The Negative: Devlog #14: Monster Spotlight – Glumroth

Glumroth belongs to the Void class. This cute little guy doesn’t do much at the start of battle thanks to its low Speed (made worse by one of its passive skills!), but is capable of gaining a huge damage advantage over his opponents thanks to his many sources of Power gains and his ability to decrease his enemies’ Defense.

Glumroth also has a few very powerful passive skills, including some that deal damage to all monsters on the battlefield (including your own monsters!) and healing himself based on the number of monsters damaged. Perhaps most importantly, Glumroth has the unique ability to disable a piece of an enemy’s equipment – this is especially useful when an enemy is wielding a piece of unique gear that grants it an annoying, powerful skill.

Active Skills

Blood Feast: Target takes a small amount of damage and this monster recovers a moderate amount of HP.

Devour: Target takes a moderate amount of damage. If this skill kills the target, this monster recovers 50% HP.

Stomach Acid: Enemies lose a moderate amount of Defense.

Belch: Disables a piece of the target’s equipment for the rest of the battle, and creates a poison pool at the target’s location.

Passive Skills

Insatiable: When this monster is healed, and the amount of healing exceeds its Maximum HP, 20% of the amount it would have recovered is instead gained as Power.

Gluttony: At the start of battle, 20% of this monster’s Speed is converted to Power.

Noxious: At the start of this monster’s turn, it deals a small amount of damage to all monsters.

Voracity: When this monster deals damage, it recovers 1% HP for each monster damaged.

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The Negative: Devlog #13: Monster Spotlight – Totemancer

The Totemancer belongs to the Chaos class. As its name suggests, this monster’s primary goal is to summon a wide array of versatile totems to aid your monsters in battle. While this monster’s innate skill set is more than capable of holding its own in combat, I expect that creative players will come up with even more interesting combinations with other summon-based skills.

Totems are unique compared to other summons in that the player cannot control them directly. Instead, at the start of their turn, they perform a specific function and then their turn ends immediately. Much like other summoned monsters, totems inherit stats from the monster that summoned them.

Active Skills

Totem of Fire: Summons a Totem of Fire. At the start of its turn, it deals a small amount of damage to a random enemy, then skips its turn. Only one Totem of Fire can be active at a time.

Totem of Earth: Summons a Totem of Earth. At the start of its turn, it heals one of your monsters for a small amount of HP, then skips its turn. Only one Totem of Earth can be active at a time.

Conjuration: Deals a small amount of damage to all enemies, plus 10% more damage for each summoned monster fighting on your side.

Totem of Storms: Summons a Totem of Storms. At the start of its turn, it uses the Conjuration skill, then skips its turn. Only one Totem of Storms can be active at a time.

 

Passive Skills

Salvaged Mind: At the end of battle, this monster regenerates a small amount of MP for each summoned monster that is still alive on your side.

All For One: This monster has 5% more Power for each summoned monster fighting on your side.

Totem of Frost: At the start of battle, summon a Totem of Frost. At the start of its turn, it decreases a random enemy’s Charge by 25%, then skips its turn. Only one Totem of Frost can be active at a time.

Horde: Your summoned monsters gain Charge 5% more quickly for each summoned monster fighting on your side.


Note: I’ll be gone until next Tuesday, which is why I decided to post this monster spotlight ahead of time. Have a good weekend!

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The Negative: Devlog #12: Monster Spotlight – Spirit

The Spirit is a Life monster with a skill set that focuses on manipulating the battlefield in unconventional ways. Most of its skills change their effects based on the stats of other monsters in battle. In addition, it capitalizes on having high Resistances, which work closely with the Defense stat to mitigate a large amount of incoming damage.

Active Skills

Mortal Coil: Deals a small amount of damage. The damage is based on the target’s lowest Resistance.

Ancient Gift: Target gains a large amount of Power, Defense, Speed, or Luck – whichever is highest.

Decrepify: Enemies lose a small amount of Power, Defense, Speed, or Luck – whichever is highest.

Soul Blade: Deals a large amount of damage to the enemy with the lowest HP.

Passive Skills

Pierce Soul: This monster’s attacks and skills deal damage as if its targets have 15% less Resistance.

Magic Shell: This monster’s maximum Resistances are 75%. (The maximum is normally 50%)

Resilience: This monster has 15% additional Resistances. 

Impunity: This monster’s Resistances cannot be lowered.

Attack animations look really weird when they’re looped over and over again.

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The Negative: Devlog #11: Monster Spotlight – Pontiff

The Pontiff is a highly-versatile monster that belongs to the Life class. This monster’s skills all have different effects depending on whether you use them on an ally or an enemy.

The Pontiff is capable of dishing out a high amount of damage while also offering buff support, stat boosts, and most prominently, healing. This monster’s main weakness is that its skills cost a high amount of MP – so while each skill is quite powerful, you’ll need to use them sparingly… or simply stock up on mana potions.

Active Skills

Flagellation: Deals a small amount of damage to an enemy, or recovers a small amount of HP for an ally.

Declaration: Enemies are afflicted with a random debuff, and allies are granted a random buff.

Determination: Enemies lose a small amount of their highest stat, and allies gain a small amount of their lowest stat.

Judgment Day: Enemies take a large amount of damage, and allies recover a large amount of HP.

 

Passive Skills

Divinity: After this monster uses a skill, it gains a Barrier that absorbs damage equal to 15% of its Maximum HP.

Belittle: When this monster damages an enemy, the enemy loses a small amount of Power.

Unstifled: This monster is immune to Silence.

Inspiration: When this monster heals an ally, the ally gains a small amount of Power.

Apparently, looping this monster’s attack animation makes it look like it’s trying to get its groove on.

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The Negative: Devlog #10: Skill Design

The Negative offers a lot of skills for players to experiment with: there are over 120 monsters to collect, and each one has 4 active skills and 4 passive skills. While some monsters might have a few skills that are borrowed from other monsters, the game still has over 400 active and 400 passive skills. And that’s not even counting exclusive skills that are granted to monsters via unique equipment!

It’s important that each active skill is versatile, satisfying, and fun to use:

Versatile: for most skills, it’ll be pretty easy to find at least a few other skills that synergize with it well. But the most powerful skill combinations will need to be obtained by fusing your monsters together. This provides players with a sort of “end-game meta-game” in which careful planning and strategy are rewarded.

Satisfying: each skill has unique art and sound effects. Most skills also utilize particle effects to make them feel more impactful and lively.

Fun: if a skill is cumbersome for players to use, or is particularly frustrating when an enemy uses that skill on the player, the skill should be redesigned.

And from a broader point of view, I also want battles to feel interactive and even-paced. One of the things I dislike about Siralim and Siralim 2 is that a lot of players ended up seeking out combinations that allowed them to mash the confirmation button over and over again without thinking about what they’re doing. In The Negative, each battle will hopefully be more difficult, interactive, and rewarding thanks to more balanced skills and back-end math.


I’ll leave you with a few examples of active skills. Note that the monsters you see in these GIFs aren’t the same monsters that will use the skills I’m showing off – they’re merely there as placeholders for now.

Blood Sword: deals a large amount of damage to the target, and deals a moderate amount of damage to the user.

 

Hellcry: deals a small amount of damage to the target, then deals a small amount of damage to 2 random enemies.

 

Blood Bolt: deals a small amount of damage to the target and heals the user for 50% of the damage dealt.

 

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The Negative: Devlog #9: Monster Spotlight – Breeder

In The Negative, the Life class monsters aren’t quite how you might expect them. There are no frolicking unicorns, devout priests, or holy idols to be found here. In this world, there’s a fine line between Life and Death.

Today, we’ll take a look at the Breeder, a Life class monster that demonstrates my point rather well.

Pretty ugly, right?

As you might expect, this monster is a summoner… with a twist. The Breeder’s main goal is to give birth to a small army of explosive fetuses. Unfortunately, the Breeder must die during child birth if it’s carrying triplets.

Yeah, I don’t know. This is getting awkward. Let’s take a look at the Breeder’s skills.

 

Active Skills

Gore: Deals a small amount of damage and afflicts the target with a random debuff.

Birth: Summons a fetus bomb on the other side of the battlefield. If the fetus bomb is not destroyed in 2 turns, it explodes, dealing a moderate amount of damage to all enemies.

Foster: Summoned monsters recover a large amount of HP. (Keeps your fetus bombs alive if your enemies try to dispose of them!)

Last Word: Deals a massive amount of damage to enemies, then kills this monster.

 

Passive Skills

Final Sin: When this monster is killed, it explodes, releasing 3 fetuses bombs on the other side of the battlefield. If the fetus bombs are not destroyed in 2 turns, they explode, dealing a moderate amount of damage to all enemies.

Undeath: When this monster dies, it has a 35% chance to be resurrected with a moderate amount of HP.

Urgency: Summoned monsters gain Charge 30% more quickly. (Meaning the fetus bombs will explode more quickly!)

Living Nightmare: This monster takes damage over time. In addition, at the start of battle, if this monster’s HP is less than 50%, its HP is set to 50%. (Since HP doesn’t regenerate between battles, this monster’s other abilities would cause it to always be dead. This skill helps to alleviate this issue.)

 

The Cycle of Life

When the Breeder dies, it gives birth to three beautiful baby triplets.

These little guys don’t do much. You probably didn’t do much when you were born, either.

But give them a few moments, and if your opponents aren’t quick enough to dispose of them…

BOOM! Massive damage!

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The Negative: Devlog #8: Monster Spotlight – Slitherwig

Today, we will reveal the Slitherwig, a monster from the Void class!

 

The Slitherwig is a monster that specializes in preventing enemies from using their skills by afflicting them with the Silence debuff, or by simply burning their MP. This monster also has a few support-oriented skills, similar to those of the Grimoire, to restore your monsters’ MP. Perhaps more importantly, however, the Slitherwig is capable of removing enemies’ buffs.

Active Skills

Vertigo: Target takes a small amount of damage and is afflicted with Silence. (Silence prevents the afflicted monster from using skills)

Mana Burn: Target loses a moderate amount of MP.

Fray: Target takes a small amount of damage. The damage increases based on the amount of MP the enemy is missing.

Nullify: Removes a target’s buffs.

Passive Skills

Brain Fog: Enemy skills cost 10% more MP to use.

Leech Mana: When this monster decreases an enemy’s MP, your monster with the lowest MP gains that MP.

Interruption: When an enemy tries to use a skill, this monster has a 10% chance to interrupt it.

Feedback: When an enemy’s buffs are removed, the enemy takes a small amount of damage for each buff removed.

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The Negative: Devlog #7: Monster Spotlight – Gallowbrute

Today, we’ll take a look at a monster called the “Gallowbrute”.

Can we agree that this guy looks awesome?

The Gallowbrute is a Death monster that is capable of dishing out a huge amount of damage on the front line of battle. This monster makes heavy use of the “Berserk” buff, which temporarily increases the amount of damage it takes and deals out to enemy monsters. While most of the Gallowbrute’s skills are generally selfish in nature (they don’t affect allies), this monster has one buffing skill that can be used to greatly increase your monsters’ Power and Speed in battle.

Active Skills

Slam: Deals a moderate amount of damage to the target.

Headcrack: Deals a small amount of damage to the target. If the target has less than 50% HP, it is afflicted with Stun. (Stun causes the afflicted monster’s next turn to be skipped)

Berserk: Monster becomes Berserk. (Berserk monsters take and deal increased damage)

Enrage: Your monsters gain a moderate amount of Power and Speed.

Passive Skills

Temper: When this monster attacks, it attacks an additional time for every 35% of its missing HP.

Embolden: When this monster takes damage, it gains a small amount of Defense.

Apoplectic: This monster does not take extra damage while it is Berserk.

Frenzy: This monster’s Charge regenerates 50% faster while it is Berserk. (Reminder: “Charge” refers to a meter that fills over time. When a monster’s Charge meter is full, it can take a turn)

 

Suggested Playstyle

The Gallowbrute’s primary concern is to maintain the “Berserk” buff at all times. Thanks to its passive skills, the Berserk buff is much more powerful when applied to this monster than others. The “Apoplectic” skill removes the negative side-effect of this buff, while “Frenzy” ensures that the Gallowbrute can dish out a large amount of attacks when coupled with “Temper”.

But the Gallowbrute isn’t just a one trick pony. It also possesses a way to Stun targets with the help of “Headcrack”, and if this monster can’t attack for some reason (such as if it’s afflicted with the “Scorn” debuff), it can use “Enrage” to buff and support its allies instead.

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The Negative: Devlog #6: Monster Spotlight – Grimoire

Today, we’ll discuss a monster in The Negative called the “Grimoire”.

This monster belongs to the Mind (formerly called “Sorcery”) class, and serves as a supportive unit for other spellcasters. It accomplishes this by providing several buffs and MP-regenerating skills, while also being able to cast its own spells very efficiently.

Active Skills

Magic Missile: Deals a small amount of damage. Costs no MP.

Funnel Mana: Transfers a large amount of MP to the target.

Brilliance: Your monsters gain Arcane. (Arcane is a buff that allows monsters to regenerate MP over time)

Power Overwhelming: Your monsters gain a large amount of Power and lose a moderate amount of Defense.

 

Passive Skills

Specialization: Your monsters deal 15% more damage with skills and 30% less damage with attacks.

Stupify: When an enemy takes damage from this monster’s attacks or skills, this monster steals a small amount of MP from it.

Arcane Gift: When one of your monsters uses a Mana Draught, it gains Arcane.

Ley Lines: Surrounding monsters regenerate a small amount of MP at the start of their turn.

 

Suggested Playstyle

As you can see, the Grimoire ensures that your monsters won’t be running out of MP any time soon – and that’s a good thing, since MP doesn’t regenerate between battles. The Grimoire also enhances damage dealt by skill-users, but punishes monsters for attacking. For that reason, you’ll need your Grimoire to manage your monsters’ MP correctly in order to ensure they never run out of MP since attacking isn’t exactly effective when this monster is around. Lastly, the Grimoire can use Power Overwhelming to significantly increase its allies’ Power at the cost of Defense. Power Overwhelming should only be used after your other monsters have ensured their defenses are stabilized – otherwise, they’ll take a lot of damage.

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The Negative: Devlog #5: Monster Spotlight – Redcap

I’m relieved to announce that we’ve added a new member to our graphics team for The Negative! Well, more like re-added. JC has been working with us for the last 4 years and was mostly responsible for drawing the spell effects for Siralim and Siralim 2. I’m happy to announce that he’ll now be working on all the skill effects for The Negative! Unlike the spell effects in the Siralim series, the skill effects in The Negative will be more visually complex and will sometimes even include particle effects.

Meanwhile, Maarten has been busy drawing new monsters for the game, many of which we’ve been showing off on social media. This means that we don’t have a lot of screenshots to showcase for new features and environments in The Negative, so for that reason, the next several blog posts will be dedicated to revealing new monsters and discussing their skills. Since these posts won’t be as long as normal ones, you should sometimes expect an additional post each week!

Keep an eye on our social media accounts to get a glimpse of new monsters before they’re discussed in these blog posts!
Thylacine Studios’ Twitterhttps://twitter.com/ThylaStudios
Thylacine Studios’ Facebookhttps://www.facebook.com/ThylacineStudios/
Maarten Boot’s Twitterhttps://twitter.com/MaartnBoot


Redcap (Balance)

In today’s post, we’re going to discuss the Redcap.

Redcaps belong to the Balance (formerly called “Nature”) class. Redcaps are designed around the emotional concepts of anger and rage. While they’re very frail on their own, they can summon their inner hatred in the form of a Maniac – a wild berserker with no inhibitions. Maniacs can not only dish out a lot of damage, they also protect the Redcap and keep it safe from harm.

Let’s take a look at all the Redcap’s active and passive skills.

Active Skills

Slash: Deals a small amount of damage to the target and decreases its Defense by a small amount.

Tantrum: Deals a moderate amount of damage to the target. This skill has a chance to deal critical damage based on how much HP this monster is missing.

Bolster: Your monsters gain a moderate amount of Power.

Hellions: Summons 3 Maniacs. Maniacs have the same stats and skills as this monster, but have 10% HP.

Passive Skills

Fury: When this monster attacks, it has a 50% chance to attack again. This effect can only occur once per turn.

Inner Turmoil: After this monster attacks, summon a Maniac. Maniacs have the same stats and skills as this monster, but have 10% HP.

Bodyguard: When this monster takes damage, a random summoned monster in front of it takes the damage instead, then dies.

Mimicry: After this monster attacks or uses a damaging skill, each of your summoned monsters have a 20% chance to use the same attack or skill on the same targets.

Suggested Playstyle

As you might have guessed, the Redcap’s first priority is to amass an army of Maniacs to help defend it, or simply to dish out some extra damage. While using Slash and Tantrum can each be used to summon a Maniac, it might sometimes be beneficial to start some battles (such as boss battles) using Hellions in order to save a couple turns. Next, the Redcap can either buff up its army using Bolster, or simply continue Slashing or throwing Tantrums – after all, the Maniacs will do whatever the Redcap does!

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