Monster Nomster Update to 0.55!
a year ago
UPDATE 0.55 (Aquatic Additions and Delicious Digestions)
Link to official Itch.io page https://traxiss.itch.io/monster-nomster
(Please note, music/sound volume may need to be adjusted on first launch)
New Boss: The Lake Serpent!
The Lake Serpent is a gargantuan foe who doesn't take kindly to you eating their fish, and who will gladly eat you instead. Originally I was going to have them be a fishing event mini-boss, but the amount of effort in making this enemy I decided was best to use as a full fledged boss fight. The Serpent has a variety of ranged attacks as well as a lunge attack which results in an instant grab and gulp. Since this boss is in a lake and out of reach of your chomp, you'll need to blast with all your breath attacks. Some small fish will occasionally get sent flying onto land periodically so you'll be able to get some fuel for the fight should you run dry. When starting a new game there now will be a 50% chance of either boss, so if you want to fight the new boss just restart until it shows up on the map. Defeating this boss results in the biggest belly yet. Yum!
Enemy digestions and struggle/fishing mini-game!
Now when in an enemy belly (including bosses) you will see an internal stomach shot of you inside and will play a quick time event. A random Arrow direction will appear and if you struggle in the correct direction you'll get a point. A max of 6 points will give you 3 shields upon reforming while less points will give less shields. After the struggle is over you automatically will enter wisp mode and the enemy will digest you. Right now there is only 1 internal stomach bubble animation for all bellies, but I may eventually do other ones that make more sense for the way in which you are gulped. (not curled up for snek or the lake serpent etc) You can still struggle inside when out of reformations but no arrows appear and your fate is sealed.
Fishing mini-game has been replaced with the same quick time event as the belly struggle. The better you do in the QTE the bigger the fish. The biggest size 3 fish is caught on a score of 5 or 6 points. I added a new size 2 fish that you will catch on a score of 3 or 4. A score of 2 or less is a failed catch. (I'll eventually add more fish too, like a small size 1 fish and possibly ones that grant other bonus buffs or money etc and add a random element to your catch.)
New visitor encounter Larwin.
Larwin is a very large earth drake who is curious to see if you can actually fit them inside your belly. (Spoilers, you can!) Larwin is the largest and longest visitor animation I've done so far, but even they are dwarfed by the lake serpent.
Belly sizes, speed and damage.
You can now move and dodge at belly size 3! Bigger belly sizes will now slow you down more and slow your dodge speed & cooldown, but there is a benefit to fighting with a full gut. Each belly size will increase the damage of your breath weapons (but not your chomp) by +20%. I think it makes for a good risk/reward game-play since if you get hit you lose access to the digestion benefits of hunger gained (unless you have the belly blocker perk). Getting hit with a belly still makes you only take ½ damage like normal.
New weapons, Calamity Cannon & Acid Artillery.
The Calamity Cannon features a charge up mechanic where a ball of energy grows larger and deals more damage the more you charge it up. The only size limit is hunger which is ticked into it at a rapid pace. Letting go, dodging or getting hit will discharge the cannon where you are aiming. The shot will pierce all enemy targets so hitting more than one enemy is the most fuel efficient. It makes for a great sniper weapon paired with the sight upgrade perk. Lining up and taking out 3 or more enemies in one shot is super satisfying. Go into practice area, get this plus the deep breath perk and charge it up to the maximum size for hilarity.
Acid Artillery is a slow weapon that will spend 1 belly size to make a large area splash attack that leaves a large toxic damaging pool on a hit or range limit. Shooting this way wont expend hunger since it uses a belly size as fuel. Shooting with an empty belly will be a normal hunger costing smaller non aoe shot that leaves a single toxic pool on hit or range limit.
Other changes and fixes.
Brutes will now do the correct 2 hits worth of damage when belly is full.
Animated enemy red shots so they look better.
Slightly tweaked some enemy shot speed/size especially the pelkin.
Mac and Linux versions of the game. This is simply a Gdevelop export option. I am unable to test the game for Mac and Linux and so cannot guarantee the game will work properly on those systems. Hopefully it does though.
Map selection fix. I think I know what was causing map selection problems and not being able to see the full level selection map etc. The game was designed with a 1920 x 1080 resolution. I think if you use any standard 16:9 aspect resolution there wont be any problems.
Since most people didn't have issues playing the game normally, I suspect this is what was causing problems for some people. But since they probably don't want to change resolution just to play my game, the game now should conform to fit any window size (but may look squashed or stretched as a result)
What's next? Zone 2! I'm gonna take a short break and then I'll have my work cut out for me to do an entirely new zone filled with entirely new enemies, bosses and visitor encounters. It will be a LOT of work, scripting, and animating but I'm up for the challenge! The plan is to get zone 2 done then open up a Patreon and start adding custom visitor encounters and even bosses to the game from people interested in adding their own OC's to Monster Nomster.
What do you think would be a cool theme for zone 2?
Fungal Forest
Crystal Cavern
Magma Meadow
Arctic Area
Disturbing Depths
Or something else?
Let me know what you think and as always tell me about any feedback you have or bugs you encounter. Leaving a nice review on Itch.io would be awesome if you want to help the game out.
Thanks for playing!
Link to official Itch.io page https://traxiss.itch.io/monster-nomster
(Please note, music/sound volume may need to be adjusted on first launch)
New Boss: The Lake Serpent!
The Lake Serpent is a gargantuan foe who doesn't take kindly to you eating their fish, and who will gladly eat you instead. Originally I was going to have them be a fishing event mini-boss, but the amount of effort in making this enemy I decided was best to use as a full fledged boss fight. The Serpent has a variety of ranged attacks as well as a lunge attack which results in an instant grab and gulp. Since this boss is in a lake and out of reach of your chomp, you'll need to blast with all your breath attacks. Some small fish will occasionally get sent flying onto land periodically so you'll be able to get some fuel for the fight should you run dry. When starting a new game there now will be a 50% chance of either boss, so if you want to fight the new boss just restart until it shows up on the map. Defeating this boss results in the biggest belly yet. Yum!
Enemy digestions and struggle/fishing mini-game!
Now when in an enemy belly (including bosses) you will see an internal stomach shot of you inside and will play a quick time event. A random Arrow direction will appear and if you struggle in the correct direction you'll get a point. A max of 6 points will give you 3 shields upon reforming while less points will give less shields. After the struggle is over you automatically will enter wisp mode and the enemy will digest you. Right now there is only 1 internal stomach bubble animation for all bellies, but I may eventually do other ones that make more sense for the way in which you are gulped. (not curled up for snek or the lake serpent etc) You can still struggle inside when out of reformations but no arrows appear and your fate is sealed.
Fishing mini-game has been replaced with the same quick time event as the belly struggle. The better you do in the QTE the bigger the fish. The biggest size 3 fish is caught on a score of 5 or 6 points. I added a new size 2 fish that you will catch on a score of 3 or 4. A score of 2 or less is a failed catch. (I'll eventually add more fish too, like a small size 1 fish and possibly ones that grant other bonus buffs or money etc and add a random element to your catch.)
New visitor encounter Larwin.
Larwin is a very large earth drake who is curious to see if you can actually fit them inside your belly. (Spoilers, you can!) Larwin is the largest and longest visitor animation I've done so far, but even they are dwarfed by the lake serpent.
Belly sizes, speed and damage.
You can now move and dodge at belly size 3! Bigger belly sizes will now slow you down more and slow your dodge speed & cooldown, but there is a benefit to fighting with a full gut. Each belly size will increase the damage of your breath weapons (but not your chomp) by +20%. I think it makes for a good risk/reward game-play since if you get hit you lose access to the digestion benefits of hunger gained (unless you have the belly blocker perk). Getting hit with a belly still makes you only take ½ damage like normal.
New weapons, Calamity Cannon & Acid Artillery.
The Calamity Cannon features a charge up mechanic where a ball of energy grows larger and deals more damage the more you charge it up. The only size limit is hunger which is ticked into it at a rapid pace. Letting go, dodging or getting hit will discharge the cannon where you are aiming. The shot will pierce all enemy targets so hitting more than one enemy is the most fuel efficient. It makes for a great sniper weapon paired with the sight upgrade perk. Lining up and taking out 3 or more enemies in one shot is super satisfying. Go into practice area, get this plus the deep breath perk and charge it up to the maximum size for hilarity.
Acid Artillery is a slow weapon that will spend 1 belly size to make a large area splash attack that leaves a large toxic damaging pool on a hit or range limit. Shooting this way wont expend hunger since it uses a belly size as fuel. Shooting with an empty belly will be a normal hunger costing smaller non aoe shot that leaves a single toxic pool on hit or range limit.
Other changes and fixes.
Brutes will now do the correct 2 hits worth of damage when belly is full.
Animated enemy red shots so they look better.
Slightly tweaked some enemy shot speed/size especially the pelkin.
Mac and Linux versions of the game. This is simply a Gdevelop export option. I am unable to test the game for Mac and Linux and so cannot guarantee the game will work properly on those systems. Hopefully it does though.
Map selection fix. I think I know what was causing map selection problems and not being able to see the full level selection map etc. The game was designed with a 1920 x 1080 resolution. I think if you use any standard 16:9 aspect resolution there wont be any problems.
Since most people didn't have issues playing the game normally, I suspect this is what was causing problems for some people. But since they probably don't want to change resolution just to play my game, the game now should conform to fit any window size (but may look squashed or stretched as a result)
What's next? Zone 2! I'm gonna take a short break and then I'll have my work cut out for me to do an entirely new zone filled with entirely new enemies, bosses and visitor encounters. It will be a LOT of work, scripting, and animating but I'm up for the challenge! The plan is to get zone 2 done then open up a Patreon and start adding custom visitor encounters and even bosses to the game from people interested in adding their own OC's to Monster Nomster.
What do you think would be a cool theme for zone 2?
Fungal Forest
Crystal Cavern
Magma Meadow
Arctic Area
Disturbing Depths
Or something else?
Let me know what you think and as always tell me about any feedback you have or bugs you encounter. Leaving a nice review on Itch.io would be awesome if you want to help the game out.
Thanks for playing!
As an ice dragon I'm biased toward an Arctic Area next but all of these options sound fun!!
Always great to see more progress being made!
Also, I don't know if it's intended or not, but a massive butt-ton of ranged enemies will always spawn even in the normal encounters to the point where it's almost impossible to deal with them and they start to lag the program. I'm talking like 6-7+ at one time even on Easy.
Bugs I've encountered:
1) The particle effects for the fishing game fail to show up if you auto-refuse Peliptor's offer due to a lack of revive gems, followed by the icons for the game to only appear for 1 frame.
2) The music select button in the Gallery goes to "No Digest" before you can click it to change the music. I have to click twice to change it every time.
3) The music cuts out when I toggle the digest function in the gallery.
4) The run doesn't actually save when you close the game.
2-3) Oops I should be able to fix.
4) Really? It should. The game actually technically only saves when you warp out to a new level. Did you exit right away before entering a new zone? Can you give me more information on lack of saving, since that's a pretty big deal.
Thanks.
>.<
1) I managed to get the fireball to -1 one time. It was the first breath weapon I took that run.
2) During the Drake fight, the stationary fireballs from the second phase would have their particle effects disappear, but would remain and continue to damage me.
3) The second bug led to me getting eaten, but the animation was interrupted, causing me to disappear and the game to softlock with the Drake just sitting there.
Not sure if this is a bug or a feature, on the third node of my journey, a regular encounter had what I estimate to have been 20 enemies in the room at the same time. Dodging any of them would aggro others to the point where I had to leave as soon as the portal opened. I discovered if you lose your last bit of health at the same moment you enter the portal, you end up in an empty spectral room where you get up when the anti-frustration feature gives you a free healthpoint and can then leave to the map screen. I'm assuming that portal feature was intentional.
2-3) Dang those are nasty ones. So were they invisible causing you to take damage? I wonder what could have caused the drake to get interrupted like that. *Sigh* Sorry your run got ruined. Probably what I should do is make the fire trap spout things an animated object instead of particles to prevent that from happening. I'll add it to the to do list.
4) That seems like way too high of a number of enemies, unless maybe you were playing on hard difficulty. Enemies spawn from a difficulty budget which is subtracted from every spawn. I'm not sure how it could make extra enemies that aren't supposed to be there. The portal will appear after a set period of time or if you eat all the enemies. Thats to prevent soft locking if an enemy gets stuck or out of bounds where you can't reach it, which is another bug I'm battling. You will get up with 1/2 hp after a few seconds if nothing eats you, that's intentional like an in case you and the enemy KO each other at the same time.
2) The particles that made them look fiery disappeared, but a white stationary particle remained that allowed me to see that I was quickly running out of safe ground.
4) It was hard mode. Even then, it was the only time I was swarmed like that in that run. It wasn't until I went into an Elite encounter right before the Boss that I was swarmed like that again.
Is the level cap 11 for this build? I can't gain any levels after hitting it.
this game represent me so well C: