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Let me try doing weekly update publicly from now on, so everyone can get a sense of progress. I will be be uploading v2.06 for Major Tier Patrons in an hour. 10 new monster designs are also completed, as well as the breeding scene for the species Dolphy. They will be revealed to different tiers Patrons this week. The next breeding scene we are working on would be for Skitz, the Tentacle monster above. It's been great fun crafting the position.


v2.06 (Major Tier Patrons)

  • -Implemented the Map function
  • -Added story intro for the Map function
  • -6 new enemy territories
  • -Added and edited lore

Although we can't explore the new territories without conquering them, they will help pave the road for us to expand and explore in the future. The next features I will be working on are "Spy" and "Intel", then "Bonding" and "Queen's Nest". After which I will be revising the battle gameplay before implementing into the game. And finally we will be able to put more species in those new territories for you to conquer and explore! These are the main features, there are of course other things need to be worked on. But I aim to get these favorite items completed before the end of February.

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Nine Horse Hitch

When will combate start to be a thing. I have a few guess of how it starts but kind of interested in what the combat mechanics well be.

nonoplayer

If you have not tried the horrible battle gameplay, you can still try it here ^^: <a href="https://www.newgrounds.com/portal/view/701922" rel="nofollow noopener" target="_blank">https://www.newgrounds.com/portal/view/701922</a> I will be revising the spawn mechanics by removing the puzzle, having the Royal Army spawn randomly for each lane, but allowing players to switch the squads between lanes. Countering system will be removed, and unlocking effects will no longer be needed. On the other hand I will add spawn timer for each species, the stronger ones will have longer timer for example. I hope these would keep the battle simple enough for everyone to have fun, while keeping the effects in place as a depth element.