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jakethebeest

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A member registered Oct 21, 2023 · View creator page →

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haha, yeah it just occurred to me that for someone who isn't familiar with C like programming languages my code would look like a foreign language. especially when im messing around with OOP stuff in my implantation.  your right that a float is a data type and basically means a number with a decimal. But yeah reading octave was still weird and not the most intuitive thing. but guessing and hoping that i am right usually works so that's what i went with. but like i said the fundamentals are the same. adding 2 numbers usually adds both values together. except apparently not with the vectors.

For my General opinion on the system i touched on it in my second post (i have a feeling you didn't see it, its posted as a reply to my own post. if you did disregard me entirely). but to reiterate i like the system in concept. i still need to implement the full system so i play around with the values to make sure it feels right but having multiple different factors affecting the transformation speed is neat. i hope that for player communication this system makes sense, hopefully we can just say (your general well being is affecting your transformation speed). but thats my only real concern with the system. again i might tweak the values a bunch but that is kinda my job. I've been wanting a more complicated TF system which is why i constantly say that i'll rework it, but never finding a good way to do it. so this gave me good motivation to change it.

Also i don't think you mentioned it but how did you feel about the cats and their level of chill? yeah fair enough i will see about toning them down. 

About the octave data point thing. that's weird. i suppose that makes sense but i feel that would be strange if you wanted to add 2 data sets together. but either way this mostly speaks to my unfamiliarity to this language.

But yeah, i am very glad that you wrote this. both for the help and seeing someone who seems generally interested in my game is pretty cool. So yeah thank you!  

As for the other things. The body part system is being reworked as well and was thing i was working on when before i noticed these replies. Alot of the decisions  on it was made because of the old armor system. because armor used to only affect one body part having more of them would make each piece of armor more worthless. with the new coverage system we can experiment a lot more with new body parts. though i will probably keep the human total at 10 body parts. 

Unless you are up for the coding challenge all this is more than enough. This has honestly been a huge help. and yeah i'll probably end up tweaking the values a bunch until the end of time. so a simulation would probably get out of date.  and i have ways of testing these values.  

Again thank you for this! i can easily expand this to incorporate things like the environmental system and anything else i decide will influence transformation speed. something that i kinda been needing. 

No these opinions haven't been stressing me out at all. i think about this game constantly as it and i'm always looking to improve it. also don't worry about annoying me at all i always look forward to feedback on my game, as otherwise i feel like developing to no one. hell i directly asked for this. I'm glad that you like my game enough to tell me how to improve it.

But if you want to just have a conversation either game related or non game related. i have a discord. (I should probably make a server for this game but i haven't yet.). but you can DM me if you want to. Username Pathfinder @path_finder1

Keep in mind that i am not the most social person in the world and probably won't DM you first. but i'll gladly hold a conversation.

But either way Thank you so much for this! and i hope you have a nice day.

HI! Sorry about the late increadibally late reply. i saw the first post of this topic when it came out but i decided to wait until you finished the the tf speed stuff. however i realised that i wasn't subscribed to this topic. so i never noticed the new replies (you see i thought that you are automatically subscribed to any topic created on your own game. but i was wrong). i only noticed them like 2 days ago.

Why am i replying now instead of 2 days ago? because i realised that i didn't have many comments on your code until i properly implemented it on my own. i already had the TF priority code working but i needed to implement the TF speed functions. i still don't have the Rank system done but i feel i should respond first. i'm going to share with you my written code first as i feel it's the easiest way to comment on your code and then respond to everything else in a new reply. This is also my revenge for making me look through octave code for hours, but in seriousness i hope you can understand it.


The main Thing with the first class is that i wanted to generalise any priority stuff for every enemy. so i don't have to hard code in new values every time i want to add a new enemy. keep in mind that even though english is my only language i am bad at it, so some things will probably be misspelled. 

public class Transformation {

    public Enimies enemy;

    //this value will represent the total transformation across all limbs.

    public float overall;

    //get;private set; basically means this value is read only outside of this class.

    public float priority { get; private set; } = 0;

    public List<float[]> decay { get; private set; } = new List<float[]>();

    

    public Limb transforming;

    public List<Limb> transformed = new List<Limb>();

    //you can think of Static values as "global" values that apply to every transformation 

    //this is our beginning setup, setting every value to our medium of 3.5f

    public static List<float> prevtransformations = new List<float>{3.5f,3.5f,3.5f,3.5f,3.5f,3.5f,3.5f,3.5f,3.5f,3.5f};

    public static List<Transformation> alltransformations { get; private set; } = new List<Transformation>();

    public static float allprioritys { get; private set; } = 0f;

    public Transformation(Enimies newenemy) {

        enemy= newenemy;

        alltransformations.Add(this);

    }

    public static void sortpriorities() {

        //This sorts every transformation by their prority. in the case of a tie it will break with the dangerlevel

        //usefull because we can look at the first value to see which has the highest prority. 

        alltransformations.Sort((b,a) => {

            

            return (a.priority*100+a.enemy.dangerlevel).CompareTo(b.priority * 100 + b.enemy.dangerlevel);

        });

    }

    public void changepriority(float amounttoadd,float amounttoreduce=0,bool decayval=true,float decayspeed=1) {

        //We will force a range of 0 to 700. in your code i noitced that the range is set from 0 to 100. but i also see that you added +200 to the value

        //i didn't see a way that you delt with it so im clamping it here. 

        float val= Mathf.Clamp(priority + amounttoadd, 0, 700);

        //if we want prorities to decay based on turn i needed a way to keep track of multiple diffrent sources of decay. so we'll add it to a list

        if(decayval)

            decay.Add(new float[]{val-priority,decayspeed});

        //usefull to keep track of the total prority of every enemy

        allprioritys += val - priority;

        priority = val;

       

        if (amounttoreduce == 0)

            return;

       //if we died we want to reduce every enemy prority so this code deals with that 

        foreach(Transformation transformation in alltransformations) {

            if (transformation == this)

                continue;

        //we'll resursavily call this funciton to change every other enemy prority 

            transformation.changepriority(amounttoreduce*-1, 0,decayval,decayspeed*(amounttoreduce/amounttoadd));

        }

    }

    public static void decayall() {

        //we want to apply all our decay values once per turn. 

        foreach (Transformation transformation in alltransformations) {

            for(int j=0;j<transformation.decay.Count;j++) {

                float[] thisdecay = transformation.decay[j];

                //our decay may be negitive so we want to deal with each case seperatily

                //fun fact: a decay speed that is negitive will never go away. 

                //So if i ever implement that wolfs bane weapon we can give you a constant wolf priority. 

                if (thisdecay[0] > 0) {

                    transformation.changepriority(thisdecay[1] * -1, 0, false);

                    thisdecay[0] -= thisdecay[1];

                    if (thisdecay[0] < 0) {

                        transformation.decay.RemoveAt(j);

                        j--;

                    }

                }

                else {

                    transformation.changepriority(thisdecay[1] * -1, 0, false);

                    thisdecay[0] += thisdecay[1];

                    if (thisdecay[0] > 0) {

                        transformation.decay.RemoveAt(j);

                        j--;

                    }

                }

            }

        }

        }

}

Here is the function that determines the TFspeed without the ranking. 

private float calculatetransformationspeed(Transformation trans) {

        //This is all saved prev transfortation speed values. we are getting the count just incase i want to change how many total values we are saving

        int count = Transformation.prevtransformations.Count;

        

        //Unity to my knowladge doesn't have a equivanlet of the sum function, so we need to make it with a for loop

        //we define all our varables that will use it here so we only have to loop through the prevtransformation array once

        float MoPV = 0;

        float D = 0;

        float d = 0;

        foreach (float number in Transformation.prevtransformations) {

            MoPV += number;

            D += Mathf.Pow(number - 3.5f, 2);

            d += number - 3.5f;

        }

        MoPV /= count;

        float SDoPV = Mathf.Sqrt(D / count) - Mathf.Pow(d / count, 2);

        float HpDiff = 2 - (2 * hp / hpmax);

        float MpDiff = 2 - (2 * mp / mpmax);

        float HungerDiff = 3 - (3.5f * Food_system.instance.hunger / Food_system.instance.maxhunger);

        float FHB = (HungerDiff > 0) ? HungerDiff * -1 : 0;

        HungerDiff*=(HungerDiff > 0) ? 0:1;

        float Pp;

        if (trans.priority / 700 > 0.95f)

            Pp = 5;

        else if (trans.priority / 700 > 0.90f)

            Pp = 4;

        else if (trans.priority / 700 > 0.80f)

            Pp = 3;

        else if (trans.priority / 700 > 0.60f)

            Pp = 1.5f;

        else if (trans.priority / 700 > 0.40f)

            Pp = .5f;

        else

            Pp = 0;

        //I don't have reduce curse stuff set up just yet so we'll skip it Same with Ss.

        //Random.value just gets a random value between 0 and 1

        float rand = Random.value - 0.5f;

        //i think this is the most important change. we wont save the effect of the avrage value to our saved values

        //if we did the value will drift towerds positive or negitive infinity. 

        float Tfspeed = ((Mathf.Sqrt(Mathf.Pow(HpDiff,2)+Mathf.Pow(MpDiff,2)+Mathf.Pow(Pp,2)+Mathf.Pow(HungerDiff,2))+rand)/2)-FHB;

        //we'll remove the first value and add to the end of the array to save it 

        Transformation.prevtransformations.RemoveAt(0);

        Transformation.prevtransformations.Add(Tfspeed);

        Tfspeed += MoPV + (SDoPV * -0.25f);

        print(Tfspeed);

        return Tfspeed;

    }

Thank you for the report, i feel as though i should give a explanation of what went wrong i feel as though you put too much time into this not to know. 


Basically i'm just an idiot and forgot 1 line of code in the reduce curse spell. basically each limb knows weather or not its transforming, its current species, and its transformation percentage. There is also a global transformation for the enemy which we use to tell if we need to give flavor text, or if you lose.

When a limb reaches 100% transformation progress it stops transforming. 

When you cast reduce curse the limbs local percentage and the global percentage both go down. The error was that i forgot to tell the limb to start transforming again. this is a problem because the game thinks that the limb is at 100% transformation when in reality its at 80%. (i should also note that this glitch did come up before. at the time i thought the math for updating the limbs local percentage was wrong, which it was but in hindsight it was probably this glitch the entire time) 

 because of this the limb never updates its transformation percentage again leaving the global transformation percentage below 100% which is the games lose condition, so invincibility. 

The reason why higher priority tf's can break the glitch is because the higher priority tf is expecting to transform limbs that are already fully transformed. so the tf correctly adds itself as a secondary transformation and then tells the limb to start transforming again so the new transformation can take over the old one.

Fully curing the transformation also breaks the glitch because when you fully cure a transformation the limb no longer has a species and its not transforming. aka the limb is just a normal human limb so the code works correctly again in that case. 

I should also point out that reduce curse does not slow the the transformations at all. if i had to guess why the transformations are seeming a lot slower then usual is most likely because of the environmental factor. a quick test shows that if your transforming into a cat, full, and in the snowy biome your transformation multiplier is set to 0 meaning you won't naturally transform. even apun death.  i might tone it down so your just slowly transforming  in the worst case. 

The explosive transformations if you were starving or nearly starving is intended. taking your bat as an example at base bats can fully transform you in around 600 turns. the starving penalties are pretty severe. if your fully starving your transformation multiplier is set to 5.5x or 2.5x if your just nearly starving. (ignoring environmental factors). the penalty for death is 250 turns. at a 2.5x we expect you to fully transform into a bat in 240 turns. so most of the time you should fully transform into a bat most of the time upon death even if you weren't previously exposed to it.

As for the the inventory bring broken this was also fixed. apparently i'm just a fan of forgetting code because i forgot to add full inventory check if the item is new. 

Yeah the transformation system should be overhauled. but hopefully in the meantime the current system won't break. Honestly if your up for it, a psuodocode example of the new transformation system would be great. as im a bit confused on how you wanted the number to change and just took a guess. even if in a different language the fundamentals should be the same and i should be able to translate it to c#.


Again thank you so much for the feedback.  hopefully its fixed for real this time. I hope you have a good day yourself.

Yeah, the items could be a bit clearer. i wanted to keep the exact items hidden in the changelogs because i found it neat to surprise the players with it.
The tea gives you the haste buff exactly the same way as if you cast the spell. 

Here are the 2 items that are cursed besides the bunny ears. but i encoded it with a Caesars cipher set 7 letters forward incase you want to figure it out yourself. 

Fvby ypnoa, aol rltvuv alh pz pumhja jbyzlk. Paz h ylmyluzl av aol cpzbhs uvcls jhsslk Tpjl alh (yhalk hkbsa) oaawz://jpuzdpajo.pajo.pv/tpjl-alh Pu aoha nhtl thynyla iyldz 4 ihnz vm alh wly zlycpun. zv pu tf nhtl fvb ullk av ahrl aol palt ha slhza 4 aptlz mvy aol jbyzl av nv vmm. p jvbsk ohcl jovzl huvaoly ubtily, iba p dhualk av bzl aol lehja ubtily av jvtwslhal aol ylmyhujl. 

Aol jbyzlk lxbpwtlua pz aol zpscly ypun. aol jbyzl pz zla av nv vmm 400 abyuz hmaly lxbpwwpun pa. aol jbyzl pz h dvsm jbyzl dopjo pz dof p zahalk aoha dolu fvb mpuk aol palt fvb'ss wyvihisf hsylhkf ohcl lujvbualylk dvsmz.

Alright, again we'll take every piece of feedback one at a time. 

Fun fact: there are 3 distinct cursed items in the current build, 2 equipment and one normal consumable. though considering where you encounter the other equipment you'd already encounter the enemy that you would transform into and the fact that the curse itself is very slow i don't think anyone has actually noticed that this item was cursed.

moving onto the cursed system. For cursed consumable. I like the system, though i wonder if we should give a player some way of identifying if a item is cursed. a part of me just likes the random risk of taking any item but part of me feels like that would be unfair. for the mathematics, don't worry too much about that. implementing a formula is pretty simple and anything i don't understand i can just lookup. 

for cursed equipment, a 4 stage system seem pretty cool.  the second stage seems to be a warning for the player. as in, "hey you started randomly transforming, you should probably investigate why" which i really enjoy.  Though i think the timers should decay overtime. maybe slower than they increase. just to keep the obviously cursed items more useful. 

moving onto the magic items. i might use a few of these. ingame i'll try to find a way to give credit and this is predominately you doing my job. i'll comment on the more notable pieces of equipment.

Oddipen: I like the idea, moreso having smaller equipment that can be equipped maybe in an accessory slot. this can have alot of potential for normal equipment as well as cursed equipment 

Wolfsbane: This is incredibly cool, though a lot of effort for one item.  This is the type of item that i would need to spend a fair bit of time on, though i feel its too neat to ignore. i won't work on this anytime soon. but i'll keep it in mind and maybe i'll implement it in the future. (i also like the idea of a game mode where you start with the wolves bane.... this possibly opens a can of worms for alternate game modes... i'll think about that once i have the main game in a more complete state) 

Dusty fanny pack: i think the funny part about this item is that gameplay wise, you get a weird dynamic of only having it equipped when you need the extra space.  and the micromanaging of the cursed item feels neat

Yeah, i'll add the floor number thing to the map!

Thank you for the feedback! though don't feel worried about talking about anything else, again feedback is extremely important and valued. so if you have something on your mind i wouldn't mind hearing it. but if your more saying that for your own sake then that's fine. either way  I hope you have a good day as well and good luck with your own projects.

Alright, I'll respond to each Point individually. 


I've been running around the idea of having the player "sprite" change to transformed creatures "sprite" for a bit now. This will definitely be a feature in the future, plus it adds an additional way for you to tell if you transforming.

I like the hub area mainly for Aesthetic reasons but i can see how it can be annoying to move around it. i might keep the long hallways but add a way to teleport around so you can quickly see everything you've unlocked.

I do plan to add more things to the shop eventually. honestly i'm just pretty slow at producing content updates (things like more items/spells/enemies ect). Though for the suggestion of adding tips and tricks as a purchasable shop item now that is an interesting idea. The main benefit of doing that would be to control the pacing and reward players for figuring things out themselves. Though it would be a off putting to newcomers. Maybe simpler things should be shown in a standard tutorial message but leave the advanced stuff to the shop. i'll think on this a bit more to see how i would want to implement it.  

Like i said before refunding shop items should be pretty easy to do. though it would get weird if i decide to add tips to the shop as it would be redundant if you could refund though.

Adding Starter forms in the same vein as the player would probably blow the scope of this project out of the water in terms of writing. and unfortunately wouldn't be viable. however if we forgo writing new descriptions we suddenly get a very cool mechanic. balance would be a bit of an issue and maybe some scaling would be in order but this could turn into a neat idea. 

kobolds and cats have the same internal "danger level" and yeah, i can probably tone them a bit down. though i wonder if i can solve the problem forever by introducing enemy scaling. have the enemies spawn initially weaker if they spawn too early but have them return to normal strength a few floors later. This won't solve the TF priority so to compensate i might give the cats a lower chance to tf.  

Having cats attack other things and kobolds use tools are neat mechanics. it would really sell that this is probably an ecosystem with maybe intelligent creatures. though i would want this aid a more complex player transformation system. 

As for certain body parts appearing and disappearing. now that the armor system was changed to have global armor this works out alot better then it did before. So i'll probably find a way to implement it.

The reason why examine self is a bit barebones is that i want to have an mechanic called "upcasting" for spells, where you can spend more mp on a spell to give a more powerful effect.  i actually have a lot of the code done for upcastingdone in advanced but i haven't implemented it mainly because i have to design UI for it (if you couldn't tell i really hate UI design and tend to procrastinate on it). So i want upcasting examine self to give this additional information.

Honestly that's a good idea, having a cool down for some of the spells. i've been hesitant to limit reduce curse for a bit mainly because i need more ways for the player to tell their transforming. as you've noticed i want players to be able to intuit if they are transformation, but in order for that to happen i need to give players a way for them to know if their transforming. 

 Adding a slow curse spell is an interesting idea from a game design perspective. it only really makes sense if reduce curse was on a cooldown. the purpose of the spel would be primarily to not idea while waiting for reduce curse to go off cool down. it is also a way to make reduce curse more mana efficient. as slowing the curse between casts makes it so you need to cast reduce curse less overall. This idea has a lot of potential. Also converting it into an item. eventually you wont start with every spell in the game, and instead must copy the spell from a scroll. but the scroll can be used to cast the spell for free but can't copy it unless you find another scroll. 

Having death instead speed up transformations is a pretty good idea. mainly because it effectively does the same thing as progressing the transformation instantly but it allows you to see the in-between stages. Though i will still cost you a hunger penalty for dieing.

But i second the idea of completely reworking the system, the current system is fine for getting the idea of the game across, but it really isn't robust enough to be the main focus. i've been wanting to change the system for a while now but i've been stricken with a terminal case of analyze paralysis  which is why i've been endlessly  teasing a rework. 

Alright As for the transformation change overhaul. This... is significantly better and a more refined system then what i already have. i have a kinda similar system in place internally called the "Transformation multiplier". but this really well encapsulates everything in a concise way. 

The grade system is great, and i like the idea of your body being so resistant to transformation changes that you revert back to your base form. and likewise you going from 0 to 100 if your human form is really unstable (i'd like to imagine a long hikes transformations here). and it adds to the overall theme. 

Overall the machinic itself seems to be pretty simple, at least on the surface which is really good for game design. its simply "higher grade = faster transformation" but its a flexible enough system to have depth. 

This is the part that seems a bit odd to me though. as i'm not really sure how to conceptualize it. how does the value change exactly? if i had to guess the value should "nudge" whenever something happens. like taking a hit or starvation. the direction of the nudge should be determined on 2 main factors. your distance from 3.1 and your situation. so lets say your situation is +.3 from hunger +.2 from low health, and probably some other factors. giving a total of +.5, and lets say your distant from 3.1 is .3. we'll use this as our lower bound. so we'll pick a random number from -.3 to .5, let's say we rolled .1. so our direction is positive so we should "nudge" our current factor in the positive direction.  the distance of the nudge should be a fixed value, lets say .01. and depending on the direction we add some multipliers, so lets say we multiply the positive effect of this nudge by 0.9 if we are playing on easy ect. and then add some fixed values depending on other factors such as spells or debuffs so +.02 for starving giving us a total nudge of +.029 to our value changing it from 3.4 -> 3.429  Am i imagining this correctly?  

Oh and for difficultly in general. i am probably going to have 1 difficulty for the foreseeable future. i find it easier to design for a naturally hard difficulty and i'll see about adding an easier/harder difficulty much later down the line.

Either way i think i've been writing for 2 hours. but thank you so much for the feedback and ideas! As i've said before these are invaluable to me. and honestly i'm very interested in seeing what are your thoughts on the cursed items. Thank you for playing and giving feedback

Thank you for the bug report, Sorry for not replying right away, life got really hectic for me in the last few days. and i haven't been to a computer in the last few days. Either way Let me see the report. 

For TFs not working...... yeah there is a major problem here... There are so many problems here. This is going to require a bit of investigation on my end as i can't even begin to see what the problem is. From the imediat spot check i can see that 2 functions are probably broken and maybe more than that. 

You made a whole itch.io account just to give feedback? Honestly thank you so much! about spawn camping, it should be fairly easy to provide a bit of protection agents it.  honestly i can just probably just delete every enemy.   

I can promise you your sudden invulnerability is not intentional. Just some major problems with code, just something as you say is fundamentally broken.

As for norton, unfortunately there isn't much i can do about it. You should be able to whitelist the program in your antivirus . This is my one major problem with itch.io is that it doesn't do any virus scanning on files uploaded to it so windows doesn't trust any files downloaded from it (unlike steam) unless i get a publisher certificate, which is a bit too expressive for me to justify. So all i can ask is that you expose yourself to risk by trying to run my game and i promise that it isn't a virus.  

Keeping multiple save files on your system should be pretty easy to do though designing the UI for it would be a bit annoying which is honestly the reason why i haven't done it yet, though it will be a thing in the future. As for upgrade toggles, that can be done and i might throw it in the hox fix that i have do. 

Also about the waiting text being behind everything, i can quickly fix that. 

Again thank you for the report! i can see you also posted suggestions in another forum  and i'll respond to those right after i post this. I'll get to actually doing my job tomorrow and respond again once i nail down what the issues are. 

Thanks for the feedback! Taking things one at a time

I've been brainstorming a mapping system for a bit. the main issue is trying to keep it preforment. This is actually something i feel doesn't need a spell. as it could be made free if the player just makes the map themselves. but if they do that i feel it slows the pace down too much. either way i do plan on adding a map that you can see whenever. 

There is actually already a "run" feature called automove. holding down shift and pressing a direction will make the player move in that direction automatically,, but will stop if they hit a wall or see an enemy.

I've floated around the idea of biomes for a bit now. the main issue is i want them to be more significant then just a color pallet change though. food type and availability could be a decent start, and maybe with multiple exits so you can sorta choose what biome you want to end up in (if you couldn't tell i'm actively brainstorming this as i write this). taking things a step further with temperature control were different transformations could have an easier or harder time surviving in the biome. this is actually a really cool idea and im probably going to implement it. 

 grass near skylights being a food source for herbivores is honestly a great idea and forgeable food hold a lot of promise itself.  carnivores are naturally going to have more of a problem finding food as i really don't like the idea of eating creatures you kill, i'll need to eventually give an ingame explanation to why you can't as soon as i figure it out. but back on topic i can make scavenging for food an action that you can take which passes a lot of time (a generally free action if your not transforming) but i'll need to think on this machanic a bit.

Spells were always a bit complicated because i didn't have a good system for adding them. Doing the card battler actually gave me an idea for overhaling the whole system (cards had very different and unique effects which made it so i had to make a better system for handling them, which applies to spells) this will make it way easier for handling spells and should result in more of them. status effects also can share the same overhaul. 

There are certainly plans for more transformations. the main bottleneck is writing them as i'm not really a writer so the process of making more of them is slow. So they kinda come out in their own pace. 

Transformations actually do give you resistances and weaknesses depending on what your transforming into, it confers the same damage modifier as the enemy scaled by how transformed the limb is.  though the whole system is hard to notice because the hit system is way too complicated. not all enemies hit the same limb so it usually just gives the standard damage modifier. its also the same reason why armor doesn't feel impactful, i'm definitely going to simplify it so armor and transformations effect the whole body instead of the target limb. Also your right nothing deals ice damage, but there is code for it there and i just have to make an enemy deal it, i'm thinking foxes can because arctic foxes.  

the bunny ears should be transforming you after you've had them on for a bit, i'll look into it to make sure they function. the transformation does fail if your transforming into a higher priority creature in the head for balancing. i don't want to clue in completely that the cursed items are bad to wear and essentially tell the player to take them off, at least not for free. i've also wanted to implement the cursed items fusing with the player and them becoming impossible to take off, at the very least without some help. the true goal of them is to have them be powerful yet risky items to use. but i do generally agree that cursed items can be more interesting. maybe having the triggers for the transformations be action affected instead of time affected. 

Thanks for the heads up. yeah i dont think bats should be swinging weapons, especially after have previously taken away the ability to use them. i'll look into this. 

Glad you enjoyed the game! i've always felt that tf related games is still an underdeveloped genera, most of the games that i found are visual novels or twine games, not that there is anything wrong with that but i wanted to see more actual games exploring tf as a mechanic. which is why i decided to make one. this game is still under development, i just took a minor break due to being sick, with the new game being made to help me get back into a flow of making games. 

And thank you for the feedback, i try to take most suggestions and even if i don't, responding to these forces me to think about each element and make a real decision on each thing instead of having a mechanic be the way it is because i haven't thought about it. and honestly i just like to hear people's thoughts on the game.

Actually a really fun variant. only issue i see is that playing agents higher CPU's takes ages. So much so that the music in the background is now permanently ingrained in my head. 

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Unfortunately not. the game sets its resolution based on whatever your full screen monitor resolution is. i'll add custom monitor resolutions in the next major update. but for now you can play the game in windowed mode by pressing O which should help.  

Thanks for the feedback. as for the first point on transformations taking too long. i don't feel like its a good idea to speed them up. the long wait between stages is actually by design mostly because of difficulty. less time between transformations means less time to fix the problem.  with that being said what i can add is a fast way to skip through turns. which if your actively looking for transformations you can speed up transformations. 

as for leveling up, it actually doesn't effect the speed of transformations at all. leveling up only currently effects hp/max hp. i should add more perks to leveling up but right now it just acts as a reliable way to heal. 

when an different enemy starts to transform the player it techanilly does reset the rounds. more specifically the player is actually transforming into both enemies at the same time. but there is a hidden priority system in place where enemies with a higher priority can override lower priority enemies. for instances wolves and snakes have the highest priority, so lets say you are 20% a kobold. it would go 30% kobold 10% wolf. 40/20 60/40 now you are fully transformed into 2 different enemies so one will start overriding another so it would go 50/50 20/80 0/100 and you will get the wolf ending. (also if the enemies have the same priority it will prioritizes the one that your transforming more into) 

as for spell feedback. or feedback in general. i do want some way for the player to see if their spell actually does something. but i plan to lock it behind a spell. mostly because i want diagnosing if you are transforming to be a learned skill in this game. if i make it readily available people will check their transformation status after every fight which will slow down pacing. 

either way i thank you for playing and giving feedback, it helps alot. 

Thanks for the replay, this particular bug happens when your monitors resolution is not 1920x1080. this will be fixed next update

Post any bugs you find here.