Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

One relatively quick addition I'd recommend is being able to bulk queue actions, since this will remove a bunch of unneeded clicking.

Use Case: 20x Forage -> Endless Search Tracks (training Scouting skill)

Use Case: 40x Forage -> Travel -> Endless TalkToPeopl (training Social skill)

Also templating would be next tier feature along those lines, since this will allow the player to play around with various strategies.

One thing I'd like to see shown more clearly is how much better you are at a skill when it is trained up. I'm finding it a bit unclear at the moment, so I can't tell how much I should be training up the skills and when dimishing returns starts coming into play.

Something I haven't seen in other loop games like this is providing the tools needed to more easily compare strategies. Like maybe being able to see stats for various things at the end of each loop, or being able to see the stats for the last time a template was run.

Thank you for the feedback.

I think I will not go down the route of bulk queuing, as I think I can get the same results with better methods.

I will add it that when you are on SearchTracks, you will will automatically queue Rabbit/Wolf when your SP/food stored becomes to low (before the point where you would take guaranteed HP damage when you do not do it).

I also will add a sort of "expected SP return (per second or per SP spend)" on actions, which will more easily see the break points, and also enable that you switch from SearchTracks back to Forage when SearchTracks becomes inefficient.

Then, your optimal path in Forest would most likely be Forage (+CraftSling, which is auto anyway) -> SearchTracks(which then will do a few HuntRabbits and so on)->Forage again (because it now became efficient again) -> HuntRabbit->HuntWolf -> Alden. But the Forage again should also trigger automatically, so you basically just have to queue every action one time and than can continue.

I will want to add a mechanic that automates the start of the runs (most likely 1/3 to 1/2, but still have to see), so that in some shape or form coming. But there will be no detailed templates! You will most likely be able to chose which actions to automate, but the actual amounts and order of execution will be decided by the game. It was the main feature in idle loops, but here, I think it would just distract from the other game mechanics, and be a tedium to constantly update.

There should pretty much never be diminishing returns. That's why level ups are multiplicative (for stats, it's 1.05^level. For skills, the stat synergy is actually more important). Also essentially, the later in a run it is, the more worth it it is to train a skill.

I do track some stats internally (like SP spend/action completions/items looted per loop). I will most likely display those in a "loop results" log. I also want to add a story log and a unlocked log.

There will be branching paths, so I'm not sure if i should give you specific comparisons in terms of actions completed or items found. But I will most likely give you things like total SP/MP (or just total stats exp, which is pretty much synonymous), and I can try something like Gold spend on equipment, combat progress, unlocks, progress on unlocks or such things. Like I said, I want to do them in a sort of log, which would be a text window in the bottom right corner most likely, so you could consult those things and start planning your next loop while the auto progress at the start of the loop ticks by.

(+1)

Thanks for the detailed reply!

Getting around the templating of similar games sounds interesting. I'm also always a fan of automating the earlier content that you the play have already fully experienced, so you can focus in on the newer content.

I'm interested in seeing what your game turns into. *following*