Image 1 — I'm making a monster catching RPG where you can recruit monsters to help rebuild your town
Image 2 — I'm making a monster catching RPG where you can recruit monsters to help rebuild your town
Image 3 — I'm making a monster catching RPG where you can recruit monsters to help rebuild your town

I'm making a monster catching RPG where you can recruit monsters to help rebuild your town

I'm developing **Spectrakin**, a monster taming RPG inspired by classic Pokémon and Digimon World games. As you explore the world, you'll recruit unique creatures called Spectrakin, each with their own strengths, abilities, and branching evolution paths. Back home, those same companions can help restore and expand your town, unlocking new facilities, characters, and mechanics as your community grows alongside your team.

If you're interested, please check out Spectrakin on Kickstarter and hit the "Notify me on launch" button – it would really mean a lot!

You can also wishlist the game on Steam. :)

Thanks so much for taking the time to read my post ❤️

u/SpaghettiEngine — 1 day ago
▲ 238 r/JRPG

I'm making a Pokémon-like JRPG with town-building elements and monsters stats that affect your team in and out of battle

Hi! I'm the solo dev behind Spectrakin, a monster-taming RPG inspired by the GBA+DS Pokémon games and Digimon World. The core gameplay is centred around three key pillars:

  • Team-building: Catch, train, and build a team of unique Spectrakin, with growth systems that influence their strengths in and out of battle, as well as their evolution paths.

  • Adventure: Explore the diverse region of Eidolia, uncover the tragic history of the world, encounter strange elemental factions, and discover what lies beyond the boundary between worlds.

  • Town development: Meet humans and Spectrakin on your journey, help them with their troubles, and convince them to join your town to unlock new facilities and upgrades.

Please consider following my Kickstarter page and hitting the "Notify me on launch" button if you're interested, it really helps me out!

(Edited to fix formatting.)

u/SpaghettiEngine — 3 days ago

Just launched the Kickstarter page for my Pokémon-like RPG, Spectrakin! Would love feedback!

If anyone is willing to take a look and offer any feedback or advice on how I could improve my page, I'd very much appreciate it. Thanks!

kickstarter.com
u/SpaghettiEngine — 5 days ago

Here's the first trailer for my game, Spectrakin, inspired by Pokémon Gen 3+4 & Digimon World!

Hi everyone! Please check out the first trailer for my game, Spectrakin! I have been putting every second of free time into the game over the last 6+ months and I'm finally ready (although nervous) to start showing it publicly! Please let me know if you have any feedback. You can learn more about the game on my Kickstarter page:

https://www.kickstarter.com/projects/chronicorbit/spectrakin-a-monster-taming-rpg

Please also consider following the game on Kickstarter by pressing the "Notify my on launch" button as it really helps me out. ☺️

youtu.be
u/SpaghettiEngine — 5 days ago

Room editor appending duplicate variable overrides instead of replacing them

When I change a variable definition on an instance in the room editor via the Variables panel (e.g. changing path_to_follow from path_a to path_b), sometimes GM appends the new entry to the .yy file rather than replacing the old one. The result is the instance ends up with two entries for the same variable in the raw JSON:

{ "propertyId": "path_to_follow", "value": "path_a" },

{ "propertyId": "path_to_follow", "value": "path_b" }.

The IDE's Variables panel only shows one value (path_b), so it looks correct, but at runtime the incorrect entry wins. In my case an instance had pa_woodland_loop in the Variables panel and this was listed as the last entry in the .yy, but there was also a stale pa_mon_town_chase as the first, so the monster was being teleported to the wrong path on room load. Looked like it was just vanishing.

I only caught it by opening the .yy directly. I then inspected a few other instances of various objects and noticed the same issue in some of them. Has anyone else run into this? Is there a workflow that causes it (e.g. changing overrides while the room is open in a certain state)? Is this a GM bug? I'm not on the latest version so, if so, it's possible it's been fixed already.

IDE v2024.14.2.213, Runtime v2024.14.2.256.

Here is a full dump of the instance's json from the .yy:

{"$GMRInstance":"v4","%Name":"inst_2400DAD2","colour":4294967295,"frozen":false,"hasCreationCode":false,"ignore":false,"imageIndex":2,"imageSpeed":0.0,"inheritCode":false,"inheritedItemId":null,"inheritItemSettings":false,"isDnd":false,"name":"inst_2400DAD2","objectId":{"name":"obj_monster","path":"objects/obj_monster/obj_monster.yy",},"properties":[ {"$GMOverriddenProperty":"v1","%Name":"","name":"","objectId":{"name":"par_npc","path":"objects/par_npc/par_npc.yy",},"propertyId":{"name":"path_to_follow","path":"objects/par_npc/par_npc.yy",},"resource":{"name":"pa_mon_town_chase","path":"paths/pa_mon_town_chase/pa_mon_town_chase.yy",},"resourceType":"GMOverriddenProperty","resourceVersion":"2.0","value":"pa_mon_town_chase",}, {"$GMOverriddenProperty":"v1","%Name":"","name":"","objectId":{"name":"par_npc","path":"objects/par_npc/par_npc.yy",},"propertyId":{"name":"path_stagger_tiles","path":"objects/par_npc/par_npc.yy",},"resourceType":"GMOverriddenProperty","resourceVersion":"2.0","value":"4",}, {"$GMOverriddenProperty":"v1","%Name":"","name":"","objectId":{"name":"par_npc","path":"objects/par_npc/par_npc.yy",},"propertyId":{"name":"path_to_follow","path":"objects/par_npc/par_npc.yy",},"resourceType":"GMOverriddenProperty","resourceVersion":"2.0","value":"pa_woodland_loop",}, ],"resourceType":"GMRInstance","resourceVersion":"2.0","rotation":0.0,"scaleX":1.0,"scaleY":1.0,"x":1456.0,"y":176.0,},

reddit.com
u/SpaghettiEngine — 5 days ago

Working on a pixel art town where every structure has a before-and-after upgrade state

A few screenshots from a pixel art town I've been working on. Each building has a "before" and "after" version, starting out abandoned, damaged, or unused before being restored later on. I'd very much welcome any feedback! 😊

u/SpaghettiEngine — 9 days ago

Been chasing that gen 4 Pokémon style with these guys

These are from a game I've been working on called Spectrakin. I adore the animated pixel art sprites from Pokémon gens 4 and 5 and have been trying to capture some of that vibe in the sprites for my game.

u/SpaghettiEngine — 14 days ago
▲ 1.1k r/DigimonWorld+1 crossposts

I'm making a game inspired by Digimon World with town recruitment/upgrades and branching evolution trees!

What other Digimon mechanics would you like to see in a game like this? If you're interested, please consider following the Kickstarter and wishlisting on Steam!
You can find all my links here!

u/SpaghettiEngine — 15 days ago

I got 100+ wishlists in 1 day, all from 3 Reddit posts

I launched my Steam page a couple days ago, don't even have a trailer yet. I was super nervous showing my game off for the first time, but getting these first 100 wishlists has made me so happy I did it.

Here's to the next 100!

reddit.com
u/SpaghettiEngine — 17 days ago

I just launched the Steam page for my game Spectrakin

It's essentially Pokémon gen 3+4 and Digimon World smashed together

u/SpaghettiEngine — 17 days ago
▲ 567 r/fakemon+1 crossposts

The starters and their evolutions from my game - appreciate any thoughts

All monsters in my game are hand animated frame by frame in pixel art. What do you think?

u/SpaghettiEngine — 17 days ago