I tried going on your profile to see an email, but it doesn't display for me. Not sure if that's cause this account is a "developer" account or just how the site works. My email for this game is Incremortal@gmail.com since I'm guessing you don't want to put your email on a public page.
Sam
Creator of
Recent community posts
I have gotten similar feedback and I will be making the beginning of Act 1 a bit less tedious, but the general shape of the game is that of a slow burn story driven kind of experience. The way the game is currently set up, you are able to get ~1-3 new story milestones per life with an exception every now and again where there's a particularly difficult task. I definitely intend to alter the starting flow with the release of Act 3 in the future particularly in Act 1. I am actively working on smoothing everything out, mostly through unlocking automation quicker and giving slight boosts to task speed based on total number of completions. Nothing 100% set in stone, but I am working on it.
Thanks for playing! I have gotten similar food related feedback and I'll be taking a closer look going forward at exactly what kind of cost benefit ratio new food tasks present to players. I'm also working on revamping how mana works in the game entirely so always spamming conjured food may not be the most viable option... Don't want to spoil too much there but I'm addressing it.
I appreciate your feedback on all my branching paths! I definitely try and give benefits that could be useful at one point and then switch later down the line depending on where you're at, but both are still good if you just want to set it and forget it. Your comment about the kitchen being the obvious choice is quite funny because I received feedback that the resonance lab was the only obvious choice from someone else! That person also skipped cooking tasks entirely tho and just ate conjured food... which I'm addressing like I said. Anyway...
Glad you liked the automation improvements! I'm still tweaking it and refining for the Act 3 content that I'm working on... "Increlution solves this by having a "fill up on low" option, where food will fill to maximum when an exploration is set to the lowest setting ( I suppose '5' in Incremortal), even if that food is on the lowest setting." Mine does a similar thing but as you mentioned, it may in fact be a bit too sensitive. Any time there's an exploration task whether or not it takes core food tasks away from you it gathers food to full. I will continue to tweak it as I play test and get more feedback, I'll be taking a closer look at this exact functionality because of your feedback.
"was this changed? Seems I can top up Herbs pretty easily now. Maybe this is a queue issue? Or maybe I just didn't understand the automation system as well as I thought I did." - Yes it was. In my minor update devlog I wrote "Tweaked Automation logic slightly to prioritize player input even if doing so was "sub-optimal"" which may have inadvertently also fixed this issue.
"Maybe dedicate a section to Progression instead of Exploration? " - I am working on much more clarity and giving different options for changing how the Automations page displays. I haven't gotten around to giving an option to change it from the standard categories to something like a progression order, but I intend to. I'm also adding "badges" which mark tasks with icons to represent things likes active effects, branching paths, location change, food tasks... here's the WIP. Do not take this as a final product :P I'm just sharing because you have given me a lot of good feedback, some of which I'm already implementing. I guess you also get a sneak peak at my new icons too? I'm doing a lot I guess.

I personally like the blended style where if a task has multiple highlights it blends together... but I also do have a "simple" display that looks like this where it kind of Russian dolls itself and the highlights just stack internally.

Hope to see you in act 3, and I hope you like the NG+ until then!
It does need some more side content/more active play, I agree. I am theory crafting some systems right now to make the game more hands on, the most promising one being alchemy/rituals and move involved spells. In general though... it's probably just a mismatch in terms of what you're looking for and what I'm building it sounds like. Simple design and slow progress in a genre where numbers typically skyrocket was an intentional choice on my part. The milestones are tuned so, on average, you'll reach 1-3 new milestones per life depending on where you're at. I do plan on more meaningful choices being implemented retroactively and especially going forward. The story in Acts 1-2 are on some pretty tight rails to set the stage so to speak for Act 3 onward. Anyway... I'm glad you tried it, gladder that you left a comment, and sorry that it didn't have enough to do in its current state! Hope you come back to try Act 3 when I release it.
Hell ya glad you like it!
You can export the save files from the "Load Game" menu as of the latest update. If you're not playing the latest update, you should be able to download it and still have access to your save files.
I'm not sure I see the benefit to setting priority for food consumption? Why would you want to eat the "better" food first? Conserve food you no longer have access to? Curious for your reasoning here.
That specific automation bug I actually addressed in the latest 0.2.3 update... or so I thought? If you're playing on browser, your comment is valid regardless. If you downloaded and in the bottom right of the main menu still displays an earlier version (0.2.2 or 0.2.1), try redownloading with the new update. Please do let me know if its still an issue and an exact example would help so I can pin it down/recreate it.
Yes, it is the game I always wanted more of :P I'm trying to do my best to make this game truly my own, but I can't deny the inspiration for sure. Also, I'm glad you like it! There definitely will be more content... I have 10 Acts story boarded and Act 2 is arguably the smallest out of the remaining Acts. Once I get all the story fully mapped out (I'm at the beginning of Act 8 right now), I will resume making the Acts in the game itself.
For Acts 1 and 2, the branching paths available are more so relatively simple "this or that" kind of choices and that's deliberate. Act 3 onward is where the story definitely allows for more interesting divergence of paths and more player agency. I see where you're coming from especially with the Pad my Boots task but the choice was the book itself because each book already gives you separate upgrades. You get the individual bonuses from each book after you Decipher Spellbook and then do an optional task related to each book. Anyway, glad that you played it even if it wasn't quite what you were interested in. The core loop may change somewhat in the future, but how it plays now is almost certainly very close to how it will play when everything is complete.
Thanks! Glad you liked it. And ya, it's definitely a bit sparse but like I mentioned, moreso for a vibe check than anything else. I was liking it, but I had to be sure other people would too :P As far as the overall quality/completeness is concerned... that took about 90% of my time in development ngl. The tasks and starter story was something I had in the back of my head for some time, but the polish for what the player "sees" was a major major focus of mine so I'm glad it came off as such. I am definitely not the type to release updates frequently... I'd be more so when a whole act is done for instance. Not sure how much I want to release on here before I go for a proper release because I could easily end up spoiling the story. I can get away with releasing act 2... maybe act 3, but that's a later problem. I'm getting close to completion on the overall story so soon I'll be switching back to updating the actual game proper. I may also be stalling in hopes that fable or mythos come out again for public use before I start coding again... Either way, I appreciate the feedback
Thanks for the feedback, and I actually am trying to get a friend of my to do some art for the game perhaps... especially icons and some other symbols here and there. Perhaps more custom cursors as well. Anyway, there should be a stop before complete feature with right clicking. If it's not working or I just didn't add it... my apologies. The automation feature does actually only grab needed materials, but point taken. It should account for non-automated tasks as well.
I am taking a bit of time to learn some coding. I certainly don't have time (or the desire frankly) to get to a point where I can fully code this myself, but some fundamental understanding makes a lot of sense. I'm going through boot.dev and already have a much better understanding of what the heck is going on. The download should work now... I was just a giant dingus when I uploaded the old one...
I appreciate the feedback! There certainly will be split paths in the future in (nearly?) every act along with a variety of upgrades similar to the bed that benefit the player. I have my own opinions on conjuring food in this world... but I can't say them without speaking from authority unfortunately! It's more fun that way anyway :P
