Monster Nomster Gambling Game work
Posted 5 days agoHello Nomsters! Work on the game is still underway with 11 new gulpy animations finished. Several of these will be part of a new gambling minigame encounter where you will play poker dice with one of 4 special visitors to determine who is winner and who is dinner. The poker dice scripting and programing was a bit of a pain as it was very different from the current gameplay but It is done and I eventually figured it all out so hooray!
My version of poker dice may be slightly different to what you may have seen before. Main difference is a straight is a higher rank than a full house as it's harder to get a straight with dice than it is with a standard 52 card deck. The other change will be if both players have the same hand (for example 1 pair) The tie will be determined by the total sum of all a players dice and not just the 2 dice making up the pair. This was because of 2 reasons. Easier to program and it makes your whole hand more important.
Anyway I'm pretty happy with how the minigame turned out and look forward to getting everything put into the game and all the new tasty animations in too. As always, thank you so much for playing and for your interest in my silly little gulpy game.
-Traxiss
My version of poker dice may be slightly different to what you may have seen before. Main difference is a straight is a higher rank than a full house as it's harder to get a straight with dice than it is with a standard 52 card deck. The other change will be if both players have the same hand (for example 1 pair) The tie will be determined by the total sum of all a players dice and not just the 2 dice making up the pair. This was because of 2 reasons. Easier to program and it makes your whole hand more important.
Anyway I'm pretty happy with how the minigame turned out and look forward to getting everything put into the game and all the new tasty animations in too. As always, thank you so much for playing and for your interest in my silly little gulpy game.
-Traxiss
Monster Nomster Update to .60.1
Posted 4 months agoHello Nomsters! The first patch from the official launch is here! You will have to have the Itch.io app and the game file linked to the app in order to update your game. If you haven’t done so yet here’s how!
Step 1 - Make sure you've linked the game to your itch.io account. If you haven't done so, find your original email with the purchase link.
Step 2 - Find the game in your Library.
Step 3 - In the sidebar you can check for updates!
Step 4 - Play the game! :D
An important note, due to an issue on my end, the actual game file will always say it is 0_60_0. I will change the label on the website and there will be a tag in the opening screen bottom left of the actual current version of the game.
A super huge thank you to everyone who has bought the game or supported me on Patreon! I am humbled and overwhelmed by the support you all have shown for me and this silly little game that started as a simple idea 2 years ago and has grown into a passion project. So, thank you so much!
Patch fixes and balance changes.
With the Fury perk, the spectral chomp will no longer lock in one direction but now allows for free aiming.
Orbiting Orbs will no longer hit burrowed worms.
Defeating a shoppy plant with Vile Venom will no longer make it unswallowable.
Shooting Acid Artillery with Buddy in your belly will no longer to cause them to vanish. Buddy in Belly at size 1 will now shoot a normal acid shot.
Added a sniper warning line to the Frog attack. See the line & hear the ribbit, get ready to dodge!
The Zazika lightning ball perk will be hidden when you’re in a belly to not obstruct the struggle QTE.
Slightly reduced Nova blast damage but increased its range.
Reduced the protection time of Potent Protection from 15 down to 10 seconds.
The bear boss angry mode speed has been slowed down. You should be able to keep your distance a bit more easily now.
Please keep letting me know of any bugs you find and I’ll do my best to fix them.
Step 1 - Make sure you've linked the game to your itch.io account. If you haven't done so, find your original email with the purchase link.
Step 2 - Find the game in your Library.
Step 3 - In the sidebar you can check for updates!
Step 4 - Play the game! :D
An important note, due to an issue on my end, the actual game file will always say it is 0_60_0. I will change the label on the website and there will be a tag in the opening screen bottom left of the actual current version of the game.
A super huge thank you to everyone who has bought the game or supported me on Patreon! I am humbled and overwhelmed by the support you all have shown for me and this silly little game that started as a simple idea 2 years ago and has grown into a passion project. So, thank you so much!
Patch fixes and balance changes.
With the Fury perk, the spectral chomp will no longer lock in one direction but now allows for free aiming.
Orbiting Orbs will no longer hit burrowed worms.
Defeating a shoppy plant with Vile Venom will no longer make it unswallowable.
Shooting Acid Artillery with Buddy in your belly will no longer to cause them to vanish. Buddy in Belly at size 1 will now shoot a normal acid shot.
Added a sniper warning line to the Frog attack. See the line & hear the ribbit, get ready to dodge!
The Zazika lightning ball perk will be hidden when you’re in a belly to not obstruct the struggle QTE.
Slightly reduced Nova blast damage but increased its range.
Reduced the protection time of Potent Protection from 15 down to 10 seconds.
The bear boss angry mode speed has been slowed down. You should be able to keep your distance a bit more easily now.
Please keep letting me know of any bugs you find and I’ll do my best to fix them.
Monster Nomsteer Zone 2 Major update and Patreon are live!
Posted 4 months agoYou can get the newest update to my game! See here for all the details: https://www.furaffinity.net/view/61285313/ If you purchase the game, its bought forever and you'll get access to free updates as more content is released. Thank for playing and for your support!
Monster Nomster major update nearing completion!
Posted 4 months agoGood news! All the major content for the new update is done! Bad news. I have to fix lots of bugs and do a bunch of playtesting to find more bugs that I'm sure exist, but I don't know about yet. This is a bit of a tedious part of game development, but progress is good and nearing completion!
Thanks everyone for your patience and support.
-T
Thanks everyone for your patience and support.
-T
Undoing a character for Monster Nomseter
Posted 6 months agoI recently deleted an animation featuring (A certain someone) Due to the amount of people telling me various things. If it was one or two people, I could pass it off as drama, but several have mentioned negative things, so, it is probably best to not include it in the game. I will take time to change the graphic to something else and hope people will forgive my ignorance on the subject. I truly was unaware and hope this won't negatively impact your attitude towards me or my game. Thank you.
-T
-T
Monster Nomster Update to 0.56
Posted a year agoLink to official page: https://traxiss.itch.io/monster-nomster
Android Build!
Monster Nomster now can be played on your phone! Okay first of all this just a port of the game to phone, as the game was not designed with phone use in mind. I added touch controls and joysticks, but the game feels a bit sluggish and slower than normal (at least on my phone) I would HIGHLY recommend playing the desktop version over the phone version unless you just don't have a PC. Definitely be sure to set the reduced particles setting on and the lighting effects off to help with performance. Also, the game isn't ever going to be on IOS. I would have to pay money even to publish it and don't have an iPhone to test it on, so don't ask for that please.
Other fixes and changes Main menu & settings size increased for most stuff for better android access.
Can now pause the game while the player can't move such as while dodging or gulping.
Enemies will now all be deleted when going through a stage end portal, so you'll be safe in the post level area if enemies got out of bounds, or you waited for the portal.
Mist missiles delete when out of frame to help with lag, also its damage slightly lowered.
Internal struggle minigame can now be skipped by pressing digest. You will still gain any shield points earned from the game, and this should prevent the stuck in a belly bug.
Acid Artillery belly shot AOE leaves a large pool, and the initial splash hits a wider area.
The Lake Serpent boss gulping Kram has been added to the gallery of gulps.
The Flame drake fire spouts and projectiles now have a similar red/white color for the main body of the shots/trap to see what to avoid. Also, some flame drake hard lock bugs while eating the player have (hopefully) been fixed.
Game should no longer freeze when selecting visitor encounters (This was caused by having two Larwin encounters during the same run.)
Various other minor bugfixes.
Thanks for playing!
Android Build!
Monster Nomster now can be played on your phone! Okay first of all this just a port of the game to phone, as the game was not designed with phone use in mind. I added touch controls and joysticks, but the game feels a bit sluggish and slower than normal (at least on my phone) I would HIGHLY recommend playing the desktop version over the phone version unless you just don't have a PC. Definitely be sure to set the reduced particles setting on and the lighting effects off to help with performance. Also, the game isn't ever going to be on IOS. I would have to pay money even to publish it and don't have an iPhone to test it on, so don't ask for that please.
Other fixes and changes Main menu & settings size increased for most stuff for better android access.
Can now pause the game while the player can't move such as while dodging or gulping.
Enemies will now all be deleted when going through a stage end portal, so you'll be safe in the post level area if enemies got out of bounds, or you waited for the portal.
Mist missiles delete when out of frame to help with lag, also its damage slightly lowered.
Internal struggle minigame can now be skipped by pressing digest. You will still gain any shield points earned from the game, and this should prevent the stuck in a belly bug.
Acid Artillery belly shot AOE leaves a large pool, and the initial splash hits a wider area.
The Lake Serpent boss gulping Kram has been added to the gallery of gulps.
The Flame drake fire spouts and projectiles now have a similar red/white color for the main body of the shots/trap to see what to avoid. Also, some flame drake hard lock bugs while eating the player have (hopefully) been fixed.
Game should no longer freeze when selecting visitor encounters (This was caused by having two Larwin encounters during the same run.)
Various other minor bugfixes.
Thanks for playing!
Quick hotfix to Monster Nomster
Posted a year agoUploaded another fix to fix the bug I added in 0.55.1 Visitors will now properly appear in 0.55.2
Whoops. >.<
Whoops. >.<
Monster Nomster 0.55.1 Hotfix
Posted a year agoMinor changes.
Added a toggle for the internal belly shot as requested by someone who doesn't care for internals.
Added a toggle for more belches. Digesting down to 0 belly will now let out a belch, and as I'm typing this, I realized I forgot to adjust the random scale of pitch so it might occasionally be a really high pitch squeaky burp. Oops.
Added a red pointer arrow which will appear when there is only 1 enemy left. A minimap was requested but this is the next best thing I can do.
Found and ate some bugs. (I hope)
Tutorial level is fixed and can now progress normally.
Peliptor visitor can now be fished at should you decline being eaten.
Shouldn't get stuck in a belly during the minigame anymore (this was hard to test and may not be 100% fixed)
Explosive revenge perk should be fixed, and its splash damage has been buffed. There is probably still a bug where they sometimes walk in place after the boom, but couldn't exactly figure out the cause of that one.
Fixed the gallery music button. There is a digestion's on button in the gallery which is mostly for enemy digestions and the 2 really big player ones.
I've left up yesterday's 0.55 files just in case this hotfix broke something I didn't test for.
There are still going to be bugs in the game, please let me know if you find any more.
Thanks for playing!
Added a toggle for the internal belly shot as requested by someone who doesn't care for internals.
Added a toggle for more belches. Digesting down to 0 belly will now let out a belch, and as I'm typing this, I realized I forgot to adjust the random scale of pitch so it might occasionally be a really high pitch squeaky burp. Oops.
Added a red pointer arrow which will appear when there is only 1 enemy left. A minimap was requested but this is the next best thing I can do.
Found and ate some bugs. (I hope)
Tutorial level is fixed and can now progress normally.
Peliptor visitor can now be fished at should you decline being eaten.
Shouldn't get stuck in a belly during the minigame anymore (this was hard to test and may not be 100% fixed)
Explosive revenge perk should be fixed, and its splash damage has been buffed. There is probably still a bug where they sometimes walk in place after the boom, but couldn't exactly figure out the cause of that one.
Fixed the gallery music button. There is a digestion's on button in the gallery which is mostly for enemy digestions and the 2 really big player ones.
I've left up yesterday's 0.55 files just in case this hotfix broke something I didn't test for.
There are still going to be bugs in the game, please let me know if you find any more.
Thanks for playing!
Monster Nomster Update to 0.55!
Posted a year agoUPDATE 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!
Monster Nomster: Back in Development!
Posted a year agoAfter a much needed break from the game, I am back to working on it. Got enemy digestion animations done and a rather large tasty new visitor prey animation done. None of which are actually in the game yet but I'm back at it! Thanks to everyone for patiently waiting for new content and for all your encouragement and great comments. It will still be a while before a new update is ready but I just wanted to let everyone know that I'm still making progress and I don't plan on leaving the game unfinished dead in the water.
Thanks!
Thanks!
Monster Nomster: UPDATE 0.54!
Posted a year agoUPDATE 0.54
Game link: https://traxiss.itch.io/monster-nomster
Difficulty options!
The game now has Easy, Medium and Hard options. Easy mode grants the player the perks to gain extra health, reformation and slower enemy projectiles. Hard adds more monsters back to where the original 0.50 release was. More monsters gives more xp & money of course.
Practice area! From the main menu you can access the practice area. Here you can pick any perk, get any breath weapon and spawn any enemy (except the boss). Includes directions and a reset button.
Show gained perks on game pause. At the top of the screen small icons of each perk you have are now displayed. I was going to allow mouse hover to show the text but it was being a big pain to impliment so no text for now, sorry.
Controller support! Hoo Boy this was a MAJOR pain in the tail, but its done! You can play through the whole game with just controller. Please note that menu interactions and the main menu dont support controller. This is due to how buttons are done in the game and would require a lot of work on my end. Also the controller is done for Xbox. Sorry but if you're playing my pc game with some other controller that will be up to you to remap or run an extenstion to get it to act like an xbox controller.
Cheat code to unlock the gallery of gulps. If you don't want to unlock the gallery you can now just type the word vore in the main menu to unlock it.
Various other stuff.
Finishing an Elite stage grants a bonus money reward.
The map selection bug should be fixed. (If this still persists let me know and I will try to get out a hotfix asap)
Pelkins now only shoot 2 feathers per flap instead of 3. Eventually I want to rework how they attack but for now this should help remove spamming.
Enemies now pathfind every 1/10th of a second instead of every frame. This should help performance when multiple enemies are chasing the player. This possibly could have unforseen side effects so let me know if you see weird enemy behavior.
You can't grab 2 enemies at once causing one to vanish at gulp.
Shouldn't get stuck when getting ready to eat the boss.
Known bugs:
Enemies sometimes get stuck in place: Blarg this one is super annoying and I can't seem to find a fix for it yet.
Merchant dialogue sometimes doesn't display properly.
Unkown bugs: Probably still a crapload of them
Next stuff to work on.
Stuff I actually want to do! Enemy digestion animations and possibly some sort of struggling / reformation minigame.
More visitors to gulp and get gulped.
More monsters to gulp and get gulped.
More breath weapons
I am going to need to take a bit of a break from working on Monster Nomster. I don't want to get burnt out. This 0.54 version should be mostly stable and stuff (I will try to hot fix any truly gamebreaking bugs if they come up) So after I've had a bit of a rest I will get back to adding fun new content to the game.
Thanks everyone for all your feedback, suggestions and praise for my game. It really means a lot to me.
Thank you for playing!
Game link: https://traxiss.itch.io/monster-nomster
Difficulty options!
The game now has Easy, Medium and Hard options. Easy mode grants the player the perks to gain extra health, reformation and slower enemy projectiles. Hard adds more monsters back to where the original 0.50 release was. More monsters gives more xp & money of course.
Practice area! From the main menu you can access the practice area. Here you can pick any perk, get any breath weapon and spawn any enemy (except the boss). Includes directions and a reset button.
Show gained perks on game pause. At the top of the screen small icons of each perk you have are now displayed. I was going to allow mouse hover to show the text but it was being a big pain to impliment so no text for now, sorry.
Controller support! Hoo Boy this was a MAJOR pain in the tail, but its done! You can play through the whole game with just controller. Please note that menu interactions and the main menu dont support controller. This is due to how buttons are done in the game and would require a lot of work on my end. Also the controller is done for Xbox. Sorry but if you're playing my pc game with some other controller that will be up to you to remap or run an extenstion to get it to act like an xbox controller.
Cheat code to unlock the gallery of gulps. If you don't want to unlock the gallery you can now just type the word vore in the main menu to unlock it.
Various other stuff.
Finishing an Elite stage grants a bonus money reward.
The map selection bug should be fixed. (If this still persists let me know and I will try to get out a hotfix asap)
Pelkins now only shoot 2 feathers per flap instead of 3. Eventually I want to rework how they attack but for now this should help remove spamming.
Enemies now pathfind every 1/10th of a second instead of every frame. This should help performance when multiple enemies are chasing the player. This possibly could have unforseen side effects so let me know if you see weird enemy behavior.
You can't grab 2 enemies at once causing one to vanish at gulp.
Shouldn't get stuck when getting ready to eat the boss.
Known bugs:
Enemies sometimes get stuck in place: Blarg this one is super annoying and I can't seem to find a fix for it yet.
Merchant dialogue sometimes doesn't display properly.
Unkown bugs: Probably still a crapload of them
Next stuff to work on.
Stuff I actually want to do! Enemy digestion animations and possibly some sort of struggling / reformation minigame.
More visitors to gulp and get gulped.
More monsters to gulp and get gulped.
More breath weapons
I am going to need to take a bit of a break from working on Monster Nomster. I don't want to get burnt out. This 0.54 version should be mostly stable and stuff (I will try to hot fix any truly gamebreaking bugs if they come up) So after I've had a bit of a rest I will get back to adding fun new content to the game.
Thanks everyone for all your feedback, suggestions and praise for my game. It really means a lot to me.
Thank you for playing!
Monster Nomster 0.53 UPDATE!
Posted a year agoUPDATE 0.53
Link to Itch io: https://traxiss.itch.io/monster-nomster
Graphics and Particles changed. To everyone who was having the spazzing out head aiming glitchy performance problem. First of all sorry! And second, I think I have solved it. (I hope!) Portal zones I think were the main culprit and have all been redone. They should function much better now.
Particle effects have been reduced almost clear across the board. Visibility should be much better now. Enemy shots now have no particles trails (except the boss) and are simplified bright red/white projectiles which are much easier to spot while fighting.
Toned down boss attack brightness.
The Reduce particles toggle now effects more of them and eliminates some altogether.
There is now a new toggle for lighting effects. This I hope is another performance increasing option for slower computers, or for people who don't care for the low lighting dark cave feeling. (I personally think it makes the game look way worse, but if it makes the game playable for people who couldn't before then I'm happy to include it.)
You are now immune to projectiles, but not physical contact, while swallowing an enemy. This will hopefully make mid combat gulping more viable as a strategy instead of just kill an entire level then go around eating everything.
Hunger/ammo bars now have a number on the left side indicating how many actual shots left you have for each breath weapon.
You can now select weapons with the mouse wheel.
Bramble breath damage is now buffed. (Hopefully it doesn't suck now)
Unconcious enemies no longer count as obstacles. (Forgot to do this one earlier)
Mushroom Mines now have a purple/pink explosion effect.
Lots of various bug fixes. Some known bugs and probably several unknown bugs still exist.
Next planned stuff to work on.
Difficulty options.
Practice zone.
Show gained perks on game pause.
Better weapon selection HUD.
Controller support.
After all the above stuff is done then start adding new content.
Thanks everyone for all your feedback, suggestions and praise for my game. It really means a lot to me.
Thank you for playing!
Link to Itch io: https://traxiss.itch.io/monster-nomster
Graphics and Particles changed. To everyone who was having the spazzing out head aiming glitchy performance problem. First of all sorry! And second, I think I have solved it. (I hope!) Portal zones I think were the main culprit and have all been redone. They should function much better now.
Particle effects have been reduced almost clear across the board. Visibility should be much better now. Enemy shots now have no particles trails (except the boss) and are simplified bright red/white projectiles which are much easier to spot while fighting.
Toned down boss attack brightness.
The Reduce particles toggle now effects more of them and eliminates some altogether.
There is now a new toggle for lighting effects. This I hope is another performance increasing option for slower computers, or for people who don't care for the low lighting dark cave feeling. (I personally think it makes the game look way worse, but if it makes the game playable for people who couldn't before then I'm happy to include it.)
You are now immune to projectiles, but not physical contact, while swallowing an enemy. This will hopefully make mid combat gulping more viable as a strategy instead of just kill an entire level then go around eating everything.
Hunger/ammo bars now have a number on the left side indicating how many actual shots left you have for each breath weapon.
You can now select weapons with the mouse wheel.
Bramble breath damage is now buffed. (Hopefully it doesn't suck now)
Unconcious enemies no longer count as obstacles. (Forgot to do this one earlier)
Mushroom Mines now have a purple/pink explosion effect.
Lots of various bug fixes. Some known bugs and probably several unknown bugs still exist.
Next planned stuff to work on.
Difficulty options.
Practice zone.
Show gained perks on game pause.
Better weapon selection HUD.
Controller support.
After all the above stuff is done then start adding new content.
Thanks everyone for all your feedback, suggestions and praise for my game. It really means a lot to me.
Thank you for playing!
UPDATE 0.52 Bug fixes for Monster Nomster!
Posted a year ago0.52 UPDATE!
Link to Itch io: https://traxiss.itch.io/monster-nomster
Bugs digested! Wow there was a lot of them to hunt down and eat, I'm sure there are still more that have escaped (for now).
Enemies won't spawn out of bounds anymore! (Well technically they do but if they go outside, they get teleported to a random spot in bounds now, so I'll take it as a victory!)
Player will get teleported to a random spot in bounds if they somehow manage to get outside.
If Player gets outside of boss zone move back towards rock boarder and will get popped back in bounds.
You can't act during the black loading screen anymore.
Dodging and attacking no longer share the same cooldown. (Makes using slow weapons much less risky)
Portal no longer sticks around after you go through it, and now waits for you to finish leveling up to reappear.
You can no longer be eating a foe and go through the portal.
Pausing the game after catching a fish will no longer result in free infinite fish dinners.
You can't continue the game after dying or beating the boss.
Fixed a new 0.51 bug where the boss would fire 2 shots at once or none at all.
You can no longer roll into the boss trigger and get stuck with momentum.
Breathing Room Perk will now only trigger in combat areas.
Leveling up twice in a row will now not hide the 2nd set of perks. (it might feel a tad janky but shouldn't soft lock you now.)
Buying an XP peach at level 10 will no longer result in an infinite levelup loop.
Level cap currently set to level 11 (will probably increase when more content is added)
Spamming visitor clicking dialogue seems to be fixed. You now can skip dialogue text by clicking.
(Dialogue boxes now appear above the text box so just click in a corner or such and you should be fine and not accidentally make a choice)
Shouldn't be able to click on dialogue choice boxes until they are visible now.
When getting Oenla's boon if you have 1 or 2 of the perks that they offer already mousing over the spot where they would be no longer displays the text.
You can no longer offer yourself to be eaten by visitors when at 0 reformations. You will force pick the other option (I may in the future allow a game over option in the belly of a visitor at 0 reforms.
Quality of Life Improvements:
Moved the weapon select and artifact icons up to the top left with everything else.
Dodge indicator: Your eyes will be glowing when you can dodge, and not when your dodge is on cooldown.
Sniper plants don't start appearing until sage 4 and later.
The big blue raptor visitor will now pay you 500 money in addition to granting the spectral tongue perk. If you already have the perk he will offer to pay you 800 instead.
Balancing:
Spectral Chomp/Tailswipe: Increased damage
Flame Fling: Increased damage Astral Assault: Increased damage
Bramble Breath: Increased damage.
Sundering Sun: Increased damage.
Blizzard Blower Breath: Lower range damage and accuracy.
Mist Missiles: Lower damage slightly
Lower damage of explosive revenge specifically on boss.
Peach item and digesting Tezzie (the orange lizard) give less xp as overall xp to level up is less now.
Next planned improvements.
General optimization to see if I can figure out why the game is sluggish/slow for some people.
Add a training/practice zone to pick any perks, weapons and spawn enemies. On pause, show perks the player has gained.
Add digestion animations for enemies, and spice up the game over defeat ending.
Eventually start adding more content. Weapons, enemies, visitors, zones, bosses etc
Thanks for playing!
Link to Itch io: https://traxiss.itch.io/monster-nomster
Bugs digested! Wow there was a lot of them to hunt down and eat, I'm sure there are still more that have escaped (for now).
Enemies won't spawn out of bounds anymore! (Well technically they do but if they go outside, they get teleported to a random spot in bounds now, so I'll take it as a victory!)
Player will get teleported to a random spot in bounds if they somehow manage to get outside.
If Player gets outside of boss zone move back towards rock boarder and will get popped back in bounds.
You can't act during the black loading screen anymore.
Dodging and attacking no longer share the same cooldown. (Makes using slow weapons much less risky)
Portal no longer sticks around after you go through it, and now waits for you to finish leveling up to reappear.
You can no longer be eating a foe and go through the portal.
Pausing the game after catching a fish will no longer result in free infinite fish dinners.
You can't continue the game after dying or beating the boss.
Fixed a new 0.51 bug where the boss would fire 2 shots at once or none at all.
You can no longer roll into the boss trigger and get stuck with momentum.
Breathing Room Perk will now only trigger in combat areas.
Leveling up twice in a row will now not hide the 2nd set of perks. (it might feel a tad janky but shouldn't soft lock you now.)
Buying an XP peach at level 10 will no longer result in an infinite levelup loop.
Level cap currently set to level 11 (will probably increase when more content is added)
Spamming visitor clicking dialogue seems to be fixed. You now can skip dialogue text by clicking.
(Dialogue boxes now appear above the text box so just click in a corner or such and you should be fine and not accidentally make a choice)
Shouldn't be able to click on dialogue choice boxes until they are visible now.
When getting Oenla's boon if you have 1 or 2 of the perks that they offer already mousing over the spot where they would be no longer displays the text.
You can no longer offer yourself to be eaten by visitors when at 0 reformations. You will force pick the other option (I may in the future allow a game over option in the belly of a visitor at 0 reforms.
Quality of Life Improvements:
Moved the weapon select and artifact icons up to the top left with everything else.
Dodge indicator: Your eyes will be glowing when you can dodge, and not when your dodge is on cooldown.
Sniper plants don't start appearing until sage 4 and later.
The big blue raptor visitor will now pay you 500 money in addition to granting the spectral tongue perk. If you already have the perk he will offer to pay you 800 instead.
Balancing:
Spectral Chomp/Tailswipe: Increased damage
Flame Fling: Increased damage Astral Assault: Increased damage
Bramble Breath: Increased damage.
Sundering Sun: Increased damage.
Blizzard Blower Breath: Lower range damage and accuracy.
Mist Missiles: Lower damage slightly
Lower damage of explosive revenge specifically on boss.
Peach item and digesting Tezzie (the orange lizard) give less xp as overall xp to level up is less now.
Next planned improvements.
General optimization to see if I can figure out why the game is sluggish/slow for some people.
Add a training/practice zone to pick any perks, weapons and spawn enemies. On pause, show perks the player has gained.
Add digestion animations for enemies, and spice up the game over defeat ending.
Eventually start adding more content. Weapons, enemies, visitors, zones, bosses etc
Thanks for playing!
Update 0.51 to my game Monster Nomster!
Posted 2 years ago0.51 UPDATE!
The game is now a zip file instead of an auto executable so you can put the game where you want it and just extract with Winrar or whatever zip extractor.
Fewer enemies. (Elite is about where original was before)
Reduce Particles option. Check this to eliminate some decorative particles and reduce others, such as various shot particles to help with performance issues.
Control layout appears whenever the game is paused. No rebinding of keys yet unfortunately, but that should help you know what the control layout is.
All enemy projectiles 20% slower. (Heightened reflexes perk slows them an additional 20%)
Less XP required to level up due to less enemies to eat.
Brute T-Rex Monster will deal 2 damage instead of instantly gulping you, also charges less frequently.
Random area maps generate larger and wider which theoretically should reduce monsters spawning outside of the area. Portal will still automatically show up after a couple of minutes if you get stuck.
Game is still riddled with many bugs (I haven't gotten to any visitor stuff yet for example) But I will keep working on bug fixes in the next update.
The game is now a zip file instead of an auto executable so you can put the game where you want it and just extract with Winrar or whatever zip extractor.
Fewer enemies. (Elite is about where original was before)
Reduce Particles option. Check this to eliminate some decorative particles and reduce others, such as various shot particles to help with performance issues.
Control layout appears whenever the game is paused. No rebinding of keys yet unfortunately, but that should help you know what the control layout is.
All enemy projectiles 20% slower. (Heightened reflexes perk slows them an additional 20%)
Less XP required to level up due to less enemies to eat.
Brute T-Rex Monster will deal 2 damage instead of instantly gulping you, also charges less frequently.
Random area maps generate larger and wider which theoretically should reduce monsters spawning outside of the area. Portal will still automatically show up after a couple of minutes if you get stuck.
Game is still riddled with many bugs (I haven't gotten to any visitor stuff yet for example) But I will keep working on bug fixes in the next update.
Game Monster Nomster is now out!
Posted 2 years agoHi I'm finally ready to release an early access demo version of my game Monster Nomster! I even made a trailer for it which you can watch here on youtube.
https://www.youtube.com/watch?v=6REzIMnpw0s
More information on the game can be found on my post about it here:
https://www.furaffinity.net/view/55150757/
Take a look! Thanks!
https://www.youtube.com/watch?v=6REzIMnpw0s
More information on the game can be found on my post about it here:
https://www.furaffinity.net/view/55150757/
Take a look! Thanks!
Monster Nomster: A Vore-Like, top-down action rpg.
Posted 2 years agoHi, got a quick description of my game, which also now has a name!
Monster Nomster!
A Vore-Like, top-down action rpg made using the GDevelop game engine.
Your great and powerful dragon Mistress has been captured and has sent out a cry for help. You are but one of her small servants and with the gift she has bestowed upon you must fight your way deep underground. The underground is filled with many monsters who all want to devour you, but not if you devour them first! Can you nom the monsters and rescue your mistress? Levels and encounters are procedurally generated and randomized!
Attack enemies with your spectral chomp or a variety of unlockable breath weapons to knock them out. Once they are KO'd Use your long sticky tongue to grab them and pull them in to gulp down into your belly. All vore is fully animated! Up to 3 preys can fit in your belly (or one large enemy) Be careful as you will be slower, and fat roll the more you gulp down. Getting hit with a full belly will reduce its size 1 step but absorb some damage. Level up and gain perks to get stronger as you go deeper. If you get knocked out and end up in the belly of a beast you can use a reformation to come back and continue fighting. Be careful, you only have a limited amount of them, and they are difficult to replenish.
Meet visitors who will usually help you, sometimes willingly and sometimes at the cost of gulping you and one of your reformations. Find a fishing spot to catch tasty fish and meet a merchant who will sell you helpful things.
Defeat the first (and currently only) boss to unlock the gallery of gulps which allows viewing of all animations up to and including the boss. Play, pause, speed up, slow down or view frame by frame. Includes both predator and prey animations.
Monster Nomster!
A Vore-Like, top-down action rpg made using the GDevelop game engine.
Your great and powerful dragon Mistress has been captured and has sent out a cry for help. You are but one of her small servants and with the gift she has bestowed upon you must fight your way deep underground. The underground is filled with many monsters who all want to devour you, but not if you devour them first! Can you nom the monsters and rescue your mistress? Levels and encounters are procedurally generated and randomized!
Attack enemies with your spectral chomp or a variety of unlockable breath weapons to knock them out. Once they are KO'd Use your long sticky tongue to grab them and pull them in to gulp down into your belly. All vore is fully animated! Up to 3 preys can fit in your belly (or one large enemy) Be careful as you will be slower, and fat roll the more you gulp down. Getting hit with a full belly will reduce its size 1 step but absorb some damage. Level up and gain perks to get stronger as you go deeper. If you get knocked out and end up in the belly of a beast you can use a reformation to come back and continue fighting. Be careful, you only have a limited amount of them, and they are difficult to replenish.
Meet visitors who will usually help you, sometimes willingly and sometimes at the cost of gulping you and one of your reformations. Find a fishing spot to catch tasty fish and meet a merchant who will sell you helpful things.
Defeat the first (and currently only) boss to unlock the gallery of gulps which allows viewing of all animations up to and including the boss. Play, pause, speed up, slow down or view frame by frame. Includes both predator and prey animations.