It's lagging for me as well, every time I get gold. Might be a good idea to add an options menu, so a player can disable particle effects (and sounds and/or music) as they please.
MurderMoose
Recent community posts
A little dramatic I'll admit, and I apologize for the tone, but the point was more that those delays strain the attention economy of the average new player, and it's very easy for someone to just get bored before having any real choices. And perhaps a full reload would be excessive, but something other than repeating the dialog would've been nice; the forced binary choice as the first interaction with a delay that long between clicking "Start" and having any interaction just left a sour taste in my mouth, to be honest.
Yes, that is the display resolution that my screen is at; of course, the UI was fine once I clicked the fullscreen button.
https://temp-image.com/0NDYKr5HjrNJhkc
This is what it looks like, the blue rectangle is the approximate location of the interaction space for Continue.
It takes a real long time for text to pass offscreen in the intro, something like 20 seconds?--so long I initially thought the game froze. Considering it takes a few seconds for screens to fade in and out on top of that... And the "But Thou Must" in the beginning, on the literal fifth block of dialog, after also lands on it's face; the player has opted in by virtue of playing the game, if they repeatedly click the "No thanks..." during the alleged one chance to opt out, just give 'em a non-standard game over and make them reload. And considering they've had to wait at least 45 seconds to get to that part in the first place... ...and that's completely ignoring the UI flash between the opening text and the introduction.
In short, the pacing in the beginning is atrocious. And that's before the player has even been given a chance to do anything.
You can't interrupt gathering with another different gathering, nor can you interrupt crafting with another crafting, but you can interrupt gathering with crafting and vice versa. It's in fact the only way to stop crafting if you select "Craft All" which is a pain in the ass if you wanted to craft anything between 2 and less-than-everything. There are other UX hics like that throughout the whole game.
The game obviously is heavily inspired by Runescape, but I just don't see the appeal of the game outside of "Number-Go-Up"ing. There's no direction outside of "unlock camp by having 325 skills" and honestly after unlocking it, I have no desire to actually flesh it out. Maybe there's content there that's different, that provides a sense of curiosity and engagement for a player, but it mostly appears to just be checklisting. As it stands, it's clear that this isn't a game for me.
My only complaint about the game is that the Universe section ultimately feels entirely divorced from the rest of the systems; when you ignore the x500k on atoms, it's entirely self-contained outside of a check on your Stellar Nursery count, seeing as how Stardust and Energy have no use outside of being spent on Galactic Upgrades--half of which feed back into the rate of return on Stardust and Energy anyway. Beyond getting over a wall and pulling some disparate and ultimately almost invisible boons in the way of a bonus to Super Human gain, Life production, and some PP multipliers, it's unrelated to the Atoms>Lives>Humans>Super Humans/Mind progression path. To be completely honest, it feels like that entire mechanic could be removed and nothing would meaningfully change, so long as the boost to atoms were integrated elsewhere; at worst, the four upgrades that actually impact anything else could be moved somewhere else, or excised entirely as well.
It's lacking an endpoint, or aspirational goal, or loop, or some other reason to keep a player engaged for a sustained duration of time.
There's also no reason to keep knives, so instead of having an inventory, why not auto-sell and convert the inventory to a Crafting History; just add a "Sort by acquisition" option and auto-sort to whatever the player has most recently set when opening it.
Alternatively, there could be some benefit to keeping certain knives; perhaps a Glitch knife could increase the sale value of all knives, or Eternal Knives could increase the Multi-Hit chance or something.
Speaking of, considering there's seven rarities, it feels strange to pull a Special (Glitch) or Eternal considering the only benefit is higher sale value; if you're going to have hidden rarities, there should be some update to the UI to acknowledge that the player has pulled them afterwards.
I'd suggest automation for buying various upgrades, but considering the end point, it'd quickly make the game just "hit the prestige button every few seconds." You may as well remove the 10k buttons since there's no reason to have them; the game will end before they get used. I could be critical about the UX, visuals, cycle duration, lack of save, unclear resource costs on various tiers, and lack of interesting choices to make, but this game seems closer to a proof-of-concept than anything.
As for AI use, there's nothing wrong with using AI to generate things that you know and are familiar with, but no one should trust it for anything they can't troubleshoot. However, the fact that you used it to "fix" code is concerning, and I highly recommend reaching out to your fellow game creator peers for a pair of extra eyes and advice instead of relying on genAI in the future.
Auto turret doesn't work when the game's browser isn't fullscreen.
For that matter, the game doesn't run well when it's not fullscreen'd in general.
Not great.
Edit: You may also want to rethink the combination of "coins that require multiple mouse swipes to collect" and "coins that disappear after so many are generated on screen at one time."
I didn't realize you rewrote the game from scratch, obviously, and that was a pretty rude assumption on my part; sorry about that. I can definitely understand the chain of events, and I'm not trying to throw shade at picking up someone else's game concept, it's just... well, no matter how much you add, the beginning is too similar to PK to divorce it from the original. Perhaps calling it a "branch off/continuation" or something would be more apt? Less accurate, but it would solve the framing issue.
Knowing that this is effectively an alpha work-in-progress, it should be low-priority to remake the things that already work, but varying up the beginning, even if just in superficial ways, would probably help to shake the comparisons. The problem people seem to have at first blush is that it seems like it's not just a copy, but a knock-off; having a stronger unique "identity" (for lack of a better word) for your game would give it stronger legs to stand on.
To the dev, Szklanka Herbaty:
This game would be much better received if you presented it as a mod of Progress Knight, not a new game inspired by it.
That framing is specifically where your major hurdle with this project is, since the biggest change is the skill trees you've tacked onto the base game, and modifications of idle games for QoL or new features aren't unheard of.
Just something to bear in mind next time you tackle a project of this nature.
Try to be more iterative in your design instead of just lifting parts from other games whole.
Look at how Proto23 inspired multiple games, each with their own takes on the Cultivation Incremental. They are similar, but different from each other, and distinct enough that playing one doesn't feel like playing the others.
This? This is just Progress Knight with a different skin, and what changes are present aren't meaningful. This is derivative in the worst way; if you wanted to experience Progress Knight again, you could just replay Progress Knight.
Perhaps the dev, Szklanka Herbaty, can use this as a rough blueprint of what they want their game to eventually be, but it would require going back to the design phase, and remaking the game from scratch instead of piggybacking off of another game's code.
I'm not sure what you mean, but at the very least, reset the ball when it hits the floor. It was done that way 49 years ago for a reason. You don't need to reinvent the wheel here.
EDIT: After reading the other comment you've left, I have no faith in you making anything good. Don't change a thing; it's perfectly representative of your ability and design philosophy.
It's a cute game. The little challenge of optimizing the movement paths so you don't get in your own way is nice, and the little challenge of the machines being lined up suboptimally makes for a reason to route with intent, although with the limitation of four machines and the small room means that you quickly hit the end point once you get your stride. The fact it runs entirely in browser and doesn't require a download is also very neat.
Looking forward to seeing this idea in another game! I like it a lot, it's got some real potential.
It might help to have Suffering become a different resource, like... "Resolve" or something, so as to put a limit on the growth rate. Just having Suffering lead to upgrades feels like it'll be difficult to scale, and an intermediary could be helpful in slowing the rate of upgrades in a meaningful way. It works fine at first, but when you can get billions of Suffering per frame, you need something to filter that into upgrades. Suffice to say, the Strength/Weight/Suffering relationship could also use some work itself.
Also, thematically, I'm not sure you could call Sisyphus happy on a point-based system. Perhaps it would work better as a -100 - +100 scale dependent on the difficult of the boulder against the progress rate and the height of the mountain. "The struggle itself towards the heights is enough to fill a man's heart," after all, and happiness is momentary and fleeting.
Another thought is that the mountain itself should just be one stage. I don't think there's much to gain by having different arbitrary heights to climb to, especially when the point is the task itself, not it's completion. Maybe don't have the climb be infinite, there should be some action of the boulder rolling down the hill and all for the metaphor to work; a denouement where whatever buffs the player has accrued can be reset and the task can start once again. There is no height that Sisyphus could climb to that itself would provide a measure of meaning, after all.
And if I can be critical... I don't think this game properly conveys the philosophy behind the Myth of Sisyphus at all. It feels like surface level trappings used to explore an idea; set dressing for something meant to be infinite by it's nature. Like, there's a lot of commentary you could make, a lot of things that could be said, but this feels too on the nose to be witty and too aesthetic to be meaningful.
This game is incredibly broken as far as any sense of balance is concerned.
Increase Weight on the precipice of completion, and then hit Strength when the day is almost over, get billions of "Suffering" and "Happiness" per run within 10 reflections (I had it broken at 6). You don't even need a day longer than a minute.
No reason to do the 23 mountains when you can get every permanent upgrade on the first one. It's just rote; if you didn't climb a mountain the first time, put your billions of suffering into strength and climb it the second.
Thank you for making this game, it was really enjoyable. Finished the first run, including post game, with a Magic Number of 85, although I couldn't find the Left Triangle (not sure if it was in Mayko, the Mind Mine, or one of Uratheul's subsections, but not gonna worry too much about it). Gonna have a second run, because deciphering the languages took more effort than I was willing to put in