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(3 edits)

If you are reading this, I would appreciate some feedback about the pacing.

Personally I think it is too slow. I am considering some more upgrades. Something so  the cheap upgrades in the beginning can still have value. Maybe making X2 more plentiful and cheaper. And/or making them X4.

(+2)

100% agreed. The pace lags and it's hard to stay motivated at the current rate of progression. I think definitely making X2 more plentiful and cheaper and perhaps even X4 makes sense to keep the income per second more progressive. 

This also would give it more of the classic progression feel of doubling or quadrupling  income at level milestones like 10, 25, 50, etc...

You've done a great job on the game. I've thoroughly enjoyed playing it (Im an idler and have played them all starting from Cookie Clicker way back).

Do you plan on having more Rebirth upgrades or anything else in the future or do you feel like the game is pretty much complete at this point?

(+2)

I will update X2 to something better. Balancing is still tricky, but let's crank it up and see. Ideally it should keep the early upgrades relevant, without overpowering the later ones.

I would like more Rebirth upgrades but I don't have any good ideas atm. They should also be not-too-hard to implement, since I will have less time soon. Also, balancing gets really hard here, since it is so far that a naturel progression test if not feasible.

It feels almost complete, but only almost. I'd like to add more in the future, but it would be at a slower pace. Glad you enjoyed it! Wouldn't be as much fun to make if nobody cared.

(+1)

If you want your customers to be more active, something like a worth 10 to 20 rebirth Monster creds "4 hours Berzerk=x4 damage" stuff, would be unlocked x4/day for ever. Or Living Scalpels for Necromancers.

Living Scalpels? Let's hear it.

(+2)

Speeding up progression a bit is surely a good idea. If you look at the price increases between upgrades especially at the higher end it becomes disheartening (e.g. Master Wiz->Zap Dmg). 

The question is what you want - should the player be more looking to upgrade the current "life" (then lower the costs a bunch) or rather rebirth often and upgrade the whole run (which seems to be the standard with games that have a rebirth mechanic)?

You are the god of the game, you make the rules :) I'm sure you've played a fair share of idlers before deciding creating one...so look at what made those games fun and take inspiration from that - if you want. :)

(1 edit)

For me, rebirth was always fun, that's why I added it. But "disheartening" is probably not the right feeling to evoke in players :-)

Cheaper X2 helped. But they are level locked, so can only do so much. I'll try to also lower the price of +1% upgrades.

Lowered prices of X2, +1% and Zap Damage++.

(+1)

I'm fine with the current rythm - been playing low-pace idlers for years, over a decade, not even taking Cookie Clicker into account (CLICKPOCALYPSE 2 is one of them). But SageVyasa & Caiburn shared valid remarks imo, so I'm curious about what you'll craft with those. 

Do your thing - I'm a tourist, a low-energy PC backroom crafter, a player and a consumer.