Surprise surprise, I started on another project.
This one's inspired by incremental games such as Trimps, but luckily for us we have more assets than that game to put to use, but the hard part is still making it all work with our universe. So that's what I've been doing today and late yesterday.
You start off fighting in zones, one wild creature per cell.

Your healer gains xp when you successfully capture a wild creature.
Your healer has a heal, mana and regeneration (and more stats later).
You pick which of you creatures in your roster auto fights wild creatures:

Defeating wild creatures gives your friendly creature xp and you also gain Holo Dust. This dust can be used to attempt to capture creatures as well as start building things! Starting out in the Sanctuary with a bigger habitat so your team's roster can grow.
If you capture the same creature more than once, you can stack them up, doubling their HP but their other stats get merged into the average. So your attacks won't do more damage to enemy creatures based on how many creature you have, but based on the average stats of your creatures stacked. I.e. they're taking turns attacking the enemy and getting hit.
The idea is that you're looking for creatures with high rarity to capture, so once your habitat gets full and you don't have the holo dust at the time, you decide to get rid of a low rarity creature and unstack it to let it free, this returns some holo dust back to you.
I won't add too many images here as to spoil too much, but I'm currently in the process of balancing it out and adding more things to the sanctuary. Things like crafting healer gear for your healer as their stats don't go up as much during leveling up compared to you creatures.
Creatures who aren't currently fighting get to get to work! They can gather herbs, mine minerals and or decide to gain xp slowly passively. Nothing's set in stone yet, still experimenting with things but I want it to give people as much of a feel of the real games as possible.
Enemy creatures rise in levels per zones, each unique creature also has different encounter rates, i.e. Miu's will be quite common while Drazing won't. Starter creatures are naturally not capturable but players will be able to use their creatures from Alpha Vials when starting out if they have them.
Holo Dust in this game is not the same as Holo Dust in the main game, it stays here and is only used here. Same for other herbs, minerals, and healer items as well as consumables.
It's quite quick paced, every new creature encounter gives you a few seconds to pick which creature you want to battle against them, type vs type chart is in place but the range is lowered. I.e. fire vs water is only 20% weaker compared to the main game while water is only 20% stronger vs fire creatures, etc.
There's crit chances based on agility as well as how often they attack, there's crit damage increase based on attack stats and naturally a miss/dodge chance. These scale up somewhat with levels.
Enemy creatures have their 4 stats rolled at the start but you as the player won't know what they are until you attempt to capture and succeed in doing so, the higher stats they have the less likely you are to succeed in capturing them as they'll flee instead. Luck stat on your healer changes this slightly in your favor which you can get from healer items.
End-game, the idea is that enemy creatures get too powerful at some point and you're better off prestiging/resetting with some perks such as healer talents/permanent creature buffs as well as the average of your creatures turning into 1 creature so you get to attempt to increase the average creature rarity once more on your second run.
Still testing.
If anyone wants to join in on testing and has experience with such games, let me know and I'll see what I can do!
Thanks for reading.
😅 Hah! Gonna ask your girlfriend to tie you up, keep you still, and not let you move your fingers. Though the brain will still be working. hmmm 🤔 (kidding) Lol.
That project is far too complicated for me, not a gamer, but it sounds good and imaginative. 👍
Try out the inspiration, not sure you'd even call it a game :D
https://trimps.github.io/
Alright, you’ve got me too curious. I’ll try it one day, who knows. 😆
I've never heard of this trimp game before so I can't really judge and compare it, it's good resources are separated or people could abuse and just farm where it's easier... But some screenshots would help to understand more for who knows nothing 😅
This sounds cool and I have a question for the future of developed games using NFTS - will you use Magi for that?
We've created HAF NFTs for holozing so we won't be using hive-engine or another platform for trading NFTs but directly hive/hbd for starters.
Greetings, that game reminds me of those evolutionary games. It would be interesting to try it out and see how it goes.