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Juba

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A member registered 11 days ago · View creator page →

Creator of

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To be honest, I never used the tutorials. Maybe it’s just me, but this game lends itself really well to learning through trial and error. That’s why figuring things out on my own was a special kind of fun.

By the way, being the first to clear the level made me really happy, lol

I've removed it for now in the latest version :D I want to focus on getting the game's economic algorithm right first. After that, I'll work on the animations and sprites.

"yokaiidle.netlify.app sent an invalid response." I'm getting this error on my MacBook while using the Chrome browser. Is the problem on my end?

By the way, I translated the error code from my language into English, so the English version might not be exactly accurate.

Can't we play it in the browser?

I played through all the levels—it was pretty fun. I made it up to difficulty level 5, but I could only finish one of them, lol. There are levels that require math; I think a little math is fine, but if it’s meant to appeal to the general player, it shouldn’t go as far as Fibonacci sequences. You can increase the difficulty by limiting the number of pieces you can place.

For example, if you only go through the left tree on the map, after a while the piece needed to pass that level hasn’t unlocked yet. So, if the required pieces haven’t unlocked, you could prevent the player from playing that level.

For instance, I passed the level I completed on difficulty level 5 this way—though maybe that wasn’t what you had in mind.

But I really enjoyed playing it.

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The thing moving up there is actually a sprite I designed to look like a bird. The birds and the fishermen will be the only moving elements in the game. I haven’t assigned any animations to them yet—the birds just move from left to right or right to left—and I understand why it might be hard to tell what they are since they don’t have any animations or specific designs. I was really impressed that you noticed the bird detail—I thought no one would see it because it’s so small. It’s actually just there to indicate their paths.

What I really wanted to set up was the economy system. Your feedback on this is very helpful to me. Yes, purchases you make on the lake side also affect the shore side because the cost calculations for the lake and shore areas are influenced by gold per second (GPS). In other words, since purchases on the lake increase GPS, costs on the shore side go up. But I need to rework the percentage-based effects of this.

As for the clicking mechanic, I had originally included it later on as a system meant to provide enjoyment for the player in the early game. But you’re right—there’s a limit on the clicking speed; it needs to allow for faster clicking. The clicking system is something I need to improve, and I think it’s my top priority.

Thank you so much for your valuable feedback. It’s really been very helpful to me.

Thanks for checking out the Idle Anglers V0 Demo! 🎣

As a solo developer, your feedback is crucial at this stage to help shape the upcoming V1 release. If you have a few minutes after playing, I’d love to hear your thoughts in the comments below:

  • Pacing & Progression: How does the shift from the Lake to the Coast feel? Is the "power spike" satisfying?
  • Game Feel & UI: Do the sound effects, animations, and wooden UI design feel responsive and cozy?
  • Bugs & Balancing: Did you hit any awkward grind spots, visual glitches, or unexpected bugs?

Any critique, suggestions, or quick thoughts—big or small—are greatly appreciated. Thanks for playing and helping me improve the game!