The Negative, Devlog #2: Monsters

In The Negative, battles are primarily fought with the help of up to 4 monsters of your choice. You can customize these monsters to suit your needs. There are currently 120 monsters planned for you to collect, and each one is unique in terms of aesthetics, stats, skills, and the types of items they can equip. This post will provide you with an in-depth look at how monsters work in The Negative!

 

Monster Classes

Each monster belongs to one of 6 classes: Chaos, Death, Life, Nature, Sorcery, or Void. A monster’s class is primarily defined only for roleplaying flavor, but some skills and items also interact with specific classes as well. Monster fusion (the process of combining two monsters into a new one, which will be discussed in a future post) makes use of the class system as well.

Acquiring Monsters

You can acquire monsters in several different ways. The most straightforward way is to weaken an enemy monster in battle, then capture its essence using an item called an “Amulet”. You’ll want to make sure you stock up on Amulets before venturing outside of a town – you never know when you’ll encounter a monster you want to add to your party.

However, some monsters can’t be captured this way, and can only be obtained by completing certain quests or by fusing other monsters together to create new ones. The rarest monsters in the game cannot be captured, so you’ll need to explore every corner of the world in search of hints to point you toward the most coveted ones.

 

Monster Stats

Monsters have several different stats that affect their fighting abilities. These stats can be improved by leveling up your monsters, equipping them with more powerful gear, or using special elixirs in battle to temporarily bolster their strength.

Health: when a monster takes damage, it loses Health. If it falls to zero, the monster dies. Health does not regenerate after battle, so you’ll want to keep a supply of potions on hand to ensure your survival.

Mana: monsters can use skills in battle, and these cost a certain amount of Mana. Much like Health, Mana does not regenerate after battle.

Power: determines the potency of the monster’s attacks and skills. The higher a monster’s power, the more damage and healing it’ll do, and the more effective its debuffs and stat reductions will be.

Defense: determines the amount of damage a monster takes from incoming attacks and skills. Higher defense means your monster will take less damage from all sources.

Speed: determines the rate at which monsters can take a turn in battle to attack, use a skill or item, defend, or move to a new area on the battle grid. Extremely fast monsters can take multiple turns before others get the opportunity to take even one!

Luck: determines the chance and potency that monsters have to deal critical damage or dodge attacks and skills. Some skills also utilize Luck to affect their potency.

Resistances: monsters take more or less damage from each of the 6 classes depending on their resistances. Unlike all the other stats mentioned above, Resistances are the only stats that do not increase as a monster levels up. Resistances are determined by the type of monster, and can only be increased by equipping certain items or using elixirs in battle.

 

Personalities

Each monster has a certain personality which affects their stat growth each time they level up. For example, an Analytical monster gains more Mana and Speed than non-Analytical monsters when they level up, but also gains less Power and Defense. You may need to capture multiple monsters of the same type before finding one that has the personality you want.

 

Skills

Monsters have two types of skills: active and passive. Active skills must be used manually in combat and cost a certain amount of Mana. These skills can be used to damage enemies, heal allies, afflict nasty debuffs or grant helpful buffs to monsters, and much more. Passive skills are always activated, and tend to be more straightforward than active skills – they might increase the monster’s stats by a certain amount, grant them immunity to a certain debuff, or even do something more interesting like summon a skeleton ally at the start of battle.

Each monster will learn different skills as they level up. Each monster can have up to 4 active and 4 passive skills, and if a monster tries to learn any more than that amount, you must delete a skill first. However, monsters can surpass this limit by equipping certain items. For example, there’s a shield that grants the equipped monster the “Shield Toss” skill. This skill can’t be learned by any monster in the game and is exclusive to this item!

Monsters can also pass their skills on to their offspring after fusing two monsters together, but as I’ve said before, that won’t be discussed in this post. See you next week!

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13 thoughts on “The Negative, Devlog #2: Monsters

  1. Sounds cool, I like it a lot. Only issue I have with Siralim 2 is that breeding only affects stats afaik (and the type of creature you get of course), which makes it a bit boring imo. Spells in general seem too random to get (although I haven’t played it super far), so I really like this change. Also gives the monsters more of an identity and unique playstyle.

  2. Oh man, you game seems fantastic, are you open to monster/skills ideas? I would be very happy to contribute with some ideas! 🙂

      1. Ooh, I want to suggest things too!

        A skill that switches positions with another monster could be useful.

        Also sacrificial skills like Explosion in pokemon (one creature dies, the enemies take damage) or Recarmdra in SMT (one creature dies, the rest are revived).

        As for (creepy) monsters… I’ll try to think of something unique for each class.

        Chaos: Tikoloshe from Zulu mythology. He’s not in any other games afaik 😛
        Death: Undead aborted fetus! (I only know of the one in the Berserk manga and Atropals in D&D).
        Life: This is the toughest! a Fallen Angel would be kind of generic, so maybe do the opposite, a demon that became good (Ascended Demon/Devil or whatever).
        Nature: Maybe a swarm of flesh-eating insects or just locusts if you want a biblical reference (since you already have a monster that is 3 leeches I’m guessing you can capture multiple monsters with just one Amulet if they’re small enough). If that’s too generic, maybe something like “Poached Gorilla” (lol).
        Sorcery: A Flesh Golem could be interesting. Animated objects are interesting as well.
        Void: Not sure what this Class is all about. Maybe a creepy alien?

  3. Hello, i should like to know if this game has deities as in siralim. If yes they will be only on lore or will they will have a system behind it

  4. Can we have shiny or equivelent variants pretty please? Also what’s the number in brackets after the monsters level?

    1. The number without parentheses is the monster’s current level, which cannot be higher than your character’s level at any time. The number in parentheses is what the monster’s level could be if your character gained enough levels.

  5. I’m loving the art style and the animations! Could you talk a bit about what kind of tools you’re using to create the pixel artwork and the animation? What engine is the game being built in? I’m a dabbling game dev and your work is every inspiring! Can’t wait for your new game! Keep it up!

    1. The engine we’re using is GameMaker Studio 2. I think it’s the best engine available for 2D games.

      I’m not sure what tools our graphics artist uses, but you could always ask him on Twitter if you want! @MaartnBoot

    2. Hey Artem

      I mostly in Photoshop and Aseprite, occasionally Pyxel Edit.
      Aseprite and Pyxel Edit are both really affordable if you want to get into pixeling.
      You can also check out Graphics Gale, I think it’s free now.

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