Hey fan! Thank you for playing our demo and sharing all those insights :)
What is the one thing you would add or improve to make the game even more fun?
"how do you move and attack. This game is ridiculous you have no instructions on how to actually play. I swear some devs act like they have never played a game before. Just do what you feel is necessary, when you play other dev's games....you know the ones who have common sense."
(moved your other comment here for reference)
Did you check the game's description? If so, what could we do to make it more obvious how to play the game?
In any case, thanks for your honest feedback. This helps a lot!
Yeah, we definitely need in-game tutorials. Fair point! We tried giving a few hints by adding the GIFs to the game's description here on itch but we can't expect everybody to check those.
In a nutshell: The character in the center of the screen is your companion, not you! He's basically the "tower" you need to defend. You are the cursor. Attacking works by swiping over monsters with your cursor.
Outliers: Incrementum is an incremental Action-RPG that follows a new generation of adventurers who embark on a journey all the way from their isolated village lying in the shadows of THE tower to the very top...
Hack-and-slash different kinds of monsters, collect loot, upgrade, repeat. With the ultimate goal in mind to clear all rooms and defeat the final boss.
Play the demo now on itch.io: https://ipponi.itch.io/outliers-incrementum

Note that this is a playtest. If you want to give feedback or just stay up to date with the development of the game, feel free to join our Discord: https://discord.gg/TnfTRgxW24
Watch our teaser and/or Wish's gameplay to get an overview of what the game has to offer:
We just uploaded the Windows build of the game which can be downloaded here: https://ipponi.itch.io/outliers-incrementum#download
We just uploaded the Windows build of the game which can be downloaded here: https://ipponi.itch.io/outliers-incrementum#download
Thanks for giving our game a try!
"(...) i just don't make it over Stage 7 on regular basis which seems to be a noob-problem I guess :D"
Any chance you could share a recording of how you play? Our goal is to create a game anybody can play regarding of their skill level so it really helps being able to actually see how others are playing :)
"But at some points it feels like a) I get stuck with the curser in the parts where our character will proceed to the next room (sometimes I also got stuck out of the stage, if that makes sense)"
Did you actually get stuck and had to use the "Unstuck" button in the pause menu? Or was it just temporary and then the game teleported you back into the room?
"(...) when playing in full screen and things get "rough" (level 7 and above), I slip out of the frame, so a locked full screen would be really helpful. For now I assume this is not possible because it's browser based"
Yeah, I don't think we can avoid this within the browser, but I'll verify that to make sure!
Are you on Windows? If so, then you'll be able to play the non-browser version very soon!
"omg is there a hidden name plate lore??"
It's definitely not that obvious. I'm pretty sure you'd have to do several tests to figure out how the color coding works lol
The idea was to have some subtle hints for the player to figure out whether they are struggling (difficulty-wise) because of not having enough attack damage and/or not having enough agility. This leads to the following:
From what we've seen so far, not being able to clear room 3 usually is not an difficulty thing but rather a result of having not enough attack damage, thus taking too many hits to kill a monster which in turn leads to quite the stressful experience :D
Still... it's bad design to let that happen. At least that early in the game.
"I think it would be interesting if it'd be possible to go back to the village and talk with some npc there. Maybe hidden npcs for additional progression paths (a blacksmith, an alchemist, etc.)."
We're definitely adding a more immersive and more RPG-like version of the village in the future. I'm not so sure about hidden mechanics yet, but this is only because we haven't though about that yet.
What do you have in mind exactly?
Thanks for all the feedback and shaping the future of the game with us! :)
Thanks for the insights!
"you mean cpu and stuff? idk how to check that"
Right. Most of the info can be found via the task manager. I'll check if we can implement something directly in our game that allows players to export their hardware data so we don't have them to collect that info manually.
Something I forgot to ask earlier: I'm assuming you're on Windows, right?
Congrats on making it all the way through the dungeon and thank you for all your feedback! That really helps a lot and also aligns quite well with what we are working on at the moment :)
Some spoilers regarding boss fights: The plan is to make them feel like boss fights in MMORPGs where you have to learn different mechanics, patterns and stages in order to win. There are infinite possibilities how this could look which should make every boss quite fun. But you - and the other adventurers - will be the judge of that eventually!
We'd love to have you join us on our Discord. This way you'll be among the first to know when new updates drop 🙌
Thanks for the clarification!
It'd be great to have you join us on Discord where you could maybe share a screen recording of you playing? The play styles are quite different from player to player and it really helps to actually see how others are handling different situations in game; escpecially when it comes to difficulty :)
Thank you for your feedback! :)
Do you know the name of the penguin game you are referring to by any chance?
"Maybe give an option in the settings for the attackers to take slightly longer for their first attack."
Basically a delay between reaching Boris and actually attacking so it's a little more forgiving?