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The judgement skill is a little bit broken. First time I got to the final boss I just, uh. Skipped it, because the rollover kills put me as having cleared the final area. Maybe you could put in an exception for the final battle?
I actually intentionally put the rollover in because so few people were using judgment early on. It's strong for that but there's a lot of other broken things in the game if you come across it. I don't think it's that big a deal as I'm happy most people are able to complete the game. In a full version I would like to control pacing better and probably won't have this feature. Thanks for the feedback!
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ever considered queuing loot, or just not dropping loot if the previous set is still open (maybe add a "take none" button to clear them if you don't want any)? I can't even read the stuff in the early game, and several times something with two or three green numbers disappears as I click on it.
Thanks for the feedback! The core concept of the game is focused on rapid loot decisions so that wasn't really on the plate. As for handling the issues you mentioned there's a couple options. You can turn on slow mode to give you more time to decide, or if you don't want to do that, you can always hit left and right for a while which will prevent monsters from spawning. A bit clunky but the idea is to improve your decision speed over time.
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Excellent job on the game, I loved it. Like anything done well, it takes a minute to understand the UI, but descriptions are there once you start looking for them. Having the ability as you progress later to move back and go a different route when you realize that path shuts you down allowing you to grab extra upgrades without wasting the run was very helpful. I think you did a good balance with where the upgrades are, making the player have to attempt to progress a certain route to round out your build. Auto till fork was a sanity saver. I didn't quite understand the stars on the skills but figured it was good lol. I know the balance and map planning took alot of effort. Would love to see additional layouts w/ skill sets for your next one and or the ability to look further down the map while adventuring to make sure I was on the same router. Thank you for this.
Thanks for the thorough feedback and you have a pretty good game design eye! Not a lot of people caught onto the idea that you can and SHOULD move around the map if RNG isn't going in your favor. It's better to find alternative routes temporarily rather than constantly trying to bust down a wall. You're definitely correct about balancing, it was truly a nightmare because there were so many variants + builds + RNG. I eventually found a path by using spreadsheets and feedback to help tune it. Yea the stars on skills are advanced skills, which add another effect to your current skill. And absolutely, I would like new maps to be in a full version but also new skills/weapons/sets to give even more choices to the players :)
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I really had fun with the game, it would be great if it has more content, like multiple worlds, or prestiging (finish the game to finish it faster with bonus stats or something like that). ^^
Thanks for playing and totally agree. I think this would be one of many maps and each one has different unique mechanics and bonuses to uncover. I'd like to follow the TD route and have multiple challenges per map as well.
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fun game, is there an in game description of what the different stats do? after unlocking wisdom and intellect i am not even sure whether i should use them
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Used the 4x earth set and was just barely able to beat the last boss with 1hp!
https://funkyimg.com/i/34WFg.jpg
i think i will stick with the fire set 4x!
Haha that's pretty epic! Yea the Earth set is great for progression but not super great for end game. I love that you took on that challenge though, someone's gotta represent the Earth :)
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got time down to 5:32 and got all the skills.
question: what is the "1st game completion bonus" and why isn't there a second game completion bonus!
Heh that's one way to expand on the game. Yea you only get 1 reward for clearing the stage but there was another person that commented maybe have it go up in ranks, like the next reward is on 25th completion or whatever. I may consider this but it would take a lot of planning to not have balance go out of whack.
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the only skills you need are: beserk, hailstorm, and judgement.
judgement did about 500 damage of 1000 max hp to last boss!
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Game is super fun, and the only set you ever need is fire set of 4.
it gives 10 strength when you die, and you can pile up strength pretty quick!
beat game in one day! run time: 8m 14s to kill final boss.
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Incredibly interesting concept, and one that looks quite fresh and interesting.
I actually would be interested to see it fleshed out into a full-fledged game: the kind of gems I'm eager to add to my Steam library.
Thanks a lot! I wanted to push some bounds for sure and didn't really know what was gonna come out of it, but I'm glad it landed pretty well and people like you can see how a full version might play out. I'm interested in seeing what I could do with it in the future as well :)
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Beat the game just now, I honestly expected like some form of rebirth after finishing the boss and all paths. Altogether, I really enjoyed the progression and how exactly it let the player grow with the game unlocks. I look forward to what you make in the future, or updates to this
Thanks for the feedback! Yea I wanted to mostly see how the core concept fared with players here but after seeing all the comments and such I realize rebirth could be a way to go in the future. I'm thinking of some way to fuse that with multiple maps and worlds in a full version. Yea I think some idle games do a great job unfolding mechanics over time so that was the inspiration here. Glad to have you on board my current path, I'm looking to knock out a few more concepts before settling on a game to finish out so this game is definitely a candidate.
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Fun short game, my fastest run was 4 minutes with 3 fire 2 wind item sets, Berserk/Judgement/Hail spells, and choosing the lower path because it's the easiest from what I can tell.
Good run! Yea there's actually several paths and builds that are possible for a speed run. From what I understand, utilizing the warp zones to farm up for the final push is pretty key, as long as you can handle the speed at which items are dropping at that point. I believe the top route is currently the fastest because of the ease of getting to the warp zone but I haven't followed up on the latest strats.
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I won the game without killing Shadow-me by using the second sword ability on the one-to-last battle. accidental cheese
Yea sorry about that. I'm looking to have this in future games that are longer, but ultimately this game could be cleared in a short amount of time so I did set the feature to low priority compared to the other fixes.
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did most of the game using exclusively a 4 fire set, added 2 wind when it became available, and only at the end did i swap to 2 fire 2 wind 2 earth, fight wasnt that tough even with my underpowered gear just due to the sheer amount of strength i built up as i went and quickly cleared the map, im sure there are more efficient ways to go about doing things, but this way was quite effective at steady progress every run :)
Good way to approach it! A concept I have in this game but didn't fully explore is the idea that you have different builds in a run that you transition between, rather than just 1 target build. You identified a good example of that, where you use fire to farm, but there's no need to have that for the boss so you have to figure out a good transition point to veer away from that. There are other builds in the game like that but I'd like a full version to make those more significant.
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I won pretty easily with 2 fire 2 wind 2 earth.
Was kinda tedious to remember which way to go crossroads and annoying to have to redo it over just 1 boost or so.
Was very hard too pick eq in time without ruining your bonuses.
Would be nice with more content, ascension, maybe ability to pause and view eq for a sec maybe.
Challenging enough anyhow. Good job
Thanks for the feedback, good to see someone using the 2/2/2 builds :) Yea the game design borrows concepts from roguelites and prestige systems so what resulted is an upgrade system that's strictly based on how far you can get. I understand it can be frustrating when you make little to no progress though, but you as a player are at least picking up new info and strategy ideas as you go on. Definitely have plans for content if this game ends up being the one chosen for a full game so comments like yours really help.
That's a good suggestion! I could see that being useful as the game expands and there's a lot more skills to keep track of so you can't easily remember which has what cooldown. I'll look to doing that as the skill list expands some time in the future :)
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Great game, though I would appreciate having more content to play. Maybe implement a prestige system with challenges like so many other inc./idle games?
Thanks for playing! It's a good idea but I didn't really consider it at the start and I think this game fits having more worlds/maps than prestige. I'm currently knocking out prototypes rapidly and I do plan on doing a prestige system in one of my next games so stay tuned :)
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There is something there, but it's very grindy, particularly with the random factor, and often just waiting when there are no good upgrades, and waiting to get to the one node in reach that is possibly attainable.
Might be good to get a minor boost in nodes you have already cleared, just to even out the (time spent playing):(time enjoying game) ratio. Maybe checkpoints.
The stat cuts are a little annoying, especially when they far outweigh any gain. Might be nicer to have 1 boost and 1 cut, so you constantly get say in your build with luck being less of a factor.
The node map is a nice touch, would be hell without it. Layout of the rewards is nice.
Art is a bit mismatched, might be trying too hard to stick to the pixel style, vut other parts(map) are just simple rather than stylized(skills). IMO getting rid of all the jagged edges would make it look tidy without taking away style, plus really easy to fix.
Thanks, that's good constructive criticism :) I can see why you felt it was grindy but I'm not sure if the suggestions are a good fit. If there were a lot more stat boosts, this game would be quite trivial and easy to finish. Imagine if Diablo dropped upgrades at a linear and regular rate for example. There ARE upgrades that make the early stages a lot quicker to go through but it's possible I introduced them too late into the game to counter that feeling. In a full version I'd like to have new maps so I'd definitely be revisiting the pacing of upgrades when I get there, though controlling the RNG of the game is at the heart of the game and I'd like to find ways to emphasize that more. One thing I was going for in this game and didn't fully land the mark was the idea that you shouldn't be always be going down a set path, but more going with what the RNG is dictating.
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It's great to see an original gaming concept. Congratulations! I personally don't do well with on the fly decision-making, especially when it speeds up but I do like seeing innovation.
Thanks I really appreciate that :) I'm happy you can look at game design objectively and I'm the same way. I'm not a fan of every genre but I like it when games try to push some boundaries.
Thanks! I always thought it was strange that incremental became synonymous with idle. I think incremental should mean just that, tight upgrade loops. Glad you enjoyed it :)
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If you play this game more than 15 minutes, you won't be able to stop. I really had a lot of fun. Armor Sets are key (get 4/4). Hit paths with Advanced Skill Slots. FYI couldn't tell how long potions were going to last unless I missed it somewhere.
Thanks a lot :) I had a lot of fun designing the sets and skills so I'm happy people really engaged with them. Yea I couldn't fit in a good potion UI in time, the only way to know the length is to glance at the tooltip when you hover over them really.
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Cool game/execution, good progression and length.
The set item explanation on new items was a bit confusing at first, but then it made sense.
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Very well balanced and creatively designed. I look forward to whatever prototype comes out in the future - so far they're all worth making full games out of!
Thanks that means a lot :) It's gonna be hard choosing a winner at the end of all this, but I could always finish them out one by one, it'd just take a while haha.
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Cool game! Very original!
I can give you an idea:
Allow us to have a reward for "returning" the levels! Some kind of "Level" where the more monsters you kill, the stronger you are (it can be +1 for all stats, but at the same time, kill 100, 200, 400, 600, 1000 Monsters etc.)
Another, try to let the game roll! Add a pos game with incremental stats and monsters too, maybe random maps and stuff. This adds replaybility and call the attention of people who like a roguelite where the game does not limit us!
Anyway, the game is excellent! Congratulations!
That's a pretty good idea actually. I know I want some kind of challenge mode per map, but hell I could just combine the 2 ideas together where each challenge can incrementally be beaten lol. That could give the player a lot of tracks to go down for progression. Balancing might be a nightmare but I'll definitely give this one a thought, if not in this game then perhaps I'll play with the idea in one of my upcoming prototypes :)
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Very cool game, please keep working on it!!! And is it possible to prestige? Do you prestige when you complete the game?
Thanks for the feedback! No plans to add a prestige system. The way I'd like to go with this game in the future is to have new maps and worlds to conquer with different challenges each. I'd like to have a prestige system in one of my future prototypes though so stick around for that :)
Thanks a lot! Yea I tuned to game so that most players can complete it fairly easily. That way I can show off the whole concept to people as much as possible.
Haha thank you, that's the idea with my current game designs. I'm not against idle games but frankly, there are plenty of other great devs already doing it so I might as well try something different :)
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Wow, very active Dev, and a decent game to boot. Great job, keep it up. Very happily supersized when "Upgrade" and "Incremental" also doesn't mean "Idle."
Totally agree with you on that part. Incremental should mean tight upgrade loops, not "idle". And although have auto-combat, the player still has to focus heavily on loot selection as the active portion. My future prototypes will probably be along these lines so I hope to keep experimenting in this realm!
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I really loved the simplicity of the game, just would really be good if there was a way of saving your progress so you can continue the same game later without having to redo everything from the start (restarting the whole game from zero)
That's a little odd actually, the game should save properly unless your browser has some odd settings or cookie-clearing. If you try another browser that might help! Unless you meant how the game restarts when time is over. If so, that's core to the design unfortunately.
Thanks for playing and that's a good observation! The sets/stats/routes all have different values depending on what phase you're in. Some are better for pushing and some are good for end-game, etc.
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This game was... AWESOME, please make more, patch, new kong or steam. Or new new something. I really enjoyed this! damn
Thanks a lot, I really appreciate the excitement over this! I really would love to but my current goal is to kick out a bunch of rapid prototypes to explore different concepts in my head. After I'm done doing that I'll look over feedback and see which game to take to a full version. It'll be a tough decision because both games so far have gotten pretty good reception, but if this game is chosen I'll certainly flesh it out properly :)
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Found a bug, if you have a high wis stat and use judgement on the level before the boss, you can skip the boss level entirely
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Interesting to read what people did. I personally found fire to be OP as soon as I unlocked it and saw the 3 parts effect. After I got fire, I cleared pretty much every missing route, then went for a final run, stacked some potions, waited for cooldowns and went right for the final boss. It was weird that there are 4 weapons but only 3 skill slots (unless I got a 4th in my last run and didn't notice). It was very fun, though it became nearly impossible to choose items when they had 6 stats, part of a set, and I was blazing through the zones xD Very fun though :)
Really good breakdown and strategy! One of the more unobvious things is knowing when and where to hang back and farm easier levels before progressing and you seem to have a good grasp of that. The weapon thing was because eventually I would like something like 8+ weapons, so that it becomes a much harder choice about which one to choose on your adventures. Your final statement is totally what I envisioned as well. Since loot selection is really the only thing the player has to get better at, I wanted to push and test players in the end game :)
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oh also another important thing: i think stats should de-scale, you can basically go more than 100% skill cooldown and kill everything right now XD
Heh yea, the stats can definitely go bonkers after a while but I really wanted players in the end-game to let loose and break some of the systems a bit. I do think a full version of this game would be tuned quite differently, and have tougher, optional challenges to conquer :)
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reaaaaaaaaaaaaally good but could have been harder/longer. it took me something close to an hour to finish the game, i didn't even complete the upper side of the map. still giving you 5/5 hoping you can make a sequel :)