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muzzl

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A member registered Feb 08, 2018 · View creator page →

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Yeah that's fair.  If you don't find the power growth in it satisfying then you won't be the only one.

I don't know if it will help at all but I can explain more about what is going on at least.  MTVN is spent at a constant rate so reducing costs does make it go faster.  For the stats the permanent level is just a XP bonus for the daily level until you get the STAT skill, and at first the loops are short so the daily level won't go very high and it won't be very noticable, but when you get access to more flowers and can have longer days then you can see those stats build up and your speed increase more over the day.

That was the idea anyway.  If I make something else it will be easier to understand and feel progress.

It's both.

Let me paste the equations I didn't post them on itch yet.

The efficiency bonuses from stats multiply the costs by 1 / (1 + StatLevel / 50)

The XP bonus from permanent levels multiplies XP gain by 1 + ((Level ^ 0.8) / 5)

Most skills multiply costs by 1 / (1 + SkillLevel / 25)

MNST, FISH, and BIRD multiply the cost of removing rocks by 1 / (1 + Level*ResourceAmount / 100)

The STAT skill adds a flat 4% of your permanent level to your current level for each STAT level.

By default you get 100 skill XP per learn. The XP cost starts at 30-90 and goes up by the original cost every level. LERN gives 4 extra points per level.

Thanks I've added your instructions.  You are right people have been getting stuck on that.

Well the part that supposedly drags on for so long is like 1 hour to get rid of all the blue rocks in the middle.  It's actually kind of hard for me to empathize with that since 1 hour in the other game is like, 6 soulstones to add to my 1.2k and half a percent towards talking to the witch.  If that's really so long, and I make it even shorter than that then there's barely any of the game left after that, and the whole thing will be over in like 3 hours or the wall will feel even bigger and more sudden.

Wow yes that was totally untested territory.  Thanks for sharing!

TBH I'm not sure how much potential this idea really has.  I could try to smooth out the progression curve by making a larger world, then what, you end up doing 200 movement commands to follow a giant path of flowers?  In another game you can just add a gather command and set the number of times and at this point I'm thinking that was better.

Awesome, my first positive feedback.  Thanks for this!

I would like to make something with better queue management.

Ok I hear you and I think you are right.  It's not obvious enough at all how the stats work.

If you want to keep trying, the way to benefit from the skill trainer is to uncover one of the nearby blue rocks (the one below him is easiest) and you can get a resource to bring him from there, that will teach you a skill that will give you a bigger immediate benefit.

As for the stats, the permanent one is just an XP multiplier for the stat.  The daily level is the only one that impacts your power level (until you get the STAT skill).  So, the permanent level makes a bigger difference in longer loops which give the stat more time to build up.

I'm not telling you to accept any of that as a solution, I would definitely do some things differently now.

Well there is a NPC under the blue rock straight up from the start it can teach you a skill that will let you remove the rocks faster.

I did aim for it to take about a day or two to finish.

I think you are right about a sense of progress though, it would probably work better in a bigger world where it can ramp up more slowly.

I just love these little guys.

I used a few of them in a free game.

https://muzzl.itch.io/idle-rock-remover

Here is a spoiler of the revealed map if you just want to see the characters in it.

https://imgur.com/a/veuOQoZ

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This is a great font pack for retro theme styles.

I used Centurion Bold 8x16 Monospaced in a free game.

https://muzzl.itch.io/idle-rock-remover

Really nice pack.  There are over 1200 items.