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EGGOMON

A game of survival, battle, and monster breeding. · By Invader Incubus

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A topic by Invader Incubus created Jan 05, 2024 Views: 1,979 Replies: 17
Viewing posts 1 to 9
Developer

Please mention any bugs you find or make suggestions. "Will you add X kink" is an exhaustive topic covered in the F9zone forum. YES, eventually, as a side story I likely will, BUT the main focus will be on human female X monsters, and breeding. 

can't download

(1 edit)

Okay, i see what you're going for here, although i kinda wish it hadn't taken me three hours to figure out how to do anything. I'm a big fan of complex games with lots of mechanics, and this certainly has some of that, but it could really use something - even a basic readme.txt - to guide players past the "lose to the first random encounter" phase. Unless they're supposed to lose their first fight in which case that is hilarious and i don't even mind(although i'm a cautious gamer so for me that meant run from the fight and try to explore as much of the world as possible without touching any tall grass, which took too long and wasn't a very good experience, 'specially since tree stumps don't look like they can be interacted with at first glance)

Developer (1 edit)

You're totally right. I assume to much that I am making the game for the people I speak to in forums, and they have figured so much of it out... The stumps will be mentioned by the first NPC I will add to the game soon, a robot who will be in the drop base. 

this game has a whole lot of potential! the most glaring issue i can see is that there is no indication of where to go or what to do when you start it up. I would suggest a simple "text tutorial" when you start a game that will give the player an idea of the important things they need to know, and when you have the game more fleshed out you can add more permanant NPCs or signes to give that info

Developer

Thanks I really appreciate that.

minor gripe but there seems to be no way to pick the unevolved mon that has GOOD genetics at the end of battle

something I noticed is that it seems like there's no way to gain items after you've opened every chest and stump and you've taken every fruit, and the only real incentive for battling is getting more monsters, one idea I had was maybe adding some way of obtaining items from battles, possibly with only a small chance to get items to still incentivize exploration first

you should add some kind of plapping sound for the sex animations. it gets kinda stale hearing only the moan once and thats it.

Developer

I totally agree with you.

also why did i get a ghost stone

Developer

Because Ghosts coming in time for SPOOKY month. Then all the TYPES will be in too. 

LETS FUCKING GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

 

kinda curious about one thing, when do you plan on implementing save files?

Developer

Likely never. The game is going to be all about doing "runs" and you accumulate meta exp and supplies that persist. I think I will also introduce the ability for the Monster in slot 6 + 5 to persist through, as well. 

Neat, though, curious about another thing, I'm playing the game currently and am kinda "blocked" from accessing the supply menu and I wanna use exp, don't know how to access it tbh :P

you have to be in the base near the starting area to use supply!

(2 edits)

Hi, I really like this game concept. I'm having a lot of fun going through the game play loop and finding out all of the intricacies of both combat and exploration! I have seen a couple bugs though that I would like to share in hopes of improving the overall quality

There is some bug that occurs over long play sessions without exiting or closing the game, causing intense lag over time and increasing the amount of frames dropped. I'm not smart enough to recognize a potential issue causing this, but it would be stellar to have this fixed in the next update if possible! (also the fullscreen option doesn't change the game's resolution, though that's probably documented already)

A suggestion I also have would be to put some way to check stats of monsters from the stable screen itself, as its a bit cumbersome to free up a party slot and go back and forth between the party and the stable menus to do this (a scrolling function for the sections in the stable would also be leagues helpful when having an excessive amount of monsters).

One last request to tie things off, full mouse functionality for controlling the game would be awesome. I don't mind keyboard controls but the menus (especially in battle) took some time to get used to when scrolling through each attack slot and whatnot.  Say maybe having left click move your character automatically to the square you clicked, and have the player inspect chests/logs when clicked within proximity, as well as being used to while right click could be delegated to toggling the tab menu itself.

All things considered, phenomenal game. Would absolutely love to see this project continue to grow even if these suggestions aren't implemented, and apologies if these suggestions or bugs have already been discussed previously!
(adding this after the fact, a small grace period between battles while in the grass would be helpful too, there are many times where I get back to back battles in the same square of grass within less than a second of the last one)