH. Hope you like it!

Announcement

HawkZombie plays BETA 2--AND LIKE IT!!

Shout out to HawkZombie for trying it out on stream even when I haven't watch a stream at the time! A true class act!

Progress Report

BETA 2 RELEASED! - Into (BETTER) Battle Update

Some time has past, but I'm happy to say that my latest BETA is available to play!:rock-left::guffaw::rock-right: **OP UPDATED WITH NEW DOWNLOAD LINKS**

This update mostly centers around battling and the general experience of it. I'm working towards making the game more fun and less grindy in feeling. So with that in mind, here's what's new under the hood!

The HP/SP/Name Displays for the Party and Enemy have been updated to better match the different new mechanics that were added. Personally, I think it looks better.



The Monstructs's skill sets have been changed to allow more variety and strategy. Just felt like I saw too many of the same skills over and over.



Now for the best part


Two new mechanics were added/reworked to give the player something cool to find and enjoy (hopefully). These will be unlocked as you get later in the game.

ENHANCEMENTS: Depending on the accessory your Monstruct has equipped, they gain new forms and powers.


FUSIONS: Two Monstructs can temporarily unite to make a more powerful being! (this took me weeks to full conceptualize and execute this!)



ROGUE MONSTRUCTS: These are Monstructs that turned against their Makers (hence the EVIL colors). But fret not! If you have a handy, dandy Destruction Scroll, you can break them down for components to use/sell.



More stuff was added, so peep the changelog below:

*******************************
BETA 2 Changelog
*******************************

==============================================================================
1. Updates
==============================================================================
1a. Added a new Gameplay Mode Called "Challenging" with more EXP and money from battles.
1b. Added a Choice for Gameplay Modes Regular and Challenging at beginning of game.
1c. Updated Monstruct skill sets with Non-Elemental skills for more variety in combat.
1d. Updated Damage to battles less grindy (hopefully).
1e. Made parties of "Rogue Monstructs" with different colors to denote their EVIL!
1f. Updated Enhancement battle mechanic.
1g. Added the Fusion battle mechanic.
1h. You can now use Destruction Scrolls to break down Rogue Monstructs into components.
1i. Updated the Party/Enemy UI for better appearance.


==============================================================================
2. Bug Fixes
==============================================================================
2a. Fixed Possible error with DASH ability.
2b. Fixed error where after bad guys plotting scene.
2c. Corrected tileset errors.
2d. Fixed damage calculations.
2e. Corrected Job/Mission clear conditions.

----------------------------------------------------------------------------------------------------------------------------
##############################################################################

Announcement

Monstructs: Makers and Mayhem - Monster Creating Sim/Adventure (BETA 1 RELEASED)




This weekend, I'm happy to announce that BETA 1 is ready for the world to play! To be honest, the last couple of weeks (especially this past one), I had some stumbling blocks, that seemed to be almost insurmountable. But thanks, to my innate stubbornness, I was able to push through it and get some major things accomplished.

First, the main update to the story itself. Feedback from players I told me that, my opening/beginning took too long before the player could, well, play. There was a lot of text with very little interaction from the player. So, what I did was change up the opening to better reflect the basis of my overall story.

Now, with a bit of a rewrite and some out-of-the-box thinking, I think I've found a opening 10 minutes that player's will enjoy and will want to continue playing. Honestly, this is the best thing of the game as a whole and I'm really proud of it. Here's a little sneak peek of what you'll see:


I've also reworked how Caste Abilities are used and activated. I got scripting help from some AWESOME people that enabled a cool Party Switch mechanic that adds some depth to how the player uses abilities on the map. I even added a cool animation to show which one you've used.




So, all around, this past week has been trying, but productive on the whole. Hopefully, you folks will stop by the GAME PAGE and give it a try. Thanks for reading!

Announcement

Monstructs: Makers and Mayhem (BETA 0 RELEASED)


Today, I've released the FIRST of the BETA Branch releases of this game, along with the FIRST episode of Slime Kingdom.

****PLEASE DOWNLOADS FOR LINK****

I'm also making a general call for any and all to help out as a BETA/Game Tester to help make this project better. Any and all feedback will be used to push this project to completion. Check out my DISCORD to offer your thoughts, ideas and comments.

Thanks again!

Progress Report

UI UPDATES!

I've gotten some help with UI issues on my Job/Mission and Making systems.

New UI for selecting workers for the Job/Mission System...



Now you can see which Monstruct you'll be Making!


The work steadily continues to bring you the First BETA. Enjoy!!

Progress Report

New Title Screen and Opening

I recently have revamped the Title and Opening scene for this game, since Slime Kingdom has a fairly snazzy Title itself. Tell me what you think.



Here's the Opening in action:

Progress Report

Ranks and Grades...

Over the weekend I got the brilliant idea to use more graphics in the A couple of the game's systems Maker Ranking and Grading Monstructs you Make. I felt it would make players better engage the mechanics and reward them for doing these actions over and over.

See for yourself:

Maker Ranking


Monstruct Grading


Any thoughts on this approach. Yay or Nay?

Progress Report

Sunshine Island MAP PACK!!!

It has been a while since my last project post. My work life has been a nightmare this week. But I am one group of MAPS closer to BETA. I present: Sunshine Island!

SUNSHINE RESORT




TANGLE JUNGLE




THE CAULDRON



The Finish Line is in sight, folks! Thanks for following me!

Announcement

Trimming the FAT (Memento Mori)

This was a decision that was hard to make, but something deemed NECESSARY! After kicking the idea around in my head for weeks (months?), I decided to cut a feature from my game-- the Battle Tiles System!


It's was designed to add some fun and variety to arena battles in the Grand Circle. It throws in a little TCG flavor into the game, which I thought was cool.


The reasons for the cut are twofold:

1. It would be hard to fully implement with my current ability.

2. It feels unnecessary at this point, as arena battles aren't a big part of the game.

To be honest, it wasn't even that hard to remove. I just deleted a few bits of code and it was done. Some time later, I do intend on bringing it back in a sequel (if folks want one, of course).


In regards to the title for this post, I am working on a hardcore feature where if you leave your Monstructs in the KO'd status for too long, there's a chance they will be DESTROYED! Picture below:





THAT'S RIGHT!! DESTROYED!!! As in hey can not be used anymore and will go in to a graveyard (hence the Headstone pic)!

Think of it as something similar to the Nuzlocke Challenge in Pokemon games. I'll currently in the works to making this a reality. It'll be something to used to add replayabilty to the game, along with another feature I'm working on.

Stay tuned to this space as I make more progress to the 1st BETA!

THANKS AGAIN!
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