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(+2)

what got updated

I second this question

I third this question

Good game, i hated having to save manualy but it seems well  made for now

(+2)

i kind of wish there was a little more automation to the game

nice idea, nice game. Want more .

any news on the update sir?

how to get achievment 'now fight some real enemies'?

How do you get the "Now fight some real enemies" Achievment?

(+2)

Hope all is well, Sczuka. Lots of fans eagerly awaiting any sort of update!

(+3)

Count me as one. I'm excited to see this game develop. I think it can be something special.

This message still stands

Also do you plan on making discord for your game?

@sczuka any chance new update is coming in soon?

still really enjoying the game!

Next good idle just died :(

it can be good game :(

(+3)

i am disappointed it is late too. but give the guy some slack. sounds like he was expecting no one to care it existed. he likely has a full time job to build the game around.

is there a way to port saves to other devices?

(+3)

when will be the update?

idk, im scared it may never arrive

i bite all npc, i cant die somewhere, and using work for duying it is faster way, but it is so long)

i waiting for automation for skills, auto use drinks before it will be end, autobuy in store and autoprogress on the map)

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You can drink the same drink multiple times and it will stack. But auto buy would be really good.

i know, but i make 2 hours for each, it is a lot of clicks on each )

(1 edit)

There is a bug that makes the Farmer keep working but it can’t be stopped. It’s very annoying cos I die by reaching DL when I’m just fighting. When the Farmer is “unstoppable” you can at the same time progress the bar on other activities (including other jobs).

(+1)

absolutely loved what you've got as a start! reached the point where dying is actually difficult and the ability to die for faster loops would really help, everything past noob mastery feels very unobtainable just because loops take forever

(1 edit) (+1)

We need:

  • Speed up button

  • Pause button

  • Auto death button

  • A button that adds some background music :P

There is nothing more after forest?

No, forest and thinking 22 is the end of current content. 

Then how to ge achivement "Now fight some real enemies"?

It's supposed to be for killing Target Dummy I 1000 times, but it's currently broken and unobtainable :/.

(+2)

When we can expect update?

Honestly, I don't know, I'm working on it, but I'm bad at estimating times.

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No one is good at it xD especially in programming. It is a pretty good game tho.

(2 edits) (+1)

Pro tip for players: If you want to know if you’ll win the fight, multiply YOUR DAMAGE x YOU ATTACK SPEED x YOUR CURRENT HP. If that value is higher to that of the enemy, you’ll win.

For example:

You have 5 DMG, 0.2 ATTACK SPEED, and 300 HP.

5 x 0.2 x 300 = 300

The enemy has 2 DMG, 1 ATTACK SPEED, and 100 HP.

2 x 1 x 100 = 200

In this case you’ll win.

I call that number your “Combat Stat Product” or CSP.

(2 edits)

Or you go a step further xD
Training Dummies 5 is the best way to go xp wise but it takes ages to get killed ^^. Dmg and XP Gain of the second Map need some tweaking.

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That depends on the Damage you do per attack, in my case I could get to 4.98 attack so for me it’s best to farm the Dummies III, they always hit me once even if I take the Speed drink so that’s my strat to farm essence atm.

Eventually you will get to a point where you can one shot a Walking Inventory and you have millions of HP, so you won't be able to die because you will heal long before your HP hits zero.  The only thing that could kill you is you dying of old age, in which case it becomes a race against time, not of HP and fighting the Walking Inventory becomes the fastest way to gain XP.

Did you get that far? You will unlock a new mechanic after killing walking inventory for the first time, so I didn't even test it past that point yet.

(1 edit)

yeah, reached that point 1 day after posting hahaha

(+4)

I really enjoyed this first draft. The only issues I encountered is the lack of explanation for some things, which makes sense given the early release. 

These would by suggestions for things to possibly add:

- indication for when thinking skill is maxed as of this version

- info on sigil upgrades being permanent, otherwise their price makes them seem rather pointless so people might not try them at all

- 5-10% passive effects of inactive sigils that have been unlocked in previous lifes. A more complicated version would be to only have this effect for the sigil chosen in the last life to encourage switching playstiles between rebirths.

- the game gets rather slow once you reach the later stages. A feature to increase game speed could be helpful (for example a skill, beverage or class upgrade).

By “class level” does it mean the one from combating?

Yes.

On Store, does Mastery Upgrades increase “xp gain bonus” or “mastery xp gain”?

Also, what is the difference between both?

It affects mastery xp gain, that's how much mastery xp are you going to get after you die. The formula for it is skill_lvl * multipliers. 

Xp gain bonus is the effect of mastery, multiplier to normal xp gain (1.2^mastery). 

(+1)

The game is already great. Aside from the stuff you mentioned I would like to see a "Guardian Angel" upgrade, that once per life automatically halts all your activity if you were to die otherwise. I lost too many runs while idling, and I don't think the game should require your full attention.


Also some parallelization would be cool, like being able to do 1 skill, 1 job and 1 combat at the same time.

I plan on adding a feature, where you will be able to set certain conditions, when to pause the game. Like, pause on 10% hp. And I also have some ideas for future content, which will allow you to do something similar to parallelization. 

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ngu's parallelization you could implement just as a percentage of 100, toggle doing an activity *0.5 and you have another .5 to use.. reduce micro manage,

usually they reduce it with que systems but sounds interesting to avoid it, maybe also having more general [if number is at x or x% then go ahead and buy thing,]

instead of micro waiting to set up the current thing, you add such setups without wait and wait to be surprised by what youll set up next instead.

its like the game can play in your head. it removes some pain and resistance but it makes sense to only have pain from waiting in an idle game, the alternative being making the controls fun which is a different game.

its a personal problem to not avoid mind blank during micro managing but anyway beautiful game

(+1)

The current idea I have in mind is that you will be able to get orb as a rare drop from mobs, you will be able to use those to upgrade certain things and when you upgrade skill or job, you will be able to run it all the time.

I would like to avoid adding a system like queue or something similar to ngu, because I think they can become anoying very easily e.g. you spend a lot of time optimizing the queue and then you unlock new things which makes it less efficient.

I ran into a bug:

After saving and later reloading, the job could no longer be turned off (it ran permanently, and it couldn't be stopped/de-selected).. Even the selection of another task or job did not cancel the old job, instead both ran together.

(+1)

If you don't mind, here are a few suggestions (my wish list ^-^ ):

1- Task Scheduler In this, tasks can be queued like:
Level Thinking at level 13 -> Caution at level 18 -> Motivation at 16 -> Thinking at 19 -> Digger once -> DL-Gain Upgrade lvl 1 -> Digger once -> Job-Speed upgrade lvl 1 -> buy Beverage 4 -> Farmer 8 times etc.....

2- Option: Automatically restart after death without having to press the death button 

3- Option: Automatically attack new opponent (e.g. training dummy 3 was defeated 10 times, new training dummy 4 is attacked immediately if available)

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