It ends after you defeat Hilda, the dwarf warror. After defeating her you will have to talk with her for a final time. You can also train with the wolf queen, if you go to where she left you.
Faustto
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You mean how long it will take to make or how much content will be added?
For the first, I can't really say a set date for when it will be released, but expect it to take around 3 months, as this is how long it usually takes me to push out a new version.
As for the second, I can't disclose that publicly yet, but I have made a post on patreon where you can check some of the new content.
Hope one of these was what you ment by your question!
After ending the current storyline you can fight the wolf queen again and she will give you about a level or so. Otherwise, there are two other ways to gain xp after completing the story - killing enemies and buying xp potions from the elf girl's shop. Although there are 5 stages currently, the story should cover about only 2 (basically around where you were) of them if you don't grind extra, or speedrun.
I know this is not really intuitive and I am working on mora and more story, but it takes quite a lot of time to make compared to stages. In the next update there will be more shops and ways to level up so that should help when it comes.
Understandable. It does indeed take quite a while to make a game's foundation. Take mine for example - I have been developing it for over a year and a half, and can finally say, most of the systems needed are in place. Take your time to make the base stronger, as it gets quite hard to maintain otherwise!
Game loop is something that will need to be built inevitably, thus I suggest to build systems around the ground gameplay idea, before finally implementing it.
Thank you for liking my game, and I am happy to hear you got inspiration from it!
I hope to see more of this game as is quite promising! Good luck in your game dev journey!
This game is starting to look quite good. Not like your typical fmg game every second person who gets their hands on AI art makes. I like the new visuals and the aestetic overall. As a fellow game dev, I am very much looking forward to where this will go! I have a few things to point out though:
- The game is in desperate need of a story. Right now you are put in a room and you just chill and workout there.
- Uniqueness! I have said this to a couple of other fmg game creators, but this basic scenario, where you workout and rest is just too bloated too many games. I am not trying to sully the concept, don't get me wrong, I am just trying to give some advice as someone, who has been making and playing FMG games for a while. Thus, I recommend either making a very fun and unique mechanic, like for workouts and whatnot or an interesting plot and character development.
- This goes a bit inline with my previous statement, but the gameplay is quite repetitive and I don't know if it is just me, but the clicky nature of most fmg games, is just too simplistic. I like that you switched from renpy to unity and would love to see what you do with the gameplay.
- Also a little AI art tip - don't img2img the growth too many times, as it becomes quite hard to keep up and the mistakes will just build on and on. For better transitions you can use image interpolation between a very muscular and an initial picture, then pick out the best results and edit them a bit to make them more consistent. I am not saying the current images are bad, on the contrary I think they are quite good, but I can see the AI mistakes and body frame issues, which will get hard to maintain.
Well, that is all I wanted to mention, I hope some of it helps! Hope you continue developing this game as it is quite promising! Good job!
Well, there is a much bigger limit on the size of the AI's pics. Because of that, gaps between stages are much wider. As you may know, the player will have 10 stages in total, the current max is pretty much half way there. Also, the renders are a bit smaller than my overall idea for the sizes in the game. Its called Growing Explorations for a reason after all ;)
In the initial run, did you talk to Luna after defeating Fjora? If you didn't the following quest would not have been given.
I don't really know where it is on mac, but there should be a console log for the game in the AppData directory. If you could send that I may be able to figure out what happened
Anyways glad you could pass this quest in the new run! Hope you enjoyed the update!
Thank you for turning in these issues! I checked and it really is like that for the orc in version 1.0, which is quite weird as for example, passive healing works for the human...
I could not replicate the materia quest issue you mentioned, though, but will look into it regardless.
These issues will be fixed in the next version, which will (hopefully) be done soon.
If you experience any further bugs, I will be very pleased if you tell me about them.
Again, thanks for reporting these!
EDIT:
Just found the issue which prevented you from healing! If you hadn't mentioned it it may have gone unnoticed as it was a 0, where 1 should have been written. Thank you!
Sadly, I have depricated this game! Thus, these bugs won't be getting fixed.
I am currently developing another FMG game Growing Explorations, if you want to check that out.
Sorry to dissapoint!
It should work normally. On the right under the map, the mission will be displayed. Keep in mind, you have to talk to the NPC, which is close to you when you spawn, in order to get the next missions. Killing enemies will give you materia, which is the blue item on the left, under the player picture. You can use that in shops. Healing is automatic - you will recover slightly every 20 sec. You can open the controls menu when ingame, by pressing ESCAPE then clicking the button. It will show you the main controls of the game, such as the different menus. Hope this helps, if you have any further problems, I will hapily assist. Also, I am working on a documentation page for the game, so soon there will be a tutorial if you get lost with stuff like this.
Thank you for the feedback! Let me clarify some of the points you mentioned.
- You can exit menus by clicking the same button you opened them with like I for info or O for quests
- Autosaving is something I have thought about adding in the past, but didn't come around to do so. I will think of a way to make something of that kind
- Defence and resist have always been hard to balance, but as I am thinking of amping up the scalings of the game sometime soon, they will be reworked to follow suit
- Capping XP when a growth stage is available is a temporary thing. There will be a huge change to the world map coming in the next big update, which will also add more statues, so you will be able to grow easier
- There are some huge changes to abilities I am currently doing, as I know they are pretty bad currently. The elf will receive quite a bit of changes, so things will be quite different
- Scaling will be getting reworked, thus this would not be a problem
- There are some changes to enemy AI I am currently experimenting with which will make them easier to deal with. Also when the world is reworked, monsters will spawn only in certain locations, so you can fight them whenever you want
Hello! As I do only the programming behind the game as well as most of the pixel art, I am not certain how Vlision, the artist who works with me makes the renders. From what he has told me I assume, he has a morph for the body and for faces he uses premade ones as base, then changes them up a little to fit the character. I will ask him and add another comment if there is a difference from what I have mentioned, but as he is a bit busy lately, I don't know when that will be. Hope this answers your question at least a little!
There will for sure be! A total of 10 stages are planed and currently there are 5 so a lot more growth will be present. As to when new stages will come, I am not too sure, as Vlision, the person who makes the renders, recently experienced an SSD problem, which led to the loss of all the created character models. He is now remaking each of them, so it will take quite a bit for new stages to come in, but I am hoping, if enerything goes right, to have 1-2 stages come in the update after the next.
There are a ton of new things. I will mention some of the bigger changes as I don't want to go into too much detail:
- The biggest thing is probably the orc race, which is why the update has been delayed. It comes with its unique ability and perks
- Combat rework - not a complete overhaul, but it has been changed severely
- Leveling rework - a new statistic, as well as a better level-up mechanic, has been implemented
- Minimap - a feature requested by many people
- Tons of new textures
- Some lore
That about rounds up the bigger stuff. There are, of course, more things that have been updated, but you will have to wait to see them.
Thank you for the in-depth concept! When a demon race eventually comes, I will make sure to take inspiration from the ideas you gave! Some of them, are a bit overboard like the extra arms, but stuff like the demonic features growing along the character, are definitely up for consideration. Also, the video you linked was very informative!
There is a save system! You have to press ESCAPE while in game, then hit save and choose a save slot. You will need to reopen the game to load a save though. With the new version, there will be more info about menus.
I have thought about a demon race and it will for sure come sooner or later. The next one will be Orc. After that, the focus will be on implementing all growth stages which will be 10 in total. With that done, a new race will come every 1/2 updates. Races are really easy to implement it is just the renders need to be done, which is what limits releasing them frequently. If you want, I would be glad to see a description for a demon race! If you have any other suggestions, you can either comment here or contact me on discord (faustto), which I check more often.
By companions do you mean the NPCs? They grow even at the current version! It may be because of the bad explainantion of how to play the game, but there is a little story with interactions and fights too, which do involve them growing.
I have watched a few videos of Spore and having very strong enemies is indeed a great idea. There is something simmilar coming in future updates, which is more like a boss, which you will need to outgrow in order to defeat. I will think about making something like that.
More enemies are coming! The main problem, because of which there are only 3 right now, 5 if you count the bosses, is because sprites for enemies are hard to make and the artist I comission works quite slowly. I am now having them reowork the sprites for the old enemies, after which I will implement 1-2 per update, some of which will be much stronger as the current ones are 'Tier 1' opponents.
As the game is focused on pixel art, the current lakes do a great job. Making them circular will be very hard, as it will involve making a pixel art shader, which is very hard and I don't think it would make the game better in any way.
If you have any other ideas, feel free to share them either here, the game's discord server or personally to me!