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(+2)

while some of the comments saying it is souless and there is no progression do have a point, i think their way of solving it is losing the point of this game


this game is way more linear than the gnorp one, you build all types of arrows and get all the upgrades without having to care about a gnorp count, which acts as a soft-cap for that game, alongside the star thingies


this game reminds me more of something like melvor idle, you have one character, there are no prestiges, it's one single story of getting from A to B, there are ways to get a deeper system both ways, you can go, get a re-specable skill tree, some sort of prestige system and a currency that is very limited to get extra special and synergistic powers

OR, you can follow the path of prestige-less games, you can maybe implement a system of sacrificing a portion of the levels of a specific arrow to get an extra increase, you can put extra synergies that make you upgrade certain arrows more

(you did this ok with the crit arrows vs mana arrows, but crits never really outscaled mana in a meaningful enough way to actually pay them more attention than mana, specially with higher levels of swarm, that could be solved with an early strenght/crit based talent)


personally, i would add a 3rd type of arrow that triggered other arrows and making the three styles go in and out of favour, having to invest in the next step of the older system that now got a substancial buff, you can have a cutsy 2hs idle and that would be much more appreciated than a +48hs slog

kind of a long rant, i'm trying to say, don't let go of this more unique path you are doing to be have mindless prestige system