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MysticMocha

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A member registered Apr 16, 2025

Recent community posts

Coming back after months of trying it out last time half a year ago (ikr?? it's been half a year since I last tried this game out!) and I see a visible glow up and increase in the amount of content there is (I'm currently around 750+ depth). Automine is pretty nice to have and automation in the form of golems really do fit the theme of an Arcane. I'm hyped to see what infusions and milestones will be once they're released slowly but surely for game progression.

My current suggestions at this point have changed seeing how much it has been growing, though I don't have a lot, here's at least one of my suggestions:

Crystals seem to stack up very easily while the era of using pickaxes do give a temporary slowdown, and considering that I've seen a lot of things that are benefits for having automation so I'd like to suggest having active spells to benefit active playstyles as well, starting from once you have access to weathered stone, you can unlock spells that cost crystals (they scale up quickly due to how much you'd get later on), and if you're going to roll with it, up to you what they will do!

It feels refreshing coming back, restarting my old progress to see how much the start has changed, please keep it up!

This is a pretty cool concept, and I understand the lack of certain features is due mainly to very early development. I'd like to see more base features exist the further the game progresses in development:

  • Automation: We lack this a lot. You'd want players to feel like they've finally grown from the constant clicking (not entirely, I will explain later) (or holding click for prolonged amounts of time).
    • AutoDrill: I think the way automation should work is that it could be based on a percentage of your DMG stat. The upgrade to use this will increase that percentage by a maximum of 70% so that people can still choose to optimize their playstyle through continuous clicking.
    • Dig Speed & Dig Amount: There could be upgrades related to the speed and amount of blocks they're digging, starting with 1 block every 5 seconds to possibly a max speed of 5 blocks per second on any random tile.
    • (Sourced from another suggestion comment) Area DMG: I will explain how this will work when we get to the shovel upgrades.
    • Explosives: A somewhat better form of automation that deals with Area DMG on a random tile. It's prolonged compared to AutoDrill, but its impact deals with +150% of Area DMG that uses 100% of your DMG stat. Upgrades like Speed and Amount can be implemented at a lower benefit than what AutoDrill would have.
  • Shovel Upgrades: As of now, we only have DMG as an upgrade, though I think we could add a bit more to the mix:
    • (Sourced from another suggestion comment) Area DMG: The way this works is that you start with a 3x3, with the center now only dealing 80% and the surrounding tiles with only 60%. Each upgrade will add 10% to both center and surrounding damage until it reaches 100% and 80%. If you upgrade it again, it will be nerfed down to 60% and 40%, but you now have a 5x5 grid with the outer area dealing 20%, and you can upgrade that to 80%, 60%, and 40%, respectively as to not make it overpowered to use. Automation can also use this, but it will be nerfed since automation itself only uses a portion of your DMG stat.
    • Crit / Crit%: It's self-explanatory, but it could be good if you were to rebalance towards damage and block tile HP.


These are some of the ideas I have. I don't expect you to follow all of it in its entirety because I respect your ideas more than putting any of ours as a 1:1 similar feature, but I will follow through the course of this game's development. Hopefully, it goes well ^^