Thursday 12 December 2013

Plans for free time.

I have a few ideas I would like to get rolling once I have some free time.

The first, is removing the randomly cycling tile sets, and instead having multiple exits per floor, each of them leading to a different tile set. Each of the tile sets would have unique themed creatures. Ideally they would all have decent item drops so there is an incentive to explore each tile set.
 Sporesluts will most likely be only in the grass tile set, and Slimes only in the Dungeon one.
 This will also effect Chaos Mode, however I will likely add a option that disables this restriction as well.

 If you have a creature that fits well with one of the tilesets, I'd love to get that submitted as soon as possible, even though I am on a break from working on the game.

 I'd like to put Chaos Mode and the unnamed Mode behind some sort of unlock wall, but have not decided how it will be handled yet.

 Another plan is the removable of Equipment Bags, and making them simply give you the equipment the moment they are picked up. They only exist to separate the equipment loot from the primary loot, but now I have means of making them automatic and there's no reason for them to stay.

 I'd like to also add a certain 'rare' enemy, that only 1, maybe 2 or 3, of spawn per floor. The idea is a Goblin gal that runs around with a bag of loot, and can take treasure chests. When defeated you get all the treasure chests they looted, as well as a base number of chests (probably 2 - 4 randomly). However they will scale in power for every chest they take. I have an idea for what they would Transform the player into as well, but I will keep that a surprise.

 There is of course the crash bug as well, but I have removed a good deal of old code related to the inventory, and I think I have fixed it. Time will tell.

 Anyways, just wanted to let you all know I am still around and still thinking about the game. Looking fore ward to not being dead tired every day because of the current craziness at work.

 PS: Chat removed until I am back to having enough free time. No one was using it anyways. This probably means after the first big update next year.

Saturday 23 November 2013

Overworked!


 Real life has me very busy during this time of the year.
 As such I don't have any time to put into Halls of Degeneration.

 I might tinker, and I may find some time to add any submissions if I get any (wishful thinking) but I won't be putting a ton of work in.

 Be back to full steam in January!


 On another note: Is anyone crashing in the newest update? I've been trying to fix it a bit more but really can't see any reason for it to happen, and can't narrow it down at all.

Saturday 16 November 2013

The Crash

I've had a few reports of the game crashing after 4 or 5 floors.

Unfortunately I have had zero luck isolating the issue.
If anyone gets the crash I'd love all the info you can possibly offer so that I can establish a pattern and find out what the issue is.

 Sadly, I have not gotten the crash at all on my own machine, so it does not happen to everyone it seems. (or every time)

Wednesday 13 November 2013

Chat Added

!If you are here to check for updates, look one post lower!
There was a large update that needed testing, this chat room was set up for easier bug reporting of it. 

I added a chat room, accessible via the link at the top.
I will be in it as often as I am online.

My name in the chat will be MissCapricorn.
I will have a tiny house next to my name.

If it's underused it will be deleted.

The new Gender System


 This update I introduced a single new mechanic, but one that may cause large ammounts of strangeness.
 I need you help testing it, so get over there and get gameoverin'!

 The new system works as such:

 If a transformation changes you gender, you gender will now be different for other transformations.
 There are now two 'gender' variables, one for if the player has breasts, and one for if they do not.
 I have set each transformation to check each variable accordingly, I believe, so all text should change to match, but I am not 100% confident everything is in the right place.

 Using a restorative or a statue should return you to the gender you picked when creating your character.

 Any transformation that makes you genderless (it's surprising how many there are right now for how few transformations in game...) will make your female. I hope this does not offend anyone, but it fits better.

 REPORT BUGS AND STRANGE TEXTS!
Report them by either commenting here, or sending an email.
Or by using the new Chat page at the top!


 I expect them.

 Once this is all working I will be updating the submissions form to allow writers to use this new system.

 Thank you.

Friday 8 November 2013

Tiny update.

Bug fix and new Blindness mechanics are included in the new version.

Nothing to discuss in detail really, the Blind mechanics are something I wanted to add for a while and finally got around to it.

Wednesday 30 October 2013

Update Posted!

See the Downloads page for full details.

I don't have anything to go over for this update, since I already mentioned them in the pre-update post.

Let me know what you think!
 If you are reporting a 'stuck' transformation, please include the exact description of the form you were in when it happened in your report.

I apologize for this update taking so long, but the two major system overhauls took a long time to get done. I also really wanted a new transformation, and it took some time to get a submission.
 All my own writing attempts didn't work out.

 Also, if you can do a better job at the new creatures graphic please contact me (at hodsubmission@gmail.com) because I feel the graphic could be quite a bit better.

Monday 28 October 2013

Crediting


 I'm going to be adding a little line at each Game Over that lets people know who wrote that Transformation, so that I can give some credit to the writers.
 If you've already submitted content, please send me an email ( same as the submission email ) in regards to what name you'd like to be credited under, or if you want to remain anonymous.

 If I don't hear from anyone before the next update they will be credited as anonymous until I hear from them. I figure this is safer then using any names attached to emails.

 I'll also need you to send this email from the same address you submitted it so that I can be sure it's you. If you submitted it via a PM on TFgamessite, send a PM there again.

Thursday 24 October 2013

Still Alive ... still


 I'm still around and still working on Halls of Degeneration.
 I haven't been posting here much because I like to surprise my players with new content, especially new transformations.

 I've done a few things though.
 I'll discuss them here just to give the blog a bit of life.

 Nerfed all Gear
I have halved the base stat gains from all gear (rounded up). That means if it gave 12, it gives 6.
The percentages however, are the exact same.
Why? Because rare gear was absurdly overpowered early on.
 Rare equipment would allow the player to trudge through the first few floors without any difficulty or risk, one shotting most enemies with ease.
 I still want powerful equipment to matter, but not make the early game a pushover.

 Chaos Mode
I added a new mode, that causes all enemies to appear on all floors, removing all restrictions and exclusions. This games the game quite hard, but also allows appearances of enemies to be less predictable and lets you see all transformations right off the bat.
 I am considering making it unlocked upon reaching a certain floor, but right now it's an option right from the start.

Friday 18 October 2013

Patch Posted

It was minor, just some QOL changes and bug fixes and typo corrections.

The new Rat transformation is also in game now.

Called it 0.15.5 because if I went to 0.2 I think I wouldn't have enough numbers left before 1.0.

Thursday 17 October 2013

Writer's Aid - The new Rat Transformation

I've rewritten the entire Rat Transformation to be FAR more detailed, and I hope, interesting.

It is also far darker and possibly more disturbing.
I am hoping it will set the tone for future transformations, as well as add some 'staying power' for new players so they give the game enough of a chance to reach lower floors.

However I don't want them all to be THIS dark. Ones like the Rag Doll and alike are all fantastic as well. It needs to have that sort of variety.


But the big news here is that I am sharing it as an example.

Click Here to get it. (Warning: Contains Spoilers! I suggest playing the game first.)

It's a good example of how submissions should be formatted, and will hopefully make it easier for content creators to submit their ideas and writings.



Yes I have been in a mood for strange, dark, transformations recently. It's a think that happens.
This is why I need other writers, because if I do it alone the game will only have strange creepy things that scare more players off.
 Fortunately the Slime on Floor 1 is nice and tame.

Tuesday 15 October 2013

New Update! Version 0.15

A new creature, and a new transformation come with this version.
It is a very odd (maybe scary for some people) one that was written by me.
I also drew the creature graphic, much to my own surprise.
Only the one major mechanic to discuss.

Every 5th Floor
So in this version your "maximum depth" is only recorded every 5 floors. Meaning you can't start on any floor higher than 1 until you reach 5. This is so that a Game Over is more impactful, and so that players can not load the game, start of their best floor, and grab the stairs down right away to increase it.
 In the future I will be making this more restricting even. I plan to have No Hunger and Pushover combat lock floor unlocks entirely, but not just yet.

Friday 11 October 2013

New Update Posted! Version 0.1

 Uploaded Version 0.1 one just now, with some niffty features.

 As with every update, I shall now go into detail.

 Creature Loot
This was a long time coming, and I finally saw an efficent way to go about it.
It opened up a great opportunity to introduce new rarer items.
While not every creature currently drops loot, a good majority of them do, and all but one are unique new items.
 I feel this could lead to some interesting mechanics later down the line, and in the mean time make the dungeon crawl just a little more fun.

 Inanimate
I am a big fan of inanimate transformations, so I felt bad my game was unable to support them.
I've changed that now, so hurray, more progress twords  the game being as good as it can!
Break Out felt like a natural choice, since you're attempting to 'break out' of a transformation.
I'm not sure about how I handled the humanity loss when you miss though, as it's just random and does not depend on any variables.
 I may change that in the future.

 Poisons
Pre-update did you ever get turned into either of the trap transformations?
No? I thought not.
The decision to make them into poisons was discussed and well received, so it had to go in.
I've also changed the Frog poison icon to be less telling, as I prefer an air of mystery to what the player is transforming into.
 All three poisons have the same icon, but all three have a different tooltip that gives hints. (Did you know you can mouse over status icons for detailed info? I bet many people miss that.)

Player Icon
I mentioned earlier that I dislike icons and logos appearing in game. 
The transformative nature of the player in this game made it difficult to have them as anything but.
However I feel the cloak is a good way to go about it. It could cover up most changes without complaint.
The addition of icons for each ending will also aleviate the static nature of the player.
In the future I want to add a full graphic for the player that changes with them so people have an image of themselves as well, however this requires money and artistic talent I don't have.

 What's Next?
I have a few ideas in my head still that I didn't feel I needed to delay the update for.
I will be giving them an attempt over the coming days.
Of course there are fixing any possible reported bugs as well.
Hopefully I will get a few submissions and have to spend some time implementing those as well.
But what I REALLY want to do is advertise the game a little.

Wednesday 9 October 2013

Next Version Soon

Wow everyone got all quiet after that last post!
Did I frighten all my fans off?

Anyways, version 0.1 is in the pipes, just doing some final testing.
It's not as big as last update, but has some neat stuff still.

As per request I've started using version numbers, so it's a little easier to keep track.
I felt 0.1 was a good starting point since I don't consider the game nearly done.

Monday 7 October 2013

All about Anthros - Content Submissions explination

Remember: This rule is flexible. If you are quite happy with your work, submit it regardless and I will discuss with you ways to make it interesting if it is not. This page is simply to highlight one reason I may not accept certain works.

I wanted to address the 'rule' in the content submission page about anthropomorphic characters.

 I'll start by saying I have no contempt twords furries. Zero.
 My only issue with anthro submissions is that I feel that many of them would be too 'tame' to work.

 For example a humanoid dog, that wears human clothing, acts human, and even speaks English (or anything but barks) is unacceptable because it is too tame and, frankly, boring.
 Even with behavioral changes written in there, they would have to be extremely severe for anything like that to ever work.
 I don't want the character to be turned into a creature that could be a playable race you pick at the start of the game (if such an option existed).

 The key word I feel is: Contrast.
 The bigger the contrast the better.

 Many anthropomorphic animals would still be accepted, should they have unique, ideally humiliating or debilitating, afflictions.
 One example I gave elsewhere:

 Declined: "On no I have turned into a Raccoon Girl! I have the body shape of a female human, a big fluffy tail, and a raccoon face!"

 Accepted: "Oh no I have turned into a Tanuki Girl! I have the body shape of a female human, a bit fluffy tail, a raccoon face, a tiny cock, and a large pair of testicles that sway between my legs when I try to move!"

 (If anyone wants to write that in detail it is available by the way. *nudge nudge*)

 One is unique, kinky, humiliating and interesting.
 One is something that could be in a children's cartoon (if they were to put on some clothing)

 It's not a hard and fast rule. It's flexible if the transformation is interesting enough.

 One last important note:

You can change 'parts' of the character multiple times!
This means that you could have them mostly turn antro, then the last two stages turn them feral.
 For example in stage 2:
"Your legs are covered in coarse fur, and end in cloven hooves."
 Then later, in Stag 5:
 "Your legs are covered in coarse fur, and end in cloven hooves. You no longer stand on them alone, as they have shifted to become hind legs."

 Of course that is just a quick example, but I hope it helps people who want to write something but were worried by this rule.

Sunday 6 October 2013

Trap Proposition


 In an effort to make trap transformations more common, I have come up with the following plan.
The idea is to make them as common as other transformations. Right now, I find it's rare to get changed once let alone enough times for a full change.

 Here is the plan:
-> Frog, Chicken, and Doll are all Poisons
-> Being reduced to 0 Stamina/Life from a trap applies a random poison if one is not already applied
-> Being reduced to 0 Stamina/Life while a poison is already active reduces the number of turns between each change, much like drinking multiple poisons currently does
-> There is a small minimum turns, like there is already
-> Chicken and Doll may receive potions that cause the poison as well

Let me know what you think in the comments!

Friday 4 October 2013

Update Posted!

Check out the new update on the Downloads page!

Lots of new features, changes, and tweaks.
I can't even remember them all, so a few may be missing from the patch notes.

I'm going to explain the changes again.

 New Lock Picking:
 I am very happy with the way this one worked out.
 The general idea is to move the pick into the holes in the plates, and then drag them to the nxt hole, resulting in a clear line of plates so you can cut the rope at the end, before the two mechanisms on the side click into place.
 I find this one far better then the last minigame, for a few reasons.
 Firstly, it looks far better. Instead of a ugly rope and giant green triangle, there is fluff and flavor to the appearance, making it look and feel like lock picking. The turning gears and spinning chains I am happy with.
 Secondly, and more importantly, it's proactive rather than reactive. This means that the fast you are, the fast it ends. This was a problem simply because waiting for the ropes to fall in the old game was tedious and unenjoyable, and was (I hope) the reason most people would have rather not had the minigame.
 The new one is also quicker, because again you're not waiting for ropes.

 The Trap minigame is often the first thing people see, and it's old, cheap, appearance may have turned a good few people off. I hope that will not be an issue from here on.

Critical Strikes:

The idea here was to make Perception an appealing stat, and I thought the best way to do it was to add an old RPG staple. I'm watching this closely because it makes perception FAR stronger, and possibly too strong.
 It does make combat a little less predictable.

 Mushroom Spores:
 You won't know what I mean until you've checked it out, but Spore Sluts will inflict you with a status effect now. They have a chance to every time they inflict any number of damage to you.
 This is just a start. I'd like to have interesting status effects spread out to a variety of enemies. With the current enemy count I feel that 1 is enough. When there's more, I'll add more. Hopefully it will be as obvious as what the Sporesluts do.
 (Also, before you accuse me of favoritism with the Spore Sluts... you're absolutely right. They're my favorite creature still. Since I wrote them myself and they are creative.)

 Numbers and Random:
 The idea to add the numbers that popup to tell you how much damage was done was actually an offshoot of critical strikes. The random varience in numbers was likewise possible because of the changes I made that allow critical strikes.
 I'm hoping these make it a little less 'cut and dry', where you can know you do 5 damage, see an enemy with 10 health, and hit him twice every time.
 It does add a random luck element to otherwise skill-based combat, but I don't consider this a problem as it is minor.


Sunday 29 September 2013

Gone Bright

Got some things to work on now, and a few submissions.
Huzzah!

Game isn't dead yet!

Thursday 26 September 2013

Gone dark.


 I don't know what to add, I havn't gotten any submissions, and I havn't managed to do any writing myself.

 Game is totally stalled right now, no updates in the works.

 Ho hum.

Saturday 14 September 2013

Should equipment be percentages?

I was just considering that, since the game is made to go on indefinably, it might make more sense to give items a percentage increase in stats instead of a flat number.

 This would make strong items weaker early on, but all items stronger later on.

 Let me know what you think in the comments.

 PS: Disabling needing to log in to comment worked quite well it seems.

Wednesday 11 September 2013

New Version Uploaded

Just uploaded a new version with a few significant new features.

The biggest, I'd say, is the new combat system: Rogue!
Will be added to the Information page shortly, but it's not hard to understand.
Press space to toss a pair of dice. If you roll more, you hit them, less they hit you.
The higher the discrepancy the more damage is done.
While this battle system seems slow at first, the numbers are far higher.

This mode is great for players that have poor reflexes and cannot beat the current systems, as well for players that have too good reflexes and can never lose with the current systems (like me!)

Another new system for this versions: Mystery Potions!

All potions now appear as a colour, instead of a proper name. (Eg, White Potion, Blue Potion ect.)
When you drink a coloured potion, you will receive the effect of that potion and from then on all of that colour will appear as it's name, and all the ones in your inventory will change names.

 For example: If you have 4 Blue Potions, and Use one, you might discover it's a Teleport potion! You will Teleport as a result of drinking one, and you will notice the 3 remaining Blue Potions have changed into Teleport Potions in your inventory! From that point on you will not find Blue Potions and instead find Teleport Potions.
 However, what colour corresponds to what potion will change every time you play!

 Note that drinking per-identified potions from Milryth's shop will not identify them.

There is also the new Poison system.
Instead of each bad item changing the player once (like old Fly Biscuits) this new system instead applys a Poison. The Poison will change the player every few steps (it's random) until they are fully transformed, leave the floor, or drink an Antidote Potion. Multiple applications of the poison will reduce the number of steps you can take before transforming.
 However, the same potion that risks poisoning you can also be quite helpful, as it has two possible positive buffs that you may get instead! It's up to you to evaluate the risk.

 The new Buff/Debuff icons I am quite fond of. They were a quick idea I had when I couldn't think of a way to display certain buffs that were previously hidden. You may mouse over them for a bit more info in some cases. Currently they are somewhat limited, as there are only 4 buffs/debuffs in the game that count for them. Stat changes do not display them because of how stat changes work.
 I could add icons showing that a certain stat is raised and by how much, but not have icons for each source of the increased stats.

 Also, I have disabled needing to log into to comment, so maybe that will make me feel less like I am typing to nobody.

Wednesday 4 September 2013

Not Dead

I am still occasionally working on Halls of Degeneration.
Adding a few new mechanics, like random potions and poisons.

I'd still like to add that inanimate transformation escape mechanic, but no one submitted anything.

Monday 19 August 2013

New Content Submission layout

I've hopefully made it easier to submit content by having blank forms for the submitters to fill out and send in. If anyone is having issues, leave a comment or send an email explaining them and I will attempt to make them easier.

Sunday 11 August 2013

Inanimate Transformations Accepted

If any writers have a penchant for inanimate transformations, I will be accepting submissions of the sort and creating a new mechanic for them should I receive them.

I plan to share the game on a few websites to drum up interest to hopefully get new submissions, but first must make a blank submission sheet to assist with adding content. Will do this as soon as I have time.

Friday 2 August 2013

Updated!

 Check the download page for patch notes.

 As usual, I probably added and changed more than I remembered to type.

Monday 29 July 2013

Not Dead

Next update is still in progress, I've not had a ton of free time and it needs some extensive internal testing.

There's one more feature to add but it needs a significant amount of writing so I am not sure how to manage it.

 Also, I am accepting Interaction Writing submissions. Currently not every creature has them, and that's how it will be released if I receive none.
 The Interactions are large paragraphs, generally being sexytimes or sexy mischief (The Tiny Witch interacts with a bunch of transformations, because she's kind of a jerk).
 The are displayed when the player, while fully transformed, walks past a applicable creature.
 For example (spoilers), when the player is a Chicken, and walks past the Tiny Witch, she causes them to lay a  bunch of pink eggs at once.

 I'd love to have some of these submitted so there is more to the new system.
 If I get more than one for a combo, that is fine too and I will simply make it display a random of the two (or more).

 PS: Considering changing the sword to a whip, and rewriting most of the combat text. Good idea? Leave a comment or send a mail.

Tuesday 23 July 2013

Need Graphics!

If anyone is available to do some more graphics for the game, send an email to hodsubmission@gmail.com!

I don't want to spoil too much of what I need here, so I will fill anyone interested in via email.
I will say that they should be able to draw humanish figures.

Saturday 20 July 2013

Plan is a go!


 The previously posted plan is now on my "To Do" list!
The votes were almost entirely for "Yes!". The only bad part is that it was a very small number of total votes. Guess not many of your read this, eh? All well, I'll keep trying maybe I'll hit something good and get a big fan base later.

 I have a ton of other neat things planned as well so the next update will be a long time away, but will be worth the wait I hope.

Thursday 18 July 2013

New 'Game Over' mock-up.


 I've heard quite a few comments on how Game Overs are handled being somewhat bland in regards to the games fetish aspect. Balancing good gameplay and fetish content is much harder then I expected going into the game, however thanks to a few good suggestions I have an idea on how to handle Game Overs in what should be a more fun aspect.

 The new rules are:
1) When fully transformed, Hunger, Exp, and Life bars vanish, and instead a 'Sanity' or 'Humanity' bar appears. The Player can still move.
2) The bar has a set value, not effected by stats.
3) It drains each turn.
4) Each time you walk over a valid enemy, you get a message. Enemies without messages will have to exist for the workload to be viable.
5) Restoratives now only reset Sanity/Humanity, unless it's already full (so need two to fully turn back if fully transformed). Still removes all partial transformations.
6) There are 'Shrines' or alike spawned in the rooms of the dungeon. These would return you to fully human, and then break and not be able to be used again. Only a couple of these would spawn on each floor.
7) Traps, Chests, and Gold can't be interacted with when fully transformed.

This has not be implimented, and is only a concept at this stage, however I know how to do every aspect of it.
 I wish to know if it is something the community would enjoy before I put the time into it, however, so please vote in this poll!

 Vote here: http://strawpoll.me/251056

 I'd love comments as well, but I know that many fans are too lazy to sign up.

Monday 15 July 2013

Making Combat Sexier.


 I noticed something missing from the game.
 Something that made encounters more dull, and not fitting of a fetish-centered game.

 That 'something' was the lack of text during combat.

 Next update I will be adding messages for encountering each enemy type, defeating each enemy type, and a bunch of messages for attacks and blocks. This allows the creatures to engage in minor sexytime activities mid combat (for you to read after).

 I am also making sure to not have the player murdering the poor creatures of the halls. They will retreat when they run short of courage. I didn't want to imply that the player would be stuck in the Halls only until a new adventurer comes along and murders them.

 Hopefully this makes the game more interesting and gets some content submitted!
 Various other changes are coming as well next version.

Sunday 14 July 2013

Ideas and such.

 There are two things I've wanted to add to the game:
A) Bag limits and a way of extending them.
B) A way to collect gold without selling items.

 As for Bag limits, I was thinking of having a 20 item limit, that can be increased with an item an unlimited number of times. The item would either be a Flux item, or (and I am leaning twords this) only sold by Milryth.
 One possible issue, is that with a full bag you'd be unable to loot chests, and thus unable to get the bag extending item. Milryth could be coded to make you automatically use the item if it's purchased with a full bag.

 Gold I wanted to have appear around each floor much the same way chests do. The only worry in that regard is that creating more objects will tax the floor generation more when the game already struggles.
 I do not want to make enemies drop gold, as there are no enemies in that game that would be holding gold, and that is always a silly trope.

 Leave any feedback on either of these issues in the comments, and I will be sure to read them and take them all into consideration.

Thursday 11 July 2013

MicroUpdate

 A few people sent in new artwork for a few assets, so I incorporated them and posted as update.

 There's only a tiny but of code change, it's mostly about the graphics this time.

Tuesday 2 July 2013

Update posted!

Posted an update, check the Downloads page for the full patch notes.

Wednesday 19 June 2013

Meet Milryth!

I've been wanting to add a shop keeper to the game for quite a bit of time now, and with the addition of junk equipment I feel the need for one is higher than ever.
 I've got alot of work ahead of me to make her actually functional, but I managed to doodle something up that I quite like! May I preset you, Milryth:

"You buying something, or what?"
Occasionally I can draw something half decent looking, and this is one of those times. I'll be working hard making her functional for the next few days. So much for that! I finished up her functionality in only a few hours. Worked far better than expected. She'll be making an appearance in the next version!
 While I am proud of how my drawing turned out I will, of course, accept superior drawings from superior artists if they want to offer anything.

 This also sets up a Goblin transformation quite well, if anyone wanted to write and submit one.

Monday 17 June 2013

Update Posted!

Check out the Download page for full update notes (or, all the ones I remember)

I'll be around all day to check for feedback and bug reports. Enjoy!

Saturday 15 June 2013

New version Monday!

Due to a kind contributor I got another transformation in, so am now comfortable releasing a new version.

Sadly this will be the only additional transformation in the game, but in terms of game mechanics this update is massive.
 Hopefully all the new stuff will add many new dimensions to the game play, and inspire people to send in content! Even if not, I'm not done with the game.

 I won't say what the next version has in it, but I will say there is another trigger that transformations can use. There won't be any transformations that use it right away, but it's another option.

 Any content submitted before Monday will be added to the game (assuming of course, it meets the standards) before release.

 Also, if a major bug is discovered before then the update may be delayed.

Thursday 6 June 2013

Random Tilesets and 1st Person Textures


 Been working on making the walls look better, as well as a random tileset for each floor to spice things up  atiny bit.



Going well I'd say.



I'm hoping to add more transformations too, but I have had zero submissions so far.
Don't be shy to submit something! I'd love to get a bunch of bad submissions so I at least know some people took an interest in the game.

Wednesday 5 June 2013

Welcome


 Just getting set up around here.

 Download and Information links are at the top. I HIGHLY recommend reading the Information before you play the game, because the combat system might not be obvious enough when you first do it.

 Right now the game needs content more than anything else. If you're a writer and enjoyed the game, I implore you to check the 'Contributing' tab at the top of the page for info on how you can add your own content to the game.

 For the time being I am working on making this page look presentable.

Have fun!

PS: Name is NOT final. It's the best I could come up with but awesome suggestions will be considered.