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Also do you plan on making discord for your game?

@sczuka any chance new update is coming in soon?

still really enjoying the game!

Next good idle just died :(

it can be good game :(

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i am disappointed it is late too. but give the guy some slack. sounds like he was expecting no one to care it existed. he likely has a full time job to build the game around.

is there a way to port saves to other devices?

(+3)

when will be the update?

idk, im scared it may never arrive

i bite all npc, i cant die somewhere, and using work for duying it is faster way, but it is so long)

i waiting for automation for skills, auto use drinks before it will be end, autobuy in store and autoprogress on the map)

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You can drink the same drink multiple times and it will stack. But auto buy would be really good.

i know, but i make 2 hours for each, it is a lot of clicks on each )

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There is a bug that makes the Farmer keep working but it can’t be stopped. It’s very annoying cos I die by reaching DL when I’m just fighting. When the Farmer is “unstoppable” you can at the same time progress the bar on other activities (including other jobs).

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absolutely loved what you've got as a start! reached the point where dying is actually difficult and the ability to die for faster loops would really help, everything past noob mastery feels very unobtainable just because loops take forever

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We need:

  • Speed up button

  • Pause button

  • Auto death button

  • A button that adds some background music :P

There is nothing more after forest?

No, forest and thinking 22 is the end of current content. 

Then how to ge achivement "Now fight some real enemies"?

It's supposed to be for killing Target Dummy I 1000 times, but it's currently broken and unobtainable :/.

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When we can expect update?

Honestly, I don't know, I'm working on it, but I'm bad at estimating times.

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No one is good at it xD especially in programming. It is a pretty good game tho.

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Pro tip for players: If you want to know if you’ll win the fight, multiply YOUR DAMAGE x YOU ATTACK SPEED x YOUR CURRENT HP. If that value is higher to that of the enemy, you’ll win.

For example:

You have 5 DMG, 0.2 ATTACK SPEED, and 300 HP.

5 x 0.2 x 300 = 300

The enemy has 2 DMG, 1 ATTACK SPEED, and 100 HP.

2 x 1 x 100 = 200

In this case you’ll win.

I call that number your “Combat Stat Product” or CSP.

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Or you go a step further xD
Training Dummies 5 is the best way to go xp wise but it takes ages to get killed ^^. Dmg and XP Gain of the second Map need some tweaking.

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That depends on the Damage you do per attack, in my case I could get to 4.98 attack so for me it’s best to farm the Dummies III, they always hit me once even if I take the Speed drink so that’s my strat to farm essence atm.

Eventually you will get to a point where you can one shot a Walking Inventory and you have millions of HP, so you won't be able to die because you will heal long before your HP hits zero.  The only thing that could kill you is you dying of old age, in which case it becomes a race against time, not of HP and fighting the Walking Inventory becomes the fastest way to gain XP.

Did you get that far? You will unlock a new mechanic after killing walking inventory for the first time, so I didn't even test it past that point yet.

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yeah, reached that point 1 day after posting hahaha

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I really enjoyed this first draft. The only issues I encountered is the lack of explanation for some things, which makes sense given the early release. 

These would by suggestions for things to possibly add:

- indication for when thinking skill is maxed as of this version

- info on sigil upgrades being permanent, otherwise their price makes them seem rather pointless so people might not try them at all

- 5-10% passive effects of inactive sigils that have been unlocked in previous lifes. A more complicated version would be to only have this effect for the sigil chosen in the last life to encourage switching playstiles between rebirths.

- the game gets rather slow once you reach the later stages. A feature to increase game speed could be helpful (for example a skill, beverage or class upgrade).

By “class level” does it mean the one from combating?

Yes.

On Store, does Mastery Upgrades increase “xp gain bonus” or “mastery xp gain”?

Also, what is the difference between both?

It affects mastery xp gain, that's how much mastery xp are you going to get after you die. The formula for it is skill_lvl * multipliers. 

Xp gain bonus is the effect of mastery, multiplier to normal xp gain (1.2^mastery). 

(+1)

The game is already great. Aside from the stuff you mentioned I would like to see a "Guardian Angel" upgrade, that once per life automatically halts all your activity if you were to die otherwise. I lost too many runs while idling, and I don't think the game should require your full attention.


Also some parallelization would be cool, like being able to do 1 skill, 1 job and 1 combat at the same time.

I plan on adding a feature, where you will be able to set certain conditions, when to pause the game. Like, pause on 10% hp. And I also have some ideas for future content, which will allow you to do something similar to parallelization. 

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ngu's parallelization you could implement just as a percentage of 100, toggle doing an activity *0.5 and you have another .5 to use.. reduce micro manage,

usually they reduce it with que systems but sounds interesting to avoid it, maybe also having more general [if number is at x or x% then go ahead and buy thing,]

instead of micro waiting to set up the current thing, you add such setups without wait and wait to be surprised by what youll set up next instead.

its like the game can play in your head. it removes some pain and resistance but it makes sense to only have pain from waiting in an idle game, the alternative being making the controls fun which is a different game.

its a personal problem to not avoid mind blank during micro managing but anyway beautiful game

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The current idea I have in mind is that you will be able to get orb as a rare drop from mobs, you will be able to use those to upgrade certain things and when you upgrade skill or job, you will be able to run it all the time.

I would like to avoid adding a system like queue or something similar to ngu, because I think they can become anoying very easily e.g. you spend a lot of time optimizing the queue and then you unlock new things which makes it less efficient.

I ran into a bug:

After saving and later reloading, the job could no longer be turned off (it ran permanently, and it couldn't be stopped/de-selected).. Even the selection of another task or job did not cancel the old job, instead both ran together.

(+1)

If you don't mind, here are a few suggestions (my wish list ^-^ ):

1- Task Scheduler In this, tasks can be queued like:
Level Thinking at level 13 -> Caution at level 18 -> Motivation at 16 -> Thinking at 19 -> Digger once -> DL-Gain Upgrade lvl 1 -> Digger once -> Job-Speed upgrade lvl 1 -> buy Beverage 4 -> Farmer 8 times etc.....

2- Option: Automatically restart after death without having to press the death button 

3- Option: Automatically attack new opponent (e.g. training dummy 3 was defeated 10 times, new training dummy 4 is attacked immediately if available)

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there is no auto save i just lost days of progress other than that great game

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There is…. But sometimes it just resets. Ive just lost progress of last 10 hours. Again… at 1st time ive lost only 2hours, then ive checked if save load works. It worked so ive tried again…. Probably i need longer break right now :(

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No there isn't any autosave right now. The only way to save the game is with the button.

I'm sorry that you lost your progress, I recommend you to take a break untill the next update. You can read more about it in the description of the game.

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Actaully i've pressed save every few levels to be sure. Sometimes i've reloaded browser and game was loaded. And todays morning when browser restarted i saw again fresh game. Load doesn't help, all was lost. Maybe save was reseted due some patch and incompatibility between versions. I was playing on ipad - chrome, if it helps in any way. 
Btw, game is great, i want to play again. I'm eagerly waiting for the patch to start again my path. 

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Thanks for pointing this out.  I tried it and it looks like the saving in broken on ios. I'll have to look more into it and I'll try to fix it.

Am I crazy or is multiplicateve not a word

Thanks for pointing that out. I'll fix it.

Toiled Cleaner should be Toilet Cleaner

(+3)

i play a lot of idle games, this one is good

I'm glad you like it.

(+5)

needs fullscreen

It will come in the next update.

(+1)

I like this game a lot. I think that it would me cool to have a tab to make notes so that we can write the succesion of what to be active on: For example: Thinking 1 -> Caution 10 -> Thinking 4 -> Toiled Cleaner etc

Honestly I don't really want to implement anything like queue for actions. I understant that the game right now is pretty repetetive, but I hope the addition od passive gain based on your max will help with that, since you wont have to repeat the same runs over and over again, and you will be able to just wait and than do run, which will take you further than the last one.

But if this doesn't help, queue might be something I would consider.

Something that I do while I’m not consuming Tavern effects is to click on Jobs, wait til the bar is 95% full, and pause it. That way when I take the DLx0.5 drink it will also affect the jobs once they have finished.

So, maybe a button to speed up everything would be a solution so I don’t have to wait 130 seconds making no choice in game.

Not sure if it's been suggested yet or not, but a queue would be great! just like, upon restart do these set actions, rinse, repeat

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Uff I pressed hard reset by accident, maybe put a second checkbox there?

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I'm so sorry to hear that, I'll add some confirmation.

What are the purple buttons next to skills?

They swap between displaying information about the skill and its mastery - permanent levels, which give you xp/s bonus and increase every time you die based on your level.

I know the explanation in the game should be better, sorry :(

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Need sounds, background settings(white, black and grey colours) and import/export buttons.

I'll definitely add import/export. About the first 2, I'm not sure. It would be cool to have those, but I have tons of other things I want to add first.

I think a good way to help it be idle would be options to allow instant restart on death and automatically start Thinking. This way you can idly gain thinking mastery xp

(+1)

I'm for sure, gonna implement some way to get mastery xp while idle.

Since mastery xp gain is linear the best early game strategy is to die quick, maybe make the xp gain exponential so surviving longer is more useful early game so a formula like x*1.5^x

I kinda fixed this problem later in the game, where you can get a lot of multipliers to mastery xp gain, so longer runs are much more worthwhile than the shorter ones, but I'm aware there is a gap, where short runs are more efficient. Maybe I swap store and tavern unlocks, so you would get access to some mastery gain multipliers sooner. And this could also help with the other problem you commented on before.

Noob mastery gives an extreme bonus. So ~ 1700 xp easily becomes 20-30,000 xp with the help of 10 levels. The skill is truly worth its weight in gold.

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Good idea, but too slow progress.

Thanks for the feedback! I got this a lot, so I'll definitely try to make the game a little faster.

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an idea to make this game more idle is to start with a feature that gives you passive small mastery xp based on highest level and i would probably make drinks last life long to promote longer lifes or add the temporary buffs later.

(+1)

Thanks for the feedback! 

I really like the idea of passive mastery xp, I'm thinking I could make it, so you get some % of your best gain while dead, so If you wanted to play more idle, you could just do runs once in a while to increase your best gains.

And speaking about the drinks is the problem, that they are annoying to refresh all the time or is the bigger problem getting enough money to sustain them for a longer time? 

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I think mostly since they get introduced right at the start of the game it is a big investment for a reward that doesn't last too long making you not really want it, while cheap beer is okay if u look at bevarage 2 u unlock it at thinking 4 but the investment would basically always not be worth it since it only last 60 seconds even if u could live that long as getting 5 coins at that time would have a base cost of 50s and a 100 death chance

Is there a way to import and export games?

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Sadly not yet,

honestly, I would say, that the game is in a barely playable state atm, missing many qol features, polishing, more content etc.

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How do you get the Can't go faster than this and the Respawn Simulator achievement? and can you add a auto-save feature?

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You get "Can't go faster than this" when you cap job speed (2 copletions/s) and "Respawn Simulator" for dying 100 times.

The auto-save version will definitely be added, but I don't know when.

so slow

How is this supposed to be idle, when you have to micromanage all actions to not die?

This is as "idle" as Mario, if you consider "use pause option to not die" an idle mechanic.

I know the start requires active playing, but as you progress through the game, you can do longer and longer runs and make progress while idle. 

I'm sory if the name or tag made you think this game is something else.

I don't think it's a bad game. Maybe you should change the name and the tags. (i.e. It's neither idle, nor incremental as you literally die)

stuff you buy in the store should carry over between deaths 


also this is not really a idle game

Thanks for playing and providing feedback!

For the idle part, t depends on how you define idle games, but yes, I know that the start of the game requires a lot of active play, but it slowly enables you to do longer and longer runs and eventually, you will be able to idle on meaningfull things (or at least thats my goal with the game).

And for the shop upgrades, I don't really want to make them permanent, but I can make them cheaper or more powerfull, if it feels bad to  buy them.

you need some kind of permanent upgrade system

There are currently 4 (achievements, skill mastery, perks, and sigils) and I plan to add many more.

But maybe the problem is, the gap between them is too large (you unlock perks at thinking 12 and sigils at thinking 20).

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why is a infant drinking beer

I very much like the idea. I less like that it's all on different tabs, you have enough screen space to have it all at once.

Thanks for the feedback. I can see how it can be annoying to switch between almost empty tabs. However, when you progress through the game, these tabs start to fill more and more and eventualy there wont be enough screen space to put everything in one tab, unless it's scrollable, which would be even more anoing to navigate throug in my opinion.

maybe u could have a favourite page where u can decide to put upgrades and actions that you'd like

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