needs a lot of polishing but it's good, and I like the concept. pls implement some quality of life tho, in the main window separate the continuous action from the repetable action in two columns (it get's pretty confusing pretty fast) same for upgrades, separate one time only from multiple ones. add some icons to the resources (even pretty minimalistic basic free one would do the trick), allow us to bind a combo of spell casts into a single slot (minor mana + lesser mana + mana for example) or directly implement a synthesis for the spells that unifies, make the spells button colored based on their element in the spell tab too... those would be GREAT improvments to the playability of this
rated this really poorly because of a couple reasons:
1 - This is not really an idle game, this is an "idlish" game, you get offline progress but anything else isn't idle at all.
2 - this is totally luck/money based, you can't choose how to develop your units (traits are preset, you must pay real money to change skills) nor you could really choose your unit at all (monster are gacha/drop chance based)
3 - this isn't even an incremental game to be honest, you get stuck basically at every corner, only progress possible is when you drop a stronger monster with the traits you need or with blanks traits, which doesn't happen that often.
Saddly this game looks fun on the surface, but spend 5-6 hours in and you will find yourself frustrated instead of having fun.
i literaly failed at sleeping and killed my self by disabling "breath" while trying to "sleep", as a lazy person i tought that i had sleeping mastered, turns out i didn't!
nice concept but gameplay wise this is painful, atleast an "auto sell" function and "auto craft" function should be implemented, this feel more like "menu switching tycoon" than an actual idle rpg.
well start is so SLOW, you could give a gold generation to the forest (maybe make it so that every 50 logger 1 gold normally, and with russia upgrade it's 1 every 20), else the game start is basically unbearable.
Combo resets every time a stage changes and every time stats get assigned, i doubt this is intended, and if it is it should not be, combo should be interrupted only by taking damage in my opinion.
You should change anima gain to be affected somehow on the numbers of kills/per minute in the stage, right now the only reward for grinding a level is exp, but that doesn't really help, maybe instead of anima/per minute convert to anima/per 100 kills/stage advance this way we would actually WANT to get more kills in the stages, adding also some strategy about when to advance and when to not. Also please add some other kinds of power ups too, anima levels starts to fall off pretty early (second day in, anima upgrade already feels useless)
make the curve faster early, getting to test out builds taking weeks make this booring at the start, add some drops/equips too, and please make a 2x speed with ads (instead of spending currency) like you see a 30 sec ad and you get 30 minute boost.
Most of all please make the game playing in background when window is not active.
The experience system is quite confusing, you should change the UX a little.
The exp we get is based on the damage we deal, but it's capped by the maximum experience required to rank up.
To make this more clear you should make it so that you level up every time an enemy dies, every enemy gives the same amount of exp of the hp he has, it will be basically the same but it will give more of a sensation that actually we are damaging the ragdoll...
Previously rated 3/5 cuz i tought this was "unfinished" since as an idle i tought they should be never ending, after a full playthrough i got the "bad ending" and had to change my rating to 5/5 as an italian supporter of the no cream carbonara sauce.
okay so i really hope you got a huge database with all our decisions cuz this would make for a great social study material. You could see how twisted are the free minds of the web.
My religion revolves around sh1t, it's called sh1teism.
Sorry you feel that way and thanks for giving the game a shot.