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AngryGoblin

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A member registered 98 days ago · View creator page →

Creator of

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I see! You meant the upgrade that scales with the tiers beaten. Those are supposed to work like 1+0,01*(tiers beaten). So if you beat 5 tiers of the first stage and 2 tiers of the second stage and nothing else, you get a 1.07 multiplicative bonus. But I will write some tests in the code to make sure it's working as intended. Also tier 0 counts as a tier beaten. Each tier of each stage only counts once/

As for the crafting speed yes, it's a limitation of how I built the timed task system. I'm currently reworking it for the forge update so I will take it into account and see if I find a workaround. 

The warrior extra sword should add a second swing right after the first one. 

As for the shop. Those are very useful observations. Will look into it today. 

This feedback is immensely useful. Most people that okay the game, even those who log in every day for like 1 week, don't leave any feedback. I really appreciate it!

As of now there is no way to donate. But I hope you choose to buy the game when it releases! 

I have a discord but it's barebones and I haven't invited anyone yet. Feel free to join as the first member :) 
https://discord.gg/sVHA5wSxN

Hello! I was planning to release this bug fix for the shop upgrades in the weekly update but since the update is quite big I had to postpone it for this Friday. 

I will look into the cloud sync because it should work! Thank for reporting that

The tier bonus calculation is a flat multiplier, 50% extra per tier level. 

The upgrade you mention does the following: when you craft and item. It has a chance of triggering an extra instant craft. You still use the materials but it's done instantly.

I want to have a solid base before adding content, so I'm spending a lot of time making the current systems more enjoyable. For this Friday I will have an update for the forge so that it's a 2D environment with interactable elements to make crafts go much faster while playing actively. 

Also if you don't mind me asking, how did you find the aiming controls for the abilities on mobile? Where they easy to use? Also, what would you say is the best element the game has? 

Thank you so much for leaving this comment by the way. It really helps. 

Amazing game!

Hello! Thank you for sharing this problem. I just tried it a few seconds ago and you are right, the only file being shown in the itch app was the .txt file. 

After tagging each build with the specific platform it worked for me!

Thank you again for letting me know! I hope you can give it a try :)

I added a Linux build. Let me know if it works for you :) 

Thank you for the comment. The kind of game I want to build out of mirage, is a game where your skill matters, if you like to min max and optimize your idle time. 

Thank you for your comment! I will try to build it for Linux. As for web, unfortunately Godot 4 with C# cannot be built as for now. It's not supported. 


For the simulation, for the user I store all user inputs (movement, aim, triggered abilities) with their respective frame, and then replay them deterministically. As for the enemies, I store the rng seed that was used for deciding which enemy spawned and where. Then the deterministic behavior takes care of the rest.  For the drops, I use a different rng seed so they are not always the same! 

Although it's cool to see, I think I will remove this feature. I believe it's better for players to just set the idle for each character in the background, without having to see the simulation and having to have the game opened. 


Again, thank you for your comment, I really appreciate it!