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I approached this value in 66 hours 0.21 of the maximum lifespan and this was my first save. The second save 0.15 in 28 hours. So it is exhausted quite quickly. Considering that there is no stable method of increasing lifespan, it can be exhausted in 300-400 hours based on my first save. The lower limit without taking into account fruits, the upper limit taking into account fruits. If you take the second save 186-286 hours and this is without the goal of doing everything quickly. The second point that irritates is the instability, you want to buy a fruit, but it is not there. You also need to concentrate so as not to forget to buy it. Here you need to either bring the fruit to a stable receipt or not add it at all because the game is not configured to focus on certain things at the moment. Except for example tournaments for achievements, but there you did one cycle and that's it, and so you can appear there at your own discretion. As a result, excessive micromanagement over a long distance (with an uncertain result, which is also annoying) given that you will not have time to craft everything for sale in a year, and you will have to interrupt each time. You underestimate the speed with which you can exhaust your lifespan.

I repeat, one of the problems in this aspect is lack of consistency, since the game sets such strict time frames almost in the middle of the game, without giving such situations before. Also, at the moment, this is a constant task, which also brings tension out of the blue where it could be done without it. As an example, I will give the Hero's Adventure: The Road to Passion, there are events that are tied to strict time frames and they begin from the very first locations, due to which the player gets used to such rules and it no longer knocks him out of the flow.

The second point is instability.

You cannot consistently get fruit. Sooner or later you will have to stop because you understand that you cannot compensate for the spent lifespan or continue in the hope that you will be able to come out on top.

Pay attention to the same Tale of the Immortal, there the duration lifespan is useless because you can reach the peak in a year, maximum in several years, but it is still possible to exhaust the lifespan, but you can extend the life for a year, and it is known that within a year you will definitely find at least one more such item. But here, if you have reached the limit of 5 years, there is no guarantee that you will come across/you will have funds at that moment/you will not miss the auction.

I do see your frustration, I certainly didn't plan around people playing 100's of hours!

I'll see what I can do to add a renewable source of lifespan. My main concern is if its too easy to get, then logically the world of the game would be full of immortal characters, which wouldn't make much sense. So got to figure out something that makes it work within the lore.

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The first point I think is that the needs of the gameplay are more important than the lore, otherwise it would be a book, not a game. 

The second point I propose is to introduce this stable way of increasing lifespan as a temporary mechanic until you finish the game and in the full version of the game open it only at the peak (if your last stage does not have an infinite lifespan), so it will not break the need for a reasonable speed of development in the early stages, if this is so contrary to your plan for developing the lore.

you could add a story item that allows you to revive in some way, potentially even getting some buff, though it might be hard to balance it to where it isn't simply a annoyance.