Dev Update!
Hey y'all :) Now that the candy factory is finished, I will be moving on to the Water Zones!
I am working on the introductory puzzles/ zones to gaining the Waterlogged status and Geyser ability! I will most likely tie off that patch at the end of the first major dungeon. This will include a new town, several areas and characters.
After that will be work on the Seal of Water and related areas and zones!
Here's a sneak peak at Queen Coraline, the Lady of Water! Art done by the talented @JijaFat
Another big change I will be trying out in the next big update (0.6.0) will be implementing enemy level scaling. The intent is that after reaching the central chamber (aka tutorial), you can head to any of the four zones and do their quests as you please. This will require a lot of retuning of combat and enemies. Otherwise, the Water Zone might be stupidly easy after say beating all of the Wind zone dungeons/bosses.
As for the Berry Labs in the Candy Factory, it will be pushed back for now. I will get back around to it, but may be some time between big updates. Personally, I am out of creative juices for factory related content, and will get back to it when I'm ripe and swollen with ideas :)
And after all of that, the Slime Zone will be next! All of which leads up to titular the dungeon of The Devourer. Which is planned to be a very big mega-dungeon that requires all your learned skills and puzzle solving techniques to complete!
All of this is subject to changing of course! I will still put up some fixes and minor changes between then and now. But the 0.6.0 patch may be longer than my normal monthly release schedule.
A test build will go up when we get to the combat scaling changes! Hopefully I get some of your feedback to make the game as good as possible :)
Dungeon of the Devourer's 1 year anniversary is coming up in March too! I want to do something special, not sure what yet, but I am open to ideas!!
Anyways thanks for listening and thank you everyone for playing!
Get Dungeon of the Devourer
Dungeon of the Devourer
Status | In development |
Author | glaciepuff |
Genre | Role Playing |
Tags | Adult, expansion, Fantasy, fat, inflation, Pixel Art, stuffing, vore, weight-gain |
Languages | English |
More posts
- 0.6.6 - Bug fixes42 days ago
- 0.6.5 - The Berry Labs44 days ago
- 0.6.4 - The Seal of Water68 days ago
- 0.6.3 - Bug Fixes97 days ago
- 0.6.2 - Lady Lake ExpandedSep 03, 2024
- 0.6.1 - Along Came PollynymJul 18, 2024
- 0.6.0 - The ReservoirJun 10, 2024
- Upcoming Character Change 2May 31, 2024
- Upcoming Character ChangeMay 22, 2024
- 0.5.11 - Tons of Monsters!Apr 25, 2024
Comments
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how many characters can you get on your team
Currently 4 party members, there are certain conditions where one fight has 5. But they leave afterwords
I never dabbled with the enemy scaling features of RPG Maker, but if it's possible I'd recommend having limited scaling instead of full scaling. In RPGs, players have levelling for the express purpose of being able to get overpowered. It might sound counterintuitive, but this is actually very important for the difficulty of the game. If a player has trouble with a boss, they have few options for beating it if they already are doing as well as they can strategically. As a result, levelling up beyond where a set-level boss expects you to be can be their only way to continue forward. That becomes impossible if everything scales forever. Furthermore, players in these games like to be able to go back to previous areas and feel the difference in their characters. To feel safe to engage with any threats because they're already past the levels of the area. That doesn't happen with full scaling. It's not good or bad, just a different way to do things that creates a different vibe. But it can lead to bad design if not handled carefully. Good luck!
I am glad you brought this up! I did not go into details in the post on how we will be implementing it, but we do intend to have a cap on zones and a set level for bosses.
For example, when the first few water zones comes out, it is intended for lvl 5 . If you just beat the candy factory and head straight there, the fights will be a breeze. Which is fine! But with the scaling we have in mind, the enemies would cap out at lvl 10. This makes em a bit more interesting to fight, but still easier and should give a strong feel of progression.
There will be a test out sometime soon when we feel like we are in a good spot. and would love feedback :)
Nice. I look forward to it! :)
every time I close my game it deletes my progress is there any way to fix that?
Is this on windows or web?
Web
this is likely due to browser cookies being deleted or disabled
is there any other reason why it would do this
A browser setting that automatically clears it maybe
interesting, but i was curious about the enemys and designs as dont get me wrong, but meaby when the more essential parts of the game are already done, will you do some sort of custom model for the enemys or will you keep them as how they are?, i ask it feels a tad odd looking at the enemys design then at the ones of the characters (im asking as i was curious)
There is a definately a clash of designs and aesthetics here. It's due to a lack of uniform art assets. One of the end goal is to get custom work for everything, but that may be a distant idea.
to be honest i can wait, after all i was more wondering if it was on the scope of what you needed or will do at some point.
It's on scope, but low priority. It be especially needed if I want to polish this game up for a real release on steam or other platforms.
Awesome! Can't wait for the water zone! Will the waterlogged status have its own art for characters out of curiosity? I'd love to see a Jill bloated and sloshy with water! x3
Yes it will!