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What are you working on? (Game Making Thread)

I've been "researching" game theory and the theory of mind.
Lately I've been wanting to do something other than an RPG, like an adventure game. But I didn't know how to approach designing objectives, and I started wondering what really classifies adventure games as games in the first place. In my mind, adventure games are just you bumping around in the dark until you find a square peg to put in the square hole. What do you call that? Luck? Skill? Is it even a challenge?
I realized the skill involved here is working memory. So layering complexity upon that could be one approach to designing.

But reading into working memory, I'm terrified to learn that people can seemly relay knowledge and an understanding of "rules" but then be unable to follow them or switch between them because of working memory defects. What they know and what they do is totally different. It's scary to watch in action and makes me question every social interaction in my life. All these times I thought I was just bad at explaining things. I'll tell someone to "think of it this way" but apparently that requires cognitive flexibility. You can lead a horse to water but you can't make it drink...or can you? :devil:
 
coyotecraft":onwi3pem said:
... In my mind, adventure games are just you bumping around in the dark until you find a square peg to put in the square hole. ...

I remember when Final Fantasy IX was new. One of its innovations was a little exclamation point that appeared over Zidane's head when he approached something he could interact with. A review at the time contrasted this with the previous two games, where you had to "run around humping everything with the X button."

I haven't played an adventure game in years. I remember the puzzles being long, complicated, and often kind of stupid. There was one game where you had to chew some gum, put the chewed gum on a string, lower the string into a sewer grate, pick up a coin with the gum, and then go trade the coin to someone to get something, and trade that thing to someone else, and eventually get the thing you need. (Was it the Star Trek game on NES? For some reason I think it was, but the bubble gum seems out of place in that setting.)

I think that games like Scribblenauts handled puzzles much, much better than the arbitrary, even random, combination of actions that would solve puzzles in most adventure games. In Scribblenauts, you could experiment, and see how things interact, and predict what will happen when you place certain objects into the game. When you can form the solution in your head before you implement it, that feels fun and rewarding. And even failure can be fun because you still learn something, and you might be surprised at how things go wrong. There's nothing fun about clicking every item in your inventory and trying to use it on everything else until you can proceed.
 
Another thing to keep in mind is level-design as a tutorial. Games like Braid and Super Meat Boy were good at this: They introduced you to an ability in a simple setting where you can see how your ability works. And then you have to use that skill to solve a problem. And then they put you into a situation where you have to take the skills you've learned and use them in a new way.

There's a place in Super Meat Boy where you learn that you can wall jump, and you mostly jump left, right, left, right, until you're on top of the next platform. But then you get to a wall where there's nothing else around and nothing else to do, and you are forced to learn that you can wall jump and reattach to the same wall, and wall jump again.

See if you can teach your players the skills they need to have using level-design. And maybe give them reminders and practice areas before they're forced into a situation where they won't be able to progress. Also, if you can, give them goals that are out of reach at first, that they have to walk past a few times, and then after they learn a certain skill, they know how to reach the goal. That gives them a sense of accomplishment when they can do something they previously couldn't.
 
@coyotecraft Conveyance is key, Egoraptor did an exellent documentary on how you can do tutorials to teach players how to play your game with only one stage and next to no dialogue, he uses Megaman X as the ideal example.
http://www.youtube.com/watch?v=8FpigqfcvlM
As for "adventure" games, mostly there's a reason why that genre is dead, it's because the logic of them was lost on those without a similar mindset as the developers. A good example fo an adventure game that actually has rules is oddworld Abe's oddysey, as it didn't have a HUGE amount of different items, and the ones it did have were all easy to understand. Just play like, the first LEVEL of oddworld to see an adventure game done right. I'm pretty sure on steam you can grab a demo.

Myself, PFC (perseverance full clearance) was me applying as much on-screen conveyance as possible. You likely can't recall any tutorials where I told you that 'A' is to attack, or 'S' is to shadowdash, or much of that- because there was no need. All that information was embedded clearly-enough in the HUD
SV0E2d0.png

The exceptions were the options to listen to the LeakiCorp tutorials on weapon and item switching. As that was a little more complex.

So, much update! Let's begin with something that is quite undeniably EPIC!
http://www.youtube.com/watch?v=a3kMjFMpTis
The fight with the Insidious Architect now mimicks the Immoral Messengers, as it gets progressively more difficult with each shield bar depleted.

1 Shield bar Depleted:
Bursting Star: Yi will start summoning bursts of Orbs around her that make getting close to her riskier than it already was.
2 Shield bars Depleted:
Zero Universe: Will begin periodically casting an Arena wide sequential AOE.
3 Shield bars Depleted:
Scattered Shards of the Relinquished: She will cast a continuous flurry of projectile attacks from the middle-top of the screen, and this will show no pause until she is defeated.

Some attacks do become less frequent as phases move on.

I think my favorite of her new abilities is Zero Universe, as it gives a real sense of OH SHIT!!

In other news, my composer got two of three Svoli themes done.
http://www.youtube.com/watch?v=MK7U28VwGtwhttp://www.youtube.com/watch?v=S_AJD-Hpo1w
 
Actually, I was thinking more about the "why" than the "how". If I made a maze then why should the player complete it? And what makes a maze a game in the first place? Because its a question of motivation, you'd think it's all about hacking the brains reward center so they feel accomplished at the end.

So many RPG Maker games begin with an asinine fetch quest. There's a reason to do it - it's the only way to advance the story. But not all games have story. What can you do with fetch quests? Game theories deconstructs the mind down to challenges, chance, and connections. From an emotional perspective games of challenges and chance are sparking competitiveness and hopefulness; both require a kind of social and probability awareness. As a game designer, I think you have to provide that "mental space".
Games involving connections is stirring understanding. It's a little abstract and difficult to talk about, but within the mental space the player is finding meaning.

So going back to a Maze. As a challenge, there could be a time limit or a race with other players. As chance, there's got to be something obtainable that's outside the player's control. As for connections, maybe the solution to the maze is a solution to another problem - metaphorical reasoning.

In retrospect, it's called being a game designer. Not a reason designer. I shouldn't worry about giving the player a reason, you can just assume it's already there. You're digging ditches and building tracks. Not proving the water or the train that needs to be diverted.
 
It's definitely an interesting thought process. Personally I've not done fetch quests in my game much, except when the 'fetch' is for a macGuffin, I like to think out most things the player would do as a thing that surely the player character would do anyway. For instance, in early Intelligence: Rolly's belly is growling, and pep announces its market day, due to Rolly's appetite, Tristy, one of their newer friends, suggests swiping things without paying, it doesn't phase Pep incredibly much, but Rolly seems to disagree largely with the notion of stealing, Pep reminds rolly that if he wants to be able to eat enough to actually feel satisfied, this may be a lot more able to provide than simply eating the from the discarded plates of wasteful market-goers.

Pep states since he's got an element of stealth that he'll do it, although in the version where the story is revised, I have Tristy do it. So, yeah- it's a fetch quest, but with meaning.

A maze can often have a 'why' attached, a good example is a maze that holds no reason to be solved beyond just needing to be navigated to get from a to b. One good example of mine is in Intelligence, the Darkvoid, the maze isn't hard to get lost in, but doing so usually leads to treasure, and you'll get the layout pretty quickly, there's also a way to solve it on both routes. Getting all the sparkly treasure chests is the reason for the player to complete the maze, and most likely the characters, as well.

When a players and a characters goals are one, and the why means the same to player character in union, that's when you can create a real sense of establishment with your player to the characters.

Now, say a race, that can easily be done in a way that makes both the player and the character seek to win, if the character is a sort who is competitive- and the player's emotions come in line with theirs, especially if there's a character they are racing who they desire to outpass, this can become a mutally beneficial player-character experience. There are numerous examples of this in many big games, the first example that comes to my head is the race in Kingdom hearts 1 with Sora and Riku, who is immediately settled as the players rival, and is Sora's as well. So obviously, you don't wanna be second best, and any chance you can to become number one, you'll take.

As you yourself said:
Games involving connections is stirring understanding. It's a little abstract and difficult to talk about, but within the mental space the player is finding meaning.
To provide meaning for why both the characters and player may want to do something, the character you're playing must be fairly readable, because to relate to their wants and desires, the player must want and desire the same.

All of my games have a simple objective in the overall arc, and it's a prize that would be hard to say is undesirable.

Intelligence: Accomplishment
Hellcat: Understanding
Menagerie: Acceptance
Exile: Belonging
Perseverance Full Clearance: Liberation
Fantasia: Freedom
Boned: Survival
Crowfeast: Power

To give you a brief summary of each.

Intelligence: You start out as bottom feeders, feeling like the world is doing its best to make you into nothing, you have energy but nowhere to spend it. This changes and eventually you began to feel bursts of accomplishment, like player like characters.

Hellcat: At the beginning of the game, you're just chilling out round your house, walk outside and fall into a pit, next thing you know you're in Heldath, and having no understanding of how you got there, bit by piece you and the character, who knows as little as you do, begin to piece it together, and get invested in the new world and vy to understand it like the one before.

Menagerie: it starts with four outcasts, who have no real homes, even if they may have physical ones, Fyori doesn't belong, fatty is not at home, Gerald had never felt at home, and Spooky left his out of disgust and is now trying to find his own place in the universe, but he knows to do that, he'll needs go along with his mother's plan. All of them find acceptance in each other that they did not find from others, Spooky starts out as cold and demeaning, but quickly begins to warm up to and respect his peers, even Gerald- albeit in subtle ways. The others have similar situations. Fyori starts out feeling out in the cold and like she's agreed to help a cause with no stakes to her, however she quickly learns of a reason to aid, Fatty is one of the first really on board, and loves the thrill of adventure, and so happily volunteers, he also takes a liking to Spooky, since dwarves are hardwired to measure hostility as sass and enjoy sass immensely. Gerald is the most unsure for a while, but states that if there's a chance the world is in peril, then he'll act in the name of Yor, but promises Spooky no stay of execution one it's all over, as he deems Spooky a dangerous being. However, after Spooky lends him his time racer so he can go and do something foolish, he finds himself wondering why, Spooky states that there'd be no stopping him, so it's best he make it quick as he can, not to mention that gerald's experience may kill him, or may make him more competent, both are good things in the eyes of Spooky, Gerald accepts, After a while he begins to see Spooky is empathic, and just has trouble showing it, and while the two continue to bicker, it's done in a more friendly fashion.

Sorry that one went on a bit... NEXT!

Exile: Alien is sent to Earth for crimes against her own people, we are never told what these crimes are, but suffice it to say Lyza simply wants to find a place of belonging, she eventually finds it in helping a revolution overthrow the Australian monetarists and founding a new world order with the power of people at her side.

Perseverance Full Clearance: it's obvious from the first that living in a society run by the Naxonite Order is hellish, so throughout the game your goal is to liberate your country (britain), and then yourself in some way after Britain fails to be liberated.

Fantasia: Created for the sole purpose of being slaves, with a couple helping hands, the protagonists, Lumi, Lilac and Koko, seek out a way to ensure freedom, and for the cosmos to keep going on, they fight for Surreal Cosmic Progeny, for the freedom to be odd. For the right to be crazy, to teach even Goddesses that their rules will be defied if they are unreasonable enough.

Boned: Basically you're woken up from your kingly meditation by your mother, who states one must also practise food eating to live a happy fulfilled life, not long after, she asks the protags dad to help her grab a Deathly ichor, a needed ingredient, he however, is clearly too comfy to get out of his chair, using Richard's Kingly-knight-complex to his advantage, Richard's dad asks that he go on a quest to stop his most mild cold from getting less mild. The quest goes on many interesting twists, with lever puzzles that need to be solved to progress, it's a maze in a game, with a few very easy battles. only one of which you can lose. The goal being to obtain the deathly Ichor for a dish that will help you survive. Which is funny considering Richard is a skeleton, but that's never really gone into. In a flavour text he says food sticks to their ribs, this is likely meant to be comical nuance, but also might tie into some belief Skeletopians have. Food may work like magical nutrition, it's hard to say. Other skeletopians like Limbo seem to have no issue disregarding the rules of life when need be, but seeing as most skeletopians enjoy the pleasures of partying, it's likely they get some benefit from food.

Crowfeast: My, this is a good one to experiment with. In most games, the goal is to stop someone getting enough power to become unstoppable, however in crowfeast the magalomaniac is you, and the struggle for power is given to both the player and the player character, Mira. While her goal may be beneficial to the peoples of her homeworld Shale, she personally has her own motives, and the player shares in these, which they share in the most may well impact the route they take. Mira has only two combat abilities, Quell, and Execute. Quell is a silent KO, while execute is a Murder. If she quells all, she cannot allow Berk to feast on their misery, meaning her power never really grows. In this route, her main goal is to avenge her family's deaths and make some kind of understanding out of things.

Her Ravenous route, is quite different. She intends in this route to strike down anyone in her way, and absorb them for whatever they are worth, this is a route that rewards ruthlessness, as the more you kill, the more crazy your challenges get. Both however, are a power struggle, one is against those who wronged you, the other is against all who could potentially wrong you.

If you're a player who doesn't like killing people, and just getting done what needs be done, resolving things through diplomacy rather than violence, the Ghost Route is the ideal. But for those who would rather see Mira succeed to her fullest, and feel powerful alongside her, they can choose the Ravenous route, and while an official choice is never given, it becomes clear pretty quickly (before it's too late) that Mira is a tough pill to swallow when it comes to her more ravenous side, so you can choose to switcharoo if you don't want to get locked into one or the other.

Likewise, sparing people, or ghosting them, also isn't good for the player who likes to be in control, the only way they can be in control is via channeling themselves through Mira's ambition. In the Ghost route, Mira often gets cornered, and usually has to plead or excuse her way out of a situation, so if you don't like to conform, it will become clear pretty quickly which route is for you.

Anyway, hopefully this spiel resonated with you, somewhat~ I've naught else to show off yet.
 
Made this to test out my Mode 4 code:

http://www.youtube.com/watch?v=n0-QqqzQFKQ

Spent most of the time trying to optimise the random number generator. Quirk with mode 4 is that it has two pages that you are supposed to swap between for reading/writing pixel data, but what I did here was Direct Memory Access (DMA) copy the back buffer to the front buffer when in VBlank.

A normal CPU copy involves reading from memory to the CPU then writing from the CPU to memory (load/store) - with DMA you basically connect the memory directly so the data transfers without touching the CPU (well, not quite). The CPU is halted during the transfer, but it's really fast compared to even the fast CPU copy mode (which does load/store copy but locks the CPU to do it as fast as it can).
 
That looks great. I don't know your whole process for picking the colors, but the way I would do that with a material in a modern engine is like this:

Bands of color, from bottom to top: white, yellow, orange, red. Also, opacity decreases as the color darkens. Place over a black background. Take two repeating noise textures that you scroll, one toward the top-right, the other toward the top-left. Add their red channels and green channels together and use the resulting numbers to offset the colors from the color bands.

That's kind of the standard for procedurally generated fire nowadays, easily done when you have a multi-gigabyte engine and a modern operating system sitting between you and the video card. Is the process for choosing the color at all similar on a GBA?
 
I forgot to mention that video was based on the code for Doom PSX's fire effect, which is a more lazy implementation of old-school demo-scene fire. The image is scanned from top/bottom left/right and when a coloured pixel is encountered it is randomly propagated to one of 3 pixels above it, the pixel receiving the colour has its value randomly reduced too. The fire is seeded by a solid white line at the bottom of the screen.
Here's an article: http://fabiensanglard.net/doom_fire_psx/

I later made a more GBA optimised version that's a little different (same principle, but more quirks) where I do this on entire scan lines at a time - which allows 8bit operations on the pixel data. VRAM on GBA only allows 16bit data so an 8-bit write requires reading 16-bits, masking off 8-bits, or'ing 8-bits, then writing 16-bits - this was the bottleneck.
 
3/14 happened, had some fun doing a splash video on my website. https://www.crazychimps.biz/

Despite how uneventful the week has felt, I've actually gotten quite a lot done! I began by grabbing some DLC and having fun adding sound to these animations.

[/b]Lifestrom, Eschaton, Floor Shatter, Scarlet Sun Supernova
http://www.youtube.com/watch?v=5dVIRxOMnV8http://www.youtube.com/watch?v=0JpKt1pypyw

Now with these new animations, I also endeavored to optimize the Denui Damnation scenes, there's a large chunking / frame rate issue when these play, and the reason is mostly that the 'rotate picture' command in rpg maker as a whole is one of the most costly processes you can run. So, I remove that and the other tidbits, and instead simply play a pre-rendered short and sweet cinematic, like these two
Absolute Tempest // Heavens Wrath
http://www.youtube.com/watch?v=P0T9ACAFLR8http://www.youtube.com/watch?v=XbObJvO44OY
Haven't implemented these changes into the game yet- but I will probably today.

Jake "MoneyMenace" Gamelin, the composer for Fantasia, has also been busy! Lumi's themes have been completed and they are great!
http://www.youtube.com/watch?v=HycNbrTpD2Qhttp://www.youtube.com/watch?v=72mf6Ec7_uk

Xiie also finished the sprite for Rolly, and it's adorable!
5JqX7HF.png
kX6J0Fz.png


I myself, have been busy updating Fyori's portraits with the tattoos, magic body-runes and fine details along with adding Pjcr's wings into the equation, now she's sitting pretty, and even has a shrugging pose now! More to come!
xo4qNpU.png
c0nhQha.png


I also updated Esperia's Sclera to be black... which is accurate given how tanked she is on Heldathian mana.
Ukbuckl.png
Dm7USFp.png


I've also re-calibrated all the instances for music playing, I had to re-order the OST recently as it went from 56 tracks up to 64. Here's what the tracklist looks like now.
t213Mu2.png

Which meant updating every wrongly named instance in the games events, thankfully this didn't take overly long, and during i got to do some incredible improvements to some areas where the writing felt a little hammy.

For now, that's all~ But i think given that I'm gonna have to be a potato this weekend, I'll get quite a lot done!
 
Your production standards for an MV project are much, much higher than most other MV games out there. It's pretty cool being able to look across your past projects and see how much your work has improved.
 
Xilef":2s695b3v said:
Your production standards for an MV project are much, much higher than most other MV games out there. It's pretty cool being able to look across your past projects and see how much your work has improved.
Ahahaha, why thank you. Gosh you're making me blush!

PFC was the first massive jump, all my games prior, discounting Boned- had no artistic coherency, PFC did (for the most part) and it was praised not only for that, but for it's pretty stand out evented ABS gameplay and use of in-game cinematics, although in many regards it did feel sluggish and weak in areas.

Fantasia has the sped up and more open-armed combat PFC lacked, on top of that because I have two incredibly devoted artists doing virtually all of the art for me, it's incredibly beautiful looking. Maps also further took the 'parallax' treatment, although some maps do still use tiles, such as London Downtown, The Starship YHWH and any obstacle courses, where tile-collisions need to be easy to read. I've been called on one occasion the 'Platinum of RPGmaker' due to the colorful hecticness of my games and how I think so hard about mechanics and what works and what doesn't, and always raise the bar higher.

After PFC, I knew I couldn't excuse anything lesser, and I was excited by that! I've always sought to push myself and the engine I use beyond the limits I thought once existed, but the ceiling can always go higher! It's really epic making these evented battles and then seeing how radical and epic they feel to play. I've currently still got three to do for the main storyline in regards to Demo 2, and I'm thinking about how each will go and play out so as to give them a feeling of uniqueness to other fights, but also to keep them fun, fluid, and at least somewhat challenging!

Rolly's fight will have a 'break the floor' mechanic, you'll start on the roof of a skyscraper, and go down five floors ending in the parking lot underneath by the time it's over. Rolly will mostly Rolly towards you, which you can interrupt and stagger him by defending against.

Tristy's fight will be complicated, like the character herself. She'll summon Wormholes that will redirect attacks, that one should be fun to implement! beyond having a chaotic mix of purple, (which means move or suffer) and yellow (can only be avoided with skedaddling) attacks. Your own attacks can also be redirected to hit you.

Lyza's fight I don't know much of it yet, but she's the end of disk boss, so she's gotta be pretty fucking intense, much like Yi is now for Disk 0. her fight and the scenes that follow will be the finale of Demo 2, from there, players will be in the dark until Demo 3 comes out.

So Lyza will have to combined all of the knowledge the player has gained up until this point, and test the player on that said knowledge and see if their skills can match up. She'll likely go through a multitude of phases where she changes from different colored projectiles, summons adds that have to be killed before time is up, and then possibly even just a 'stay the fuck alive' phase before the finale. I'll make sure her track is suitably epic for such an encounter.
 
I'm going nowhere fast today. Rpg maker MV is being touchy. Like, closing a window also clicks whatever is behind the window. So I've have to retype the same dialogue 3 times in a hour. Whenever I need to closed the event command box it's conveniently in-front of the Clear Event Button. And since there's no "UNDO", I'm always just 1 unsteady click away from oblivion.
o48ut6ntj8vgvkv6g.jpg
 
MV projects work well with source control (git); it may help out with restoring backups whenever you accidentally delete the contents of an event. But it really should not be doing this to begin with, it behaves well for me on all my machines.

Do you have a gaming mouse with some kind of background service? Or anything like that at all? My keyboard's background service prevented game controllers working with Steam and caused visual studio to take about 4 minutes to debug launch a GBA emulator - both these things are entirely unrelated to a keyboard. Updated the service recently and those issues disappeared (GBA emulator launches in about half a second, like it should do).

The MV project I'll be working on will be within source control, I'd put any important MV project onto a git service of some sort (even if it's just on local network).


As for what I've been working on: Finished writing data compression/decompression routines. Need to test them with the GBA BIOS still, but that was a crazy amount of tools code to write that's now finished. So the data format will support run-length compression, LZ77 (great for text) and Huffman coding - as well as difference filtering for improved compression of stuff like music/sound files. The next step is write the tool for editing the archive format so I can shove stuff into it, an image converter with image formats, and then get the GBA version of archive/image reading done so I can load up tile, palette, map and animation(!) data into memory.

Also been looking into using GBA tilt sensors for analogue character movement. The game would not have a tilt sensor, but emulators can be configured to use it anyway and a gamepad's analogue stick configured to be the tilt source, resulting in analogue control in a GBA game with emulators.
 
I made some adjustments to my left-click button. Seems when I put my laptop back together I made a screw too tight. I'm just surprised how much trouble an erroneous double-click can cause.
Like why isn't there an undo? Or a warning prompt before deleting everything?
When selecting a faceset, double-clicking the file name automatically confirms and closes the selection window. It's annoying, especially when I'm just browsing.
 
Never had that double-click problem, but my wife had this mysterious problem on the laptop she used for taking notes when she was working on her master's degree. Giant sections of her notes would disappear, or she would have huge sections of notes in the middle of previous notes. What I think was happening was the side of her palm, near the thumb, was brushing the touchpad, which would select a bunch text, which would then get overwritten. Or it would move the caret and she would start typing at a different spot in the document. It was extremely frustrating for her.

I tried a bunch of things: decreasing sensitivity on the touchpad, setting the touch-here-to-enable-touchpad option, maybe even making a keyboard shortcut to enable/disable the touchpad. The extra steps to enable the touchpad were just too annoying and cumbersome for her, so she just went through grad school with horrible notes.
 
Some long overdue interior/house tiles for my a-rpg gamekit project. It's a start but I'm just doing simple singular/autotile ones so I at least have something to show for at the end of the day.

Note: These are heavily WIP and are subject to change!

HouseTiles.png
 
My left-click button isn't entirely fixed. Like every 20 click or so it reads a double click. Or if I just roll my finger while it's pressed it somehow reads a click, which is annoying while trying to highlight text.
I pulled out a really old wireless USB mouse, like maybe 2005? It worked fine but then it started doing strange things in the browser. Like I'd be typing and nudge the mouse, then the browser goes back a page. I have no idea how or why. Also, it messed with the wifi signal, so it had to go.

I have my pen & touch tablet but I can't touch and drag to highlight text unless I mess with the button configurations.

I really just need a new laptop.
 
Just buy a decent mouse and plug it into one of your laptops USB ports.

If it's entirely a hardware issue then it's just your mouse being weird, lel. Be a darn sight cheaper than replacing a laptop, lmao.

Progress has not been great lately, been more busy streaming games and taking a break. Burnouts suck. However one of the best cures is my artists or composers getting work done so I have files to implement and test out.

If they manage to get me files I'll edit this post with them if there's no response between then and now.
 
Spring is in the air and I'm reminded of a text-adventure game I made for an April GameJam last year. After a month of indecision I've decided to do something similar with my Perseverance fan game, only I'm going to add some first-person rpg elements to it.
By "first-person" I mean, Sven is going to have some close encounters. In keeping with "The Hanged Man" imagery, things are going to latch-on and cling to him. So like, a slime attacks his leg and the battle screen is him looking down at his legs. He can fight it off or use a mechanic to turn the slime into leg armor. So basically, that's how Sven will be leveling-up.

With a full set he can acquire a permanent ability. With slime-armor, I'm thinking an ability to slip-away, or swap limbs reallocate the monster attachments to other parts. I need to playtest this idea to see if random battles are fine. Or if I should let the player do the hokey-pokey and "stick you left leg in and shake it all about" to initiate choice battles.
 

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