Having tons of fun coming back to the game however i ran into a interesting bug set fumbling around. Choosing a team card and then removing your main party member/s will cause the front team card member to fake duplicate and force you to leave the edit screen.
When leaving the adventure menu entirely, the team edit position box will remain on screen, upon opening the adventure team screen back up no one will be present in the team, creating an invisible team and from here a couple lockups where the controls stop responding or the game freezes can happen:
Selecting a invisible member locks up controls,
Attempting to depart will show the map with no one and the game will freeze.
Either departing with that original fake duplicate (before leaving the adventure menu fully the first time) or adding a new member/s will only show the first one and an invisible member. Leaving like this will play like normal until it shows the black screen floor 1 of wherever you went. in which it will freeze.
if it locks up i could only force close the game, however the invisible monster lineup can be fixed by simply adding your acquired members back into the lineup, however after which, attempting to position edit any monster in the line-up will lock up your controls again.
once you re-add the members and force the invisible ones off your team, departing on an expedition will remove the stuck dialogue box and the game will proceed as normal.
I wanted to try cover as many bases as possible with this since it was super interesting and because i think it'd be considered game breaking(?) if there isn't another work around should the game lock up. thanks for reading!
Thanks for playing! And wow that is interesting >vv< lol, I will definitely look into this for the next release. Thanks a bunch for reporting it and getting so many details! They've always been a bit silly and buggy here and there, but I definitely don't want it doing this obviously!
Hopefully you can't save with a messed up team with invisible/nonexistent members, or if you can that it automatically fixes it (I can't remember if I added a failsafe for that, but I'll make sure one is in next release in case that does somehow happen) ^vv^ thanks again!
I didnt even think about saving haha, i decided to give it a try and it does allow you to. When reloaded you will still have an empty team. However now if i add a team card, the leader will be Level "100" and editing the team to view the invisible partner or anyone you add behind the lead will be displayed as Level 100 MWMWMWMWMWs.
(i had an image showing it here but unfortunately Itch's image verification failed)
As expected though, attempting to expedition like this, edit the MWs etc. Will lead to the same previous soft locks. (too bad, i would have loved to do a match with my level 20 100 :3) The fix still just being to close the game or add your own monsters and not a team card c:
So it just loads the default text and breaks >vv< I'm glad to hear it doesn't break the save and you can still fix it at least! Thanks for trying it lol, my morbid curiosity has been sated! Guess I'll be adding that failsafe after all!
Absolutely delighted with the new content from Chapter 2 so far (played 3 hours and there's still more?? wow!). Quite bummed I wasn't very active here when there was a survey. Hope you're doing well!
Only gripe at the moment I have: is there a way to deposit easily multiple items at Barroth's place? The R button like classic PMD games doesn't seem to work?
Thanks! ^vv^ I'm happy to hear you're enjoying it!
Because there's no dialog and it doesn't close the menu every time you deposit something like in PMD, I thought it was fine to not need the multiple selection button >vv< I may implement that type of button later, especially for things like team management... but we'll see how I feel about it then lol <vv<
This is absolutely adorable. I really look forward to seeing you develop the story more since you more or less have the mechanics already.
Difficulty curve can feel kinda off at times (namely in that up until Misty Crystal Cave its a breeze), but the game is pretty heavy about just how much you prepare and monhun kinda does the same thing for rank changes anyways so it could very well be intentional. I don't think stamina is ever an issue unless you fail to eat breakfast, only steps were very tight for the urgent quest.
It would be nice if there was more reason to use the other traversal terrains (mud/water) e.g. if that's how you accessed monster dens - and your character/partner could be say carried by another who can traverse those terrains so you didn't just get locked into their movement capability; but this isn't a big deal.
Team AI wise, it seems fine enough, but sometimes someone gets separated enough they just start running off lost and you either have to know how to cut them off, or hope that they can handle fights on their own that slow them down enough to catch back up with them. They can be a bit heavy on usage of attack boost/debuff effects, but I guess those can stack 5 times and there's also the Status Checker gene to make them smarter about it that I haven't been able to observe enough to see how much that changes things.
The only thing I really would encourage you to revisit however is failed mission consequences. Dropping tokies is fine since its on you to bank those, but losing equipment feels weirdly punishing (especially if you just time-out - not even get defeated) w/ no recourse currently. You might as well just save scum. If instead it generated a subquest (especially if say you could share that subquest with a friend and they get your equipment returned) or you could pay Bazel/Mailmon to retrieve items it would be probably more reasonable to continue over reloading.
Thank you and thanks for playing! The Urgent Quest is very difficult compared to the rest- while it's intentionally very challenging, I know a lot of people find it unreasonably difficult, especially if you get unlucky with certain things. There's a Guidance I have prepared for the next patch to encourage people to use the mechanics I've provided in order to beat it- like exploring more and leveling other monsters in order to get genes and things like that >vv< (and also more warnings about step limit since it seems a lot of people disregarded the big ol' clock in the corner lol) I may adjust the difficulty itself too, but I do like the challenge of it currently and it will inevitably be easier when the level cap is raised to 30
There are planned to be quite a few terrain types.. I think you're saying you wish there was a way some monsters could help if you couldn't step over it but they could (or vice versa)? I don't plan on adding ways you can carry one another, at least right now >vv< There are genes (one already present: Mud Cancel) that give you the ability to go over some of this terrain, so I think that's the solution as we go forward in the game xvvx hope that's satisfying enough
The next patch has the teammates see you from slightly further away and tries to cut down on swimming/flying monsters drifting away from you... it's pretty tricky to get exactly right, but I've done my best to try to make it a little better since I saw a lot of people kept losing allies >vv< (especially if you use Charge or any other dashing attack, they really do not like that)... Them walking around aimlessly is totally an intentional mechanic though, it's encouragement not to leave them behind or bring a team that's way too big- but yeah, I am trying to make it a little easier lol (Side note, if they're not Independent, I recommend setting their Tactic to Stay Put so you can catch up to them >vv<)
Status attacks can be spammy depending on the monster and their skill pool- for allies you can disable skills in their skill menu. That said, status skills are very powerful and I recommend taking advantage of them... You can enable "Instant" on the "Multimon Delay" game setting to make them affect every monster in the room all at once instead of one at a time if that would make it feel better! I don't want to reduce the weight of status moves too much or else they will be way too rarely used >vv< Status Checker does stop them from using status moves that are capped, but 5 is a lot of uses, so it probably won't help with this- though it is really good for healing and status ailment moves like Glare for example
I'm surprised at the amount of people who don't like the failing consequences! I know they're harsh, but it's very similar (if not more lenient) than how some Mystery Dungeons do it >vv< Classic Difficulty reduces your losses by almost half, but I might go back to the drawing board and see about making it less on Standard too. I'll think about it and ask around for opinions. I know that Urgent probably got a lot of people to think that way. (Also, rescue player quests are planned for the next chapter yeah xvvx I do also want a way to recover lost items by yourself too)
Thanks for your take on it and I hope you enjoyed everything else I could offer!
so far i'm having a good time! one thing though: the first dungeon is a liiiittle too hard in that it's 7 floors, your partners are loss conditions (all of them) and you have a single inventory slot. so, if for example, your ally gets poisoned by the poison fang users in said dungeon, unless you find stairs you're outta luck since you can't hold onto more than one cure/healing/throwable at once. side note, this story seems very explorers coded, which is a nostalgia hit, but besides the initial explanation it feels like it leaves a lot of the same questions. like what is the relation between the monsters and humans in this world? are there more of them, are they feared, enslaved, a rarity like the intro seems to imply? i feel it's a good opportunity to patch some of those old plot holes the original had up. granted, i haven't gotten too far in, so maybe it does get addressed. i'll update this more as i go, but i enjoy how it is so far. hope to see it finished :3
I'm glad you're having a good time! The intro locale is supposed to be something skill check for beginners- it's a controlled environment where you can't lose anything and you have plenty of allies that can help without much risk of losing because of them. The tooltips I give should help a bit, I let you know you can check out Guidance to learn some tips or lower your difficulty if you'd rather have a casual experience. It also was once the only content in the game (Chapter 1's release) so I had elongated it by 2 floors compared to Explorers (if we're comparing the two), but it's definitely not made to be as easy as Beach Cave lol
The game is very heavily inspired by Explorers at the beginning but turns away from its parallel story slowly. Though there's only two chapters in so far, I hope you can see that it starts veering off in an interesting way instead of clinging onto the same story beats- of course, there will be some mystery to the story since... it's the name of the game! We'll have to see where it leads eventually >vv< thanks
BTW, White Beach Peninsula? It's a cove. A peninsula is a bit of land sticking out into the water, surrounded on 3 sides. A cove is the opposite. Unless the walls have water around them, in which case it's overall a peninsula.
Speaking of, WOW that place is liberating when both your monsters can go in water! AND it has sharkies!
...While I'm thinking about it...are you making your portraits and main menu backgrounds JPEGs? Or are you trying to emulate a texture? If you're doing a texture thing, consider doing it to the portrait backgrounds too. You can tell that they're solid colors when next to the portraits.
The Old Guild Wall also doesn't have an old guild's wall in it- I decided against making the boss area an actual peninsula since it would be awkward having another very open and watery boss room. It's not because I don't understand what one is, you're just meant to use your imagination a bit when it comes to these things
My art on the main menu is just the original png, I add some noise to my pixelart because I like the graininess of it. I think you're trying to say I should add the noise/graininess to all the portrait backgrounds because you noticed the colors don't share that filter? It would be a lot of work the way I have it done and I don't think it adds anything substantial. I personally think the simple flat backgrounds make the characters pop much more because it lacks that filter. Regardless, I'd rather focus on pressing issues with the game like bugs and future content/community things instead of spending my day(s) adding a tiny filter to the assets when it isn't a problem lol, hope you understand.
awshioudnwsoad NAJARALAAAAAAAA!! It's so nice to see my favorite hasn't been forgotten, even if Capcom likes to pretend as much. Would be great to play as one, but you've already done a LOT of work with the 20 available, cute sprites and everything :)
Edit: And...holy crap. You...You went and made different portraits for other monsters?? I cheated to go Zamtrios and Great Jagras, and while there aren't as many expressions as Pukei-Pukei (absolutely adorable with the tongue btw!), I'm shocked you worked that hard! Even for us cheaters!!
I'm glad you enjoy the mons! >vv< Yep, I made a lot of portraits, it's cool to hear someone's enjoying being able to play as the wacky mons using the setting that lets you cheat lol thank you :3
You even gave Great Jagras puppy dog eyes QuQ Also, I love how both Zam and Jag are round when sleeping X3 BTW, what's this "Alt Form" thing, and should I be concerned that GJ has it listed as "Impossible"? Will that interfere with the story later?
Alt Form just refers to if there are other versions of them (Subspecies, Variants, Deviants, etc) it'll have no impact on the story once it's implemented down the line >vv<
The partner options are the cast of player/partner monsters (but it has some restrictions, like no duplicate element, unless you turned that off in the settings first). Speaking of, you can disable the Personality Quiz in the settings and pick any of the choices available to answer your question >vv<
The player/partner monsters are: Barioth, Barroth, Espinas, Farunokku, Great Maccao, Lagiacrus, Lagombi, Legiana, Magnamalo, Malfestio, Mizutsune, Nargacuga, Odogaron, Paolumu, Pukei-Pukei, Rathalos, Rathian, Tobi-Kadachi, Yian Kut-Ku, and Zinogre
...Oh no, I'm causing redundancy by picking Mizutsune ;w; I mean, I can see Misuteri is a Soulseer, but still, weh...maybe I'll restart and pick Zinogre.... That said, what a rather long intro dungeon. Why make it so many floors?
Thank you! My friend Zeocin and I are going to look into compatibility stuff once I'm done patching Chapter 2, but I can't promise anything since I've never tried porting games before and don't have very good ways of testing or fixing it for other systems... that said, there are programs for Linux to run Windows applications- I don't know if it would work with Monster Mystery, but you could try using Wine or an alternative and see if that works for now >vv<
it works on steam proton hotfix, and it's pretty fun (i lost to the ambush lol)
yasei's eye is a lil funky, like his in idle animation the whites of his eyes change sizes, and i was curious on if there are any pp raising items? i ran out of pp for my moves and the bandits just jumped yasei
First of all, thanks for trying it with that! It's good to know it works >vv< I'm glad you had fun!
Yasei squints in his idle animation which I know can look a little weird if you don't catch onto it >vv<; There are PP restoring berries you can sometimes buy at Ms. Lagombi, though they're pretty expensive- I recommend conserving your PP by using Standard Attacks when you can, that way you can have lots of PP for when you need it! I think if you ask Yasei for the Guidance called "Making Attacks" it goes over that, in case you need help there :3
Also I recommend using Tactics so you can tell Yasei to run away, or give him an herberry, etc, it helps a lot! Thank you again ^vv^
ye, and ahhhh that makes alot of sense (for his eye animation).and i'll keep that mind for the next time i run that dungeon again, thank you and i hope that your game making experience goes well ^^
The Burrow themes are based on Mezeporta Wind from Monster Hunter Frontier (Day and Night, pre mhfg), they're a soundfont cover by my friend Zeocin ^vv^ We're really glad you like it!
The main Burrow themes are just Mezeporta Wind (the ones that play when you are walking around/returning and turning in subquests) though the night one does have some motifs in it
I do use Wigglytuff's Guild and some others for cutscenes and the morning briefing though!
yo! just finished the current demo and its soooo damn good! the first actual major boss was tough tho... lol. you got a LOT done in chapter 2 and i was expecting it to be shorter as i thought, but it was hella long, even for the second chapter! also i have a theory that the mc we play as might be lute from the mh stories anime cause we didnt get to pick a gender AND can purify dragonblight monsters.
I'm really glad you enjoyed and it was more than you expected! Balancing the bosses was tough, but I think the final one is easily the hardest- though hopefully not TOO hard, of course >vv<
also chapter 3 wont take long at all huh? also, i recommend (in the full version ofc), mt mystery to still be available but at the end is for you to decide lol.
I can't make promises on how long exactly, but I don't think Chapter 3 will take me almost two years like this one at least lol xvvx;
And yeah! I plan on keeping Mt Mystery around for the end of each chapter. It'll be interesting to see all the new locales and monsters get added to it over time ^vv^
oi! i reccommend somethin for the finished and final release. i'd recommend mt mystery to be a mix of purity forest and destiny tower. as like a final test.
also doing another replay cause yes. and i chose to be rathalos and my partner zinogre, so i actually did the personality test this time. im a great maccao. hell yeah XD
Ooh, a suggestion if it is possible in the future to have multiple save slots? I'd love to try different monsters but I don't wanna lose my progress. Wait, how do you even start a new game? :o
You can back up and delete save data from the misc options menu on the main menu- if you wanna have multiple saves right now, you can rename save files in your save data folder (found at C:\Users\yourName\AppData\LocalLow\Bayden\Monster Mystery), just rename any file you want to use to save.mmdata
multiple slots could maybe work in the future, but we will see >vv< thanks
Finished the story content in chapter 2! I really enjoyed it, can't wait to grind out my perfect team in preparation for the next chapter in the infinite dungeon! :)
Is there some sort of community to share team codes and subquest codes? I don't really have any friends that are MH fans, but I'd like to add some people!
Also: I noticed when you hit level 11 it says you hit level 1 (unless my eyes are playing tricks on me lol) and sometimes the dialog or buttons click very quickly when pressing A on my controller, it could just be my controller though I didn't skip any dialog because of it thankfully, it was just very close to doing it.
I'm so glad you liked it! I don't have a community yet... I was thinking about turning this comments section into a discussion board, since there's a setting for that, but I wanna ask what everyone thinks about that soon (especially since you can't have both comments and a discussion board)! Since that allows threads and stuff, like a forum >vv<
I'll write down and check out the bugs you mentioned! I don't thiiink leveling should be doing that, but it wouldn't be the first time I'm proven wrong lol
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Having tons of fun coming back to the game however i ran into a interesting bug set fumbling around. Choosing a team card and then removing your main party member/s will cause the front team card member to fake duplicate and force you to leave the edit screen.
When leaving the adventure menu entirely, the team edit position box will remain on screen, upon opening the adventure team screen back up no one will be present in the team, creating an invisible team and from here a couple lockups where the controls stop responding or the game freezes can happen:
if it locks up i could only force close the game, however the invisible monster lineup can be fixed by simply adding your acquired members back into the lineup, however after which, attempting to position edit any monster in the line-up will lock up your controls again.
once you re-add the members and force the invisible ones off your team, departing on an expedition will remove the stuck dialogue box and the game will proceed as normal.
I wanted to try cover as many bases as possible with this since it was super interesting and because i think it'd be considered game breaking(?) if there isn't another work around should the game lock up. thanks for reading!
Thanks for playing! And wow that is interesting >vv< lol, I will definitely look into this for the next release. Thanks a bunch for reporting it and getting so many details! They've always been a bit silly and buggy here and there, but I definitely don't want it doing this obviously!
Hopefully you can't save with a messed up team with invisible/nonexistent members, or if you can that it automatically fixes it (I can't remember if I added a failsafe for that, but I'll make sure one is in next release in case that does somehow happen) ^vv^ thanks again!
I didnt even think about saving haha, i decided to give it a try and it does allow you to. When reloaded you will still have an empty team. However now if i add a team card, the leader will be Level "100" and editing the team to view the invisible partner or anyone you add behind the lead will be displayed as Level 100 MWMWMWMWMWs.
(i had an image showing it here but unfortunately Itch's image verification failed)
As expected though, attempting to expedition like this, edit the MWs etc. Will lead to the same previous soft locks. (too bad, i would have loved to do a match with my level
20100 :3) The fix still just being to close the game or add your own monsters and not a team card c:So it just loads the default text and breaks >vv< I'm glad to hear it doesn't break the save and you can still fix it at least! Thanks for trying it lol, my morbid curiosity has been sated! Guess I'll be adding that failsafe after all!
Absolutely delighted with the new content from Chapter 2 so far (played 3 hours and there's still more?? wow!). Quite bummed I wasn't very active here when there was a survey. Hope you're doing well!
Only gripe at the moment I have: is there a way to deposit easily multiple items at Barroth's place? The R button like classic PMD games doesn't seem to work?
Thanks for your work and the content ahead!!
Thanks! ^vv^ I'm happy to hear you're enjoying it!
Because there's no dialog and it doesn't close the menu every time you deposit something like in PMD, I thought it was fine to not need the multiple selection button >vv< I may implement that type of button later, especially for things like team management... but we'll see how I feel about it then lol <vv<
Thank you for playing!
I'm a bit sad I don't see gigginox in the playables. I miss my floopy boi.
hey man hows it goin? development doin fine?
I'm alright and it's going well, just released V2.5 so I'd say it's fine! About finished with the Android port too which is good! Thanks for asking
This is absolutely adorable. I really look forward to seeing you develop the story more since you more or less have the mechanics already.
Difficulty curve can feel kinda off at times (namely in that up until Misty Crystal Cave its a breeze), but the game is pretty heavy about just how much you prepare and monhun kinda does the same thing for rank changes anyways so it could very well be intentional. I don't think stamina is ever an issue unless you fail to eat breakfast, only steps were very tight for the urgent quest.
It would be nice if there was more reason to use the other traversal terrains (mud/water) e.g. if that's how you accessed monster dens - and your character/partner could be say carried by another who can traverse those terrains so you didn't just get locked into their movement capability; but this isn't a big deal.
Team AI wise, it seems fine enough, but sometimes someone gets separated enough they just start running off lost and you either have to know how to cut them off, or hope that they can handle fights on their own that slow them down enough to catch back up with them. They can be a bit heavy on usage of attack boost/debuff effects, but I guess those can stack 5 times and there's also the Status Checker gene to make them smarter about it that I haven't been able to observe enough to see how much that changes things.
The only thing I really would encourage you to revisit however is failed mission consequences. Dropping tokies is fine since its on you to bank those, but losing equipment feels weirdly punishing (especially if you just time-out - not even get defeated) w/ no recourse currently. You might as well just save scum. If instead it generated a subquest (especially if say you could share that subquest with a friend and they get your equipment returned) or you could pay Bazel/Mailmon to retrieve items it would be probably more reasonable to continue over reloading.
Anyways, keep up the good work. ^^
Thank you and thanks for playing! The Urgent Quest is very difficult compared to the rest- while it's intentionally very challenging, I know a lot of people find it unreasonably difficult, especially if you get unlucky with certain things. There's a Guidance I have prepared for the next patch to encourage people to use the mechanics I've provided in order to beat it- like exploring more and leveling other monsters in order to get genes and things like that >vv< (and also more warnings about step limit since it seems a lot of people disregarded the big ol' clock in the corner lol) I may adjust the difficulty itself too, but I do like the challenge of it currently and it will inevitably be easier when the level cap is raised to 30
There are planned to be quite a few terrain types.. I think you're saying you wish there was a way some monsters could help if you couldn't step over it but they could (or vice versa)? I don't plan on adding ways you can carry one another, at least right now >vv< There are genes (one already present: Mud Cancel) that give you the ability to go over some of this terrain, so I think that's the solution as we go forward in the game xvvx hope that's satisfying enough
The next patch has the teammates see you from slightly further away and tries to cut down on swimming/flying monsters drifting away from you... it's pretty tricky to get exactly right, but I've done my best to try to make it a little better since I saw a lot of people kept losing allies >vv< (especially if you use Charge or any other dashing attack, they really do not like that)... Them walking around aimlessly is totally an intentional mechanic though, it's encouragement not to leave them behind or bring a team that's way too big- but yeah, I am trying to make it a little easier lol (Side note, if they're not Independent, I recommend setting their Tactic to Stay Put so you can catch up to them >vv<)
Status attacks can be spammy depending on the monster and their skill pool- for allies you can disable skills in their skill menu. That said, status skills are very powerful and I recommend taking advantage of them... You can enable "Instant" on the "Multimon Delay" game setting to make them affect every monster in the room all at once instead of one at a time if that would make it feel better! I don't want to reduce the weight of status moves too much or else they will be way too rarely used >vv< Status Checker does stop them from using status moves that are capped, but 5 is a lot of uses, so it probably won't help with this- though it is really good for healing and status ailment moves like Glare for example
I'm surprised at the amount of people who don't like the failing consequences! I know they're harsh, but it's very similar (if not more lenient) than how some Mystery Dungeons do it >vv< Classic Difficulty reduces your losses by almost half, but I might go back to the drawing board and see about making it less on Standard too. I'll think about it and ask around for opinions. I know that Urgent probably got a lot of people to think that way. (Also, rescue player quests are planned for the next chapter yeah xvvx I do also want a way to recover lost items by yourself too)
Thanks for your take on it and I hope you enjoyed everything else I could offer!
so far i'm having a good time! one thing though: the first dungeon is a liiiittle too hard in that it's 7 floors, your partners are loss conditions (all of them) and you have a single inventory slot. so, if for example, your ally gets poisoned by the poison fang users in said dungeon, unless you find stairs you're outta luck since you can't hold onto more than one cure/healing/throwable at once.
side note, this story seems very explorers coded, which is a nostalgia hit, but besides the initial explanation it feels like it leaves a lot of the same questions. like what is the relation between the monsters and humans in this world? are there more of them, are they feared, enslaved, a rarity like the intro seems to imply? i feel it's a good opportunity to patch some of those old plot holes the original had up. granted, i haven't gotten too far in, so maybe it does get addressed.
i'll update this more as i go, but i enjoy how it is so far. hope to see it finished :3
I'm glad you're having a good time! The intro locale is supposed to be something skill check for beginners- it's a controlled environment where you can't lose anything and you have plenty of allies that can help without much risk of losing because of them. The tooltips I give should help a bit, I let you know you can check out Guidance to learn some tips or lower your difficulty if you'd rather have a casual experience. It also was once the only content in the game (Chapter 1's release) so I had elongated it by 2 floors compared to Explorers (if we're comparing the two), but it's definitely not made to be as easy as Beach Cave lol
The game is very heavily inspired by Explorers at the beginning but turns away from its parallel story slowly. Though there's only two chapters in so far, I hope you can see that it starts veering off in an interesting way instead of clinging onto the same story beats- of course, there will be some mystery to the story since... it's the name of the game! We'll have to see where it leads eventually >vv< thanks
BTW, White Beach Peninsula? It's a cove. A peninsula is a bit of land sticking out into the water, surrounded on 3 sides. A cove is the opposite. Unless the walls have water around them, in which case it's overall a peninsula.
Speaking of, WOW that place is liberating when both your monsters can go in water! AND it has sharkies!
...While I'm thinking about it...are you making your portraits and main menu backgrounds JPEGs? Or are you trying to emulate a texture? If you're doing a texture thing, consider doing it to the portrait backgrounds too. You can tell that they're solid colors when next to the portraits.
The Old Guild Wall also doesn't have an old guild's wall in it- I decided against making the boss area an actual peninsula since it would be awkward having another very open and watery boss room. It's not because I don't understand what one is, you're just meant to use your imagination a bit when it comes to these things
My art on the main menu is just the original png, I add some noise to my pixelart because I like the graininess of it. I think you're trying to say I should add the noise/graininess to all the portrait backgrounds because you noticed the colors don't share that filter? It would be a lot of work the way I have it done and I don't think it adds anything substantial. I personally think the simple flat backgrounds make the characters pop much more because it lacks that filter. Regardless, I'd rather focus on pressing issues with the game like bugs and future content/community things instead of spending my day(s) adding a tiny filter to the assets when it isn't a problem lol, hope you understand.
I getcha ^^ Sorry for being a nitpicky little bastard ^^;
awshioudnwsoad NAJARALAAAAAAAA!! It's so nice to see my favorite hasn't been forgotten, even if Capcom likes to pretend as much. Would be great to play as one, but you've already done a LOT of work with the 20 available, cute sprites and everything :)
Edit: And...holy crap. You...You went and made different portraits for other monsters?? I cheated to go Zamtrios and Great Jagras, and while there aren't as many expressions as Pukei-Pukei (absolutely adorable with the tongue btw!), I'm shocked you worked that hard! Even for us cheaters!!
I'm glad you enjoy the mons! >vv< Yep, I made a lot of portraits, it's cool to hear someone's enjoying being able to play as the wacky mons using the setting that lets you cheat lol thank you :3
You even gave Great Jagras puppy dog eyes QuQ Also, I love how both Zam and Jag are round when sleeping X3 BTW, what's this "Alt Form" thing, and should I be concerned that GJ has it listed as "Impossible"? Will that interfere with the story later?
Alt Form just refers to if there are other versions of them (Subspecies, Variants, Deviants, etc) it'll have no impact on the story once it's implemented down the line >vv<
Hmm. What monsters can we become? I see we only get a choice of 15 partner monsters.
The partner options are the cast of player/partner monsters (but it has some restrictions, like no duplicate element, unless you turned that off in the settings first). Speaking of, you can disable the Personality Quiz in the settings and pick any of the choices available to answer your question >vv<
The player/partner monsters are: Barioth, Barroth, Espinas, Farunokku, Great Maccao, Lagiacrus, Lagombi, Legiana, Magnamalo, Malfestio, Mizutsune, Nargacuga, Odogaron, Paolumu, Pukei-Pukei, Rathalos, Rathian, Tobi-Kadachi, Yian Kut-Ku, and Zinogre
Thanks!
*plays a bit*
...Oh no, I'm causing redundancy by picking Mizutsune ;w; I mean, I can see Misuteri is a Soulseer, but still, weh...maybe I'll restart and pick Zinogre.... That said, what a rather long intro dungeon. Why make it so many floors?
this looks very neat ^^, would there be any plans for linux support?
Thank you! My friend Zeocin and I are going to look into compatibility stuff once I'm done patching Chapter 2, but I can't promise anything since I've never tried porting games before and don't have very good ways of testing or fixing it for other systems... that said, there are programs for Linux to run Windows applications- I don't know if it would work with Monster Mystery, but you could try using Wine or an alternative and see if that works for now >vv<
will do, i'll tell ya if it works with steam proton
it works on steam proton hotfix, and it's pretty fun (i lost to the ambush lol)
yasei's eye is a lil funky, like his in idle animation the whites of his eyes change sizes, and i was curious on if there are any pp raising items? i ran out of pp for my moves and the bandits just jumped yasei
First of all, thanks for trying it with that! It's good to know it works >vv< I'm glad you had fun!
Yasei squints in his idle animation which I know can look a little weird if you don't catch onto it >vv<; There are PP restoring berries you can sometimes buy at Ms. Lagombi, though they're pretty expensive- I recommend conserving your PP by using Standard Attacks when you can, that way you can have lots of PP for when you need it! I think if you ask Yasei for the Guidance called "Making Attacks" it goes over that, in case you need help there :3
Also I recommend using Tactics so you can tell Yasei to run away, or give him an herberry, etc, it helps a lot! Thank you again ^vv^
ye, and ahhhh that makes alot of sense (for his eye animation).and i'll keep that mind for the next time i run that dungeon again, thank you and i hope that your game making experience goes well ^^
Omg this looks so fun.
Thank you! ^vv^
What's the plans for amount of chapters?
Bayden said about 9 but it looks like there is slots for 10 badges.
prob the post game for 10
What is the burrow theme based on if anything? I can't stop listening to it. :D
The Burrow themes are based on Mezeporta Wind from Monster Hunter Frontier (Day and Night, pre mhfg), they're a soundfont cover by my friend Zeocin ^vv^ We're really glad you like it!
Ooh, thank you!
also a bit of mix from the explorers society from psmd and wigglytuffs guild from eos right?
for the burrow itself btw.
The main Burrow themes are just Mezeporta Wind (the ones that play when you are walking around/returning and turning in subquests) though the night one does have some motifs in it
I do use Wigglytuff's Guild and some others for cutscenes and the morning briefing though!
yo! just finished the current demo and its soooo damn good! the first actual major boss was tough tho... lol. you got a LOT done in chapter 2 and i was expecting it to be shorter as i thought, but it was hella long, even for the second chapter! also i have a theory that the mc we play as might be lute from the mh stories anime cause we didnt get to pick a gender AND can purify dragonblight monsters.
I'm really glad you enjoyed and it was more than you expected! Balancing the bosses was tough, but I think the final one is easily the hardest- though hopefully not TOO hard, of course >vv<
yeah thats what i meant. that dragonblight wardens was pretty tough.
also chapter 3 wont take long at all huh? also, i recommend (in the full version ofc), mt mystery to still be available but at the end is for you to decide lol.
I can't make promises on how long exactly, but I don't think Chapter 3 will take me almost two years like this one at least lol xvvx;
And yeah! I plan on keeping Mt Mystery around for the end of each chapter. It'll be interesting to see all the new locales and monsters get added to it over time ^vv^
sweet! love to hear it.
oi! i reccommend somethin for the finished and final release. i'd recommend mt mystery to be a mix of purity forest and destiny tower. as like a final test.
Like a super dungeon that mixes all the locales? Yeah I'd love to have some sort of challenge like that later >vv<
also doing another replay cause yes. and i chose to be rathalos and my partner zinogre, so i actually did the personality test this time. im a great maccao. hell yeah XD
Great Maccao is awesome >vv< nice!
also my partner is tobi kadachi. named it tobi. and no its def not cause of the peak character/villain from naruto nope nuh uh.
Oh, not because it's a Tobi Kadachi of course either! Good choice >vv<
Ooh, a suggestion if it is possible in the future to have multiple save slots? I'd love to try different monsters but I don't wanna lose my progress. Wait, how do you even start a new game? :o
You can back up and delete save data from the misc options menu on the main menu- if you wanna have multiple saves right now, you can rename save files in your save data folder (found at C:\Users\yourName\AppData\LocalLow\Bayden\Monster Mystery), just rename any file you want to use to save.mmdata
multiple slots could maybe work in the future, but we will see >vv< thanks
Thank you! :)
Having such a fun time with this! When you use Set for a move how are you supposed to use it in game?
Left bumper + A on controller or F + attack button on keyboard (not sure the control i think its space?)
Finished the story content in chapter 2! I really enjoyed it, can't wait to grind out my perfect team in preparation for the next chapter in the infinite dungeon! :)
Is there some sort of community to share team codes and subquest codes? I don't really have any friends that are MH fans, but I'd like to add some people!
Also: I noticed when you hit level 11 it says you hit level 1 (unless my eyes are playing tricks on me lol) and sometimes the dialog or buttons click very quickly when pressing A on my controller, it could just be my controller though I didn't skip any dialog because of it thankfully, it was just very close to doing it.
I'm so glad you liked it! I don't have a community yet... I was thinking about turning this comments section into a discussion board, since there's a setting for that, but I wanna ask what everyone thinks about that soon (especially since you can't have both comments and a discussion board)! Since that allows threads and stuff, like a forum >vv<
I'll write down and check out the bugs you mentioned! I don't thiiink leveling should be doing that, but it wouldn't be the first time I'm proven wrong lol
thanks for playing! ^vv^
I'd reccommend a discord, I haven't finished playing yet but people will be wanting to share and commune about there experience.
Its a unique game so I'm sure others will find their way.