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(4 edits) (+4)(-1)

Really love the concept of this.  

I've played quite a few incrementals in my time but, if you're willing/motivated to upgrade and continue developing, 

I think this could be one of the top ones out there: simple, to the point, but with enough depth and complexity to keep you captivated.

That said, the Age/Amulet activation makes it a very tricky situation: you have to keep people interested enough before they die naturally.

A few early suggestions:

  • Just for fun, it would be nice to see a cemetary/archive of previous characters: age, job, wealth, happiness, etc.
  • also, seeing that age plays a big part in this game, it would be nice to see how long we have spent in each job.
  • reiterating some comments below, a smart-learn option would be cool so that, when upping a skill to reach the next job, it would be cool if the skill learn stuck to the one necessary
  • Much further down the line, and if this is of any benefit to your end-vision of the game, it would be cool to see a progression tree that could be programmable
  • As mentioned below, the concept of Good/Evil could be interesting re how you want to concentrate your character Evil=Money, Good=Happiness
  • Besides common and military, if you're going for the whole D&D/Fantasy idea, it would be nice to see other classes: Thief/Rogue, Cleric/Priest, etc.
  • Besides Jobs, Skills and the Shop, another way that could be interesting to really flesh out the game could be acquaintances: Friends, Enemies, Networks, Guilds, etc. This of course could add whole story line opportunities to the game.
  • One final thought on jobs: it might be cool to have several different paths in the "common" work: agriculture, mining, merchant, etc, with several different levels of progression. Each one of these paths could have a set of benefits/attributes that would allow people to concentrate on one path or jump around in order to evolve a specific "hybrid" job.

... Having played a few lives now, 

  • I think that there is a very strong underuse of the earlier skills compared to the later skills. Moving forward, Mana Control, Battle Tactics, and (earlier), Strength become blatant focus areas and the previous skills become completely redundant even though they were key at first (Concentration, Meditation)
  • On the Military path, the time/pleasure ratio drops to rock bottom after we pass Veteran night. It becomes a simple surveillance/waiting game, just making sure that we don't die before we level. Hence my points above of more story/side quests/events to keep people interested.


Ok, apologies if I've gone too far in all these suggestions, but this has inspired me to think of all the things I'd love to see here.


Thanks again for the great game.