Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Continuing to grind a little bit past endgame is pretty fun! Amusingly, I think the endgame would be a bit better without the time mage; it took like 3 minutes to get to this point past when I actually won, and with numbers going up as fast as they do it's perfectly fine if you have to do it 10 times slower while also controlling how many mana flowers you pick up (as you do in the loops before you're strong enough to visit the time mage). At these levels of stats, the game lags too much to keep playing, but that's not really a surprise.

Wow yes that was totally untested territory.  Thanks for sharing!

TBH I'm not sure how much potential this idea really has.  I could try to smooth out the progression curve by making a larger world, then what, you end up doing 200 movement commands to follow a giant path of flowers?  In another game you can just add a gather command and set the number of times and at this point I'm thinking that was better.

I think the size of the world is fine as is. The progression curve doesn't seem like it'd be resolved with a larger world; it feels like basic numerical tweaks would be enough. (Mostly doing something to make the earlygame faster (faster stat level gain?) but nerfing the lategame skills (LERN/STAT/TIME) and/or making them available earlier.)

Well the part that supposedly drags on for so long is like 1 hour to get rid of all the blue rocks in the middle.  It's actually kind of hard for me to empathize with that since 1 hour in the other game is like, 6 soulstones to add to my 1.2k and half a percent towards talking to the witch.  If that's really so long, and I make it even shorter than that then there's barely any of the game left after that, and the whole thing will be over in like 3 hours or the wall will feel even bigger and more sudden.

(5 edits)

The problem comes in sooner than the blue rocks. The problem is the lack of choice in the earlygame.

Not having meaningful choices is the *sole* reason why your earlygame is boring, and that's easily resolved by adding new earlygame content, making the existing earlygame content more interesting, or quickening the earlygame to get to the interesting non-earlygame parts faster. Your lategame is not boring, and it would not be boring even if significantly slower than it is now, because you actually have meaningful decisions to make in lategame. Interesting parts of a game are allowed to be slow (and I believe they actually should be), but it is a problem if uninteresting parts are.

You can get reasonable choice in IL pretty early - do you want to do wanders, short quests, long quests, or combat/magic training? You know exactly what the reward for all of those are and can choose between them fine, and all of them have their own merits for precisely what they'll do and how it benefits you to do these grinds. In your game, you... can break rock A, or rock B, or rock C, or rock D, and they're all the same difficulty (or if they're not, you have no way of knowing that, so you can't use that to judge your choices) and you already know they're all going to give the exact same reward so that doesn't even count as a choice. And while you do it, none of this actually feels like it's speeding anything up because all the numbers are hidden and the difference is minuscule anyway.

It would be fine to make your game one that expects long-term idling. If you want, you don't actually need to speed up the earlygame (although you should probably add to INFO that you can and should prepare a loop that walks through a large amount of rocks in sequence so that you can AFK break them all, in that case); it's just that that particular gameplay loop is still less interesting than the rest of the game. If you do want to make long-term games, you should look into implementing the QoL features that games like Idle Loops contain, such as the ability to edit your next loop while the current one is running, to make it more about preparing your loops ahead of time instead of the game's current implied expectation of active play and making almost every loop different from the last.