Digimon v-pet game digital world download




















Most traps and even some enemies can be beaten without blowing something up, you may have purchased items at the store which help you befriend enemy Digimon or counter the traps throughout. You have extremely limited carry space aboard the beetle and it the traps are all diffused with different ammunition types so you have to gauge exactly what you may need and when you may need it, bringing a very interesting difficulty in. Travelling through the domains is a fun enough experience and offers a nice amount of tension.

Where the game shines however, is absolutely in its boss battles. These could be a lone, high powered Digimon or, my favourite, another Tamer who has their own team of Digimon. These fights can be really close and comes down to how prepared you are and how high a level your Digimon are, the planning element gives the game a very satisfying depth to its combat and exploration.

The real stars of the show are the Digimon, there is a lot to appreciate about their concept and execution. The Digimon are also able to make use of DNA Digivolution where you can fuse two together and create a new one. Level caps are beaten with this method, which allows the party to get stronger.

Kiss those high-maintenance monsters goodbye and say hello to the potty-trained critters of Bandai's Digimon World 2. I'm looking to help him start spreading the word about his app and get more fans interested. Also, I know this guy seems sketchy coming out of nowhere on the forums and mediums he's using but I vouch that this app is legit. It feels like a fully functional virtual pet with lots of evolution paths.

Maybe we can all get a friend or two to try raising a few digimon, then listen to their complaints and list them out here so the Dev can address them. Thanks for reading. Last edited: Dec 9, I'm gonna be completely honest here.

I stopped playing very soon after I started. I can understand you wanting to put some difficulty in the game somehow. But whenever my friend and I did training would refuse training of any kind after doing it the first time. So I'm gonna be honest here and say that this is exactly what you don't want to do to a new player who is trying to learn the mechanics of a game. I can't easily learn how to do the training sessions properly if it keeps refusing me all the time.

This in turn makes it frustrating and also unplayable. You can go over the mechanics or your reasoning but you don;t want to introduce that level of difficulty right away with anything.

You've gotta ease into it. Even so I'm unsure if I want to pick it up again even if it gets properly addressed. I just don't really like the idea of an adult refusing me all the time. Maybe its the high number of times the baby stage just refused anything I tried doing that put me off so badly.

Maybe I'll give it another go if you've updated it since the last time. I appreciate the time you've put into this, no matter how little. But what I honestly need here are testers interested in helping me make the game fun. This goes beyond the refusal mechanic. I believe it's reasonable to take for granted that an alpha version won't necessarily be fun due to tuning issues. However, I need the assistance of others to make things better and eventually push this into a beta version that can be legitimately fun.

The only way to do that is for me to explain in a way other people can understand both my reasons behind the mechanic and how the mechanic works. This will allow for more precise and informed feedback, as well as opinions on how I can more faithfully recreate the original concept in game form. In this way, I can modify my original rationale and improve the overall experience.

Testers can help me make the game fun in the future. I try to make it fun by myself without the assistance, but I can only work off of what I consider fun.

Currently some of the feedback I've received has been too sparse for me to make much use of. I need more details in order to more finely tune the mechanic in such a way that it is both relevant and not unfun. For example, I need data as well as specific impressions. In addition, I need to know specific changes that testers feel would make the game better. Last edited: Jan 1, Viktor Ain't got no mojo Joined Feb 19, Messages I've been playing this since yesterday despite already running four physical v-pets I have no self control and I'm loving it.

I can't believe it's only alpha, it feels pretty much complete to me, so I'm pumped to see what else can be improved in it in the future! It is true that constant lack of obedience is fairly annoying, but it's no big deal once you realize that you really just gotta scold the little rascal every time it doesn't want to do anything and it's alright.

I really like how it looks as a desktop toy and how versatile it is, I sure wouldn't mind if that's what the 20th anniversary v-pet looked like, versus what we got and I love the anniversary pet, mind you. Personally I would be really interested in an item shop- I know there's a card shop in the works, but being aple to buy power ups could be neat. As for obedience improvements, I think it could be nice if perhaps certain Digimon were more inherently obedient than others- either Digimon by Digimon or just going generally by their attributes, virus being the least obedient.

Unless that's how it already is? Last edited: Feb 20, I'm glad you're enjoying it! It's nice that you think it's pretty much complete too. There's really only a couple features left to add before I'll consider it in "beta. Plus continuing to add individual new adventure maps, battle cards, tournaments, and any new Digimon that I can get my hands on. I'm still looking to refine my obedience system, so if you have any ideas be sure to let me know!

I've considered a couple solutions, but I'm still evaluating the core issue. For example, I'm wondering if building up obedience isn't as rewarding as it should be. It's possible that there are so many factors affecting whether the Digimon refuses that it makes obedience feel too useless.

In that case, I was considering trying to shave away the weight other variables have on the refusal equation to make obedience more prominent.

I'm not sure which variables to go after, though, and I don't want to completely butcher the mechanic. To that end, when is the Digimon refusing more than you feel makes sense? For example, when eating or when training? Or does it feel pretty much the same? It's possible that mood carries far too much weight in affecting the refusal chance also, so if they feel pretty much the same I'll look into variables those activities both share.

I like your idea where some Digimon would be more obedient than others. Currently, that is something like how it works, but it's based on personality. The word in the menu that shows you what your Digimon's favorites are describes one of 27 different personalities, which are based on disposition, appetite, and activity level. Disposition is what affects obedience the most, and there are three dispositions a Digimon can have: positive, neutral, or negative.

Positive Digimon take a lot longer to become obedient than negative Digimon, but their mood increases much more quickly. On the other hand, negative Digimon increase their mood a lot more slowly, but they become obedient more quickly and also are less likely to refuse battles. I like your idea for an item shop!

What kind of power ups were you thinking? You must ask your comrades to the correct order, which is necessary to win the battle. The player must solve all the puzzles and puzzles to achieve his ultimate goal in the game, and he must meet his old friends on the journey by winning the battles. You must prove your skills to issue the right commands and defeat the enemy in the battle. Players can combine the abilities of their partners to carry out powerful special attacks in battle.

The high-quality graphics and attractive visual effects will present the game with the best resolution. The excellent soundtrack and shocking sound effects of the game play through the entire game. In addition to the strategic control, the two partners will arouse great interest from the players. The second part of the game is the fighting. The player partner Digimon must battle the Digimon who has become aggressive due to the disaster on File Island.

Companion Digimon only has some basic skills at first, but as they progress through the game, they will eventually gain more and more power. There are decks and other aspects of the game. You can also play the game and win prizes and other items.

This is a complete and complete game.



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