Sorry for the delay.
Here is the latest development progress.
Meat Pie curls up and bounces toward the player when approached.
If you get hit by the charge, you’ll be caught in her spinning motion and dragged away.
Once captured, she lands on the ground and transitions into different restraining states based on the situation:
If her HP is above 50% when you’re caught, there is a 50% chance she will transition into a crushing restraint.
It’s difficult to escape, and over time it progresses as follows:
Tongue Sandwich Restraint → Chewing → Full Swallow (Rumination) Restraint
—dragging the player deeper and deeper.
Under the same conditions, she may instead transition into an unbirth sequence.
This feature is still incomplete, but if the Hatter is nearby, it will lead to an even stronger restraint.
If you survive the crushing attack or get caught when her HP is below 50%, she will swallow Shurot to absorb health.
Each stomach has different characteristics:
Second Stomach
The deepest stomach. If swallowed, you are dragged straight into this one.
It deals the least damage, but the more you struggle, the harder it becomes to escape.
Remaining calm allows faster transition to other organs.
First Stomach
A standard damage stomach. You can escape if you struggle enough.
Oral Cavity
You’ll be caught in the chewing motion and take higher damage, but it’s easier to escape than other areas.
Hints about these will be available through mixed talk events or in other in-game locations.
↓ This is the case when you don't struggle in the second stomach.
You’ll notice a quick transition.
To implement a future report system, I’ve added new flags for each power-up item.
Likewise, I’ve assigned flags and map IDs to each map area.
(Currently, only Factory and Fall maps are implemented. The Atelier map will be addressed next month.)
I had done a rough version of this before, but it was a mess—so I reset and reorganized everything.
Ironically, it was harder than building it from scratch.
As there were reports that destinations were hard to identify, I began working on a system that:
Marks destinations and boss locations from the start
Shows the position of sub-missions related to Heiwa
Allows specific items to be marked on the map
Certain items can be marked by giving a Croc Corporation staff NPC a special body fluid (to be added later).
↓ Story objectives are now clearly visible, and the marker disappears once completed.
↓ Gourmets and tumblers can also be marked once conditions are met.
This system should resolve the issue of players getting lost frequently.
That’s all for this update.
As mentioned in a separate post, I will now proceed with updates on the 1st and 15th of each month.
Apologies to those who had planned to cancel their support at the end of this month, and thank you for your understanding.
Completion of Meat Pie’s Unbirth animation & basic attack
Completion of the map feature
Creation of map tiles for Cable Cave
This is still in the early conceptual phase, so please take it lightly.
Recently, the new version of the tool I’m currently using — Action Game Maker — was released.
The current tool is quite old and not compatible with Windows 11.
If the new tool proves more efficient, I’m considering wrapping up the current game as "The Knight of Junk: Part 1",
and creating Part 2 using the new engine.
(Rest assured — I will finish the story. I won't abandon it midway.)
However, since Action Game Maker is quite different from the previous version and I’m not fully familiar with its capabilities yet, I will continue studying it before making a final decision.
I’ll provide another update on this in the future.
That’s all for now.
In any case, I will complete the current version of the game, so I would be grateful if you could continue waiting patiently.
Thank you as always!
ゔぇのむとかげ
2025-07-01 00:37:54 +0000 UTCShiny Umbreon
2025-06-30 19:20:32 +0000 UTC