@Ormael I'm afraid so! There are so many monster girls, I just decided to make the engine flexible enough so I don't have to plan too far ahead for each companion. I haven't really decided if I want to make the stats shared, but currently I think the player gains stats and the companion doesn't (aside from stats that chance her personality/affection).
The difference when switching between companion will be the base stats it provides you with (as seen when selecting a companion at the start of the game) and the special perks they give you. One of the slime's perks for example is their insane (potential) "lategame" stats, due to the stance system. Another one is how diverse the slime is in terms of growth; several transformations, personalities based on transformations and player actions.
I'm working on part two of the combat system, after that I'm going to finish the prologue.
@art926 That's why the game isn't presented as a finished game. I think your experience will be more enjoyable if you forget about the old project. I don't entirely agree with what you said, but you are right ofcourse.
The first response I got when I released the game was "unplayable with current interface"; ofcourse I can keep it simple but then I'm just making a temporary interface only to replace it later with something better. Might as well do it right the first/second time, is what I thought.
I wanted my own engine because I want to create my own game, not just another interactive story. I'm not saying it's a good reason, but that's the reason.
@TheDarkMaster Yes, they are a huge inspiration. I think the images used in the Monster Girl Survival Game come from the Monster Girl Encyclopedia too. Can't believe I forgot to add it to my list of inspirations / sources.
@Miscellaneous Forum Viewer There will be multiple classes. One of them is simply Alchemist, the others (names are placeholders) are:
- Fencer, warrior
- Time Mage, mage
- Dealer, trader
I have a lot of plans for all classes, making it worthwhile to actually invest time into them. Fencer gives you access to a unique companion, access to special weapons. Time Mage has spells that can be used outside of combat to finish quests in a different way or get placer faster, etc. Dealer is specifically for things you can do outside of combat, discounts, special offers, more charisma for character dialogs.
Ironically the alchemist class is currently the least diverse (mostly for making items for your companion and combat stats), but doesn't require the player to finish quests to learn new skills.
Whether or not the player can fight depends on the companion you have. I might make it so you can switch between player and companion control. You can use the slime as a "weapon or armor", or not use her in combat at all. You can mount or dismount a centaur / dragon, but I can't think of a reason this would be good for combat. An angel can act as a white mage, a devil can act as a warlock/black mage. I thought about giving both the player and the companion a turn, but then I would have to balance combat around that and that would come with a whole bunch of other issues. To sum it up, it's up to you whether or not the player will become a force to be reckoned with.
Thank you for the interest, everyone! I'm going back to work.