Bug located and is squashed. It will be part of the content update in the next day or two.
Thank you for the report.
It isn't a bug but its something I will consider changing. I originally had them always on by default so when an area is revealed the weakest enemy always shows up if you wander. It also is a slight buffer against speed farming some items but given how I've changed the progression that is something to address.
Thanks, I really appreciate that, and I’m glad you’re enjoying the game. Since the multiple-tab issue isn’t the cause, I definitely want to track this one down, especially since it’s blocking your progress.
If you can get back to the stables again, could you export your save before refreshing or leaving the game? Then refresh/re-enter and see if it sends you back again. If it does, send me that exported save and I should be able to narrow down exactly where the progress is being lost.
I’ll keep digging on my end too.
Edit: One other quick thing before I have you send me a save: what browser and device are you playing on? It’s probably not browser-specific, but I’d like to rule that out since the game uses browser storage for saves.
Thanks, that helps narrow it down. One thing I’ve been able to reproduce is this happening when the game is open in two tabs at the same time, with an older tab overwriting the newer save. Do you ever have the game open in more than one tab or window?
I already have a fix for that behaviour planned. If that isn’t what’s happening on your end, I have another way we can narrow down where the save is being lost.
I really appreciate you checking out the game and taking the time to write all of this.
I agree that a slower incremental game eventually needs ways to automate or retire older systems so they do not become repetitive busywork. I already have both short- and long-term plans for automation, including automatic completion of some earlier areas and systems once the player has sufficiently mastered them. Some of that is fairly close to implementation, but it is not quite ready yet.
I am not opposed to creating a Discord server either. The difficulty is that I am one person working on both games, and this is still technically a side project even though I currently spend around two days a week developing it. My main project takes most of the rest of my time, so I do not think I could reliably moderate or participate in a Discord community yet. I would rather wait than open one and leave people talking to an empty chair.
Thank you again for the advice. Feedback from people who know the genre well has already been extremely useful.
I had popups before when I was in alpha but found them too verbose in a game that is already extremely verbose for what it is, however it seems like it would be useful for people to understand things a little more straightforward so I will play around with tooltip popups.
I'll also see what caused that bug and try get it fixed in the next patch, thank you for the feedback.
When it reaches it's form cap it will let you know. Technically leveling is infinite but algorithmically slower over time.
I've been reading these comments and taking note if anyone has suggestions. It doesn't mean I'll implement them all but I'm always reviewing my design choices. I do not mind trial by fire.
Unfortunately today all I can do is look at comments but I'll be back to actual development tomorrow.
Thanks for taking the time to explain this. The game is intended to progress slowly, but the early lives still need to make training, work, and overall advancement feel tangible. Your point that the impact is difficult to see, and that too little appears to happen within a single life, is useful. I’m going to review both the opening pace and how those gains are communicated before deciding how much to adjust. I don’t want to remove the long-term structure, but the beginning still needs to earn the player’s patience.
Thanks for the feedback. This is useful, and it’s something I’ve been trying to work out.
The game already tracks elapsed time while it’s in another tab or window and applies the missed ticks when it becomes active again. The main issue is that menus and event dialogue currently pause progression, since I didn’t want important story scenes disappearing before they could be read.
I’ve been considering an optional more hands-off mode. Routine events could remain open for around 15 seconds before the game continues, while major story events and decisions would still pause. Auto-reincarnation could also be an option once the player has already seen the relevant death and reincarnation scenes.
Another possibility is an “Events While You Were Away” screen that summarizes routine events when you return without skipping important dialogue.
I’ll give this some thought. The goal is for the game to work as an idle game without letting it quietly run past the parts that actually need the player’s attention. Thanks again for taking the time to play and leave feedback.