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NemphisGames

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A member registered Aug 12, 2021 · View creator page →

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I played it and I like the game a lot. It has potential for being great. Its a bit niche i guess since we all know that there is always more DPS than HEALERs all around any game with class roles.

A few things i noticed.

  • In the settings menu (in main menu) also has a Quit button, which to me is odd. If i wanted to quit the game i would just go back to main menu and quit there.
  • I had to complete the first level two times before i got a "check"-marker on it.
  • The tanks DPS was very low (first level). He did hits like 2 damage. The first battle felt never ending. This in combination with that he sometimes didnt hit, or maybe wasnt close enough to the slime. Im not sure.
  • I play with mouse and keyboard  and sometimes i had to hit a spell twice before i started casting it.
  • I feel that some spells could be instant-cast which i can cast while running. For the priest, the renew spell could fit here.
  • Sometimes it gets very stressful as a healer (in any game i suppose, which is good.  But i need an instant OH_SHIT_BUTTON that saves the day that i can use once or twice the battle.
  • This one is more preferrable to me, but while running and I press to start a heal, i instantly stop to cast the heal. I loose control. Instead i should get a message saying i cant cast this spell while moving. Again, this is just my preference.

Hmm, what else.. ah, yes

  • When casting a spell, you do show the cast bar in my profile. I'd like to also see this cast bar, with the spells name inside of it centered, below my character. 
  • Having your Health and Mana fighting for the same amount of space feels bad. Maybe you could have health above, mana below? Otherwise when i have 50% health, a quick glance would trick me thinking i have 25% health. You what I mean?

Keep polishing the game, im excited to try newer versions!

Just watching the youtube clip looks like the game is fun. Is it possible to play with controller?
Maybe L1 and R1 could switch who im healing, while X, Y, Square, Circle is the spells i cast, in addition i could maybe hold down L1 or R2 and get another set of 4 spells.

As someone who mainly played healer in World of Warcraft for many years, i do want more healer focused games. 

One thing i saw in the video was that it was hard for me to know who your party members was. After a while i understood. Could maybe have their names in green text below them and health bar above them in addition to their health bars down below the screen.

Thanks for playing this version. I know you played previous version and i thank you for being patient and trying the game yet once again. Let me go through your feedback and answer all i can. Im also taking notes on all feedback from all players and i do see similarities in Quality Of Life changes and improvements, along with new ideas and bug reports. 

I think it would be a good idea to add possible loot drops from enemy.: Yes this is something I do want, but at the same time it need to feel like a progression. I didnt really know how I wanted it, but your idea of making all undiscovered items a question mark or just black outlines of them is good idea. Thank you.

 I've got a Helmet 3 from Finkk (I think) and I didn't even know you can get items like these from enemies, : Isnt it fun to discover stuff without being told about it? Buying items from NPCs will only get you so far. Getting the best items in the game will eventually only be drops from monsters .. or other ways.

Also when an enemy has a gold skull it shows you a description of what it means, which is great, but it doesn't tell you what a gray/iron skull means.: I thought skulls was an indication that they got stronger and more difficulty. It felt like skulls is a common way to show difficulty. Thats why i didnt make tooltip about it. Gold skull however was different and thats why i made a tooltip for it.

I think that items should have some actual names instead: Yes absolutely. They are named like this for my convenience during development. They will get proper names.

Stat description would be really helpful too: Common feedback and I will fix this, to some degree. The less the player know the better, but, they do need some information and I will add it for sure. Like you said with Armor and Defense, HP5 and MP5.

I feel like traveling between areas should be faster: Common feedback and i have lowered it drastically. But its still not instant. Comes in next game version. One idea is to make travel times between safe locations to be very fast, while going from or to a hostile location takes more time. When you get into a township you just want to do your business fast and go out again. Long travel times here is just stupid.

Your food stat increase/decrease: Thats a bug. It does work properly (behind the scenes), but something is off with updating the visuals that makes it show incorrect numbers.

World Map: The image you made showing the node system is something i already want to do. But i want to make it have 2 usages. Firstly thats how i want to create the content by adding nodes, draw lines between nodes and edit them with content. Second is for the player to see the world and all connections.

Now the progression I think feels pretty weak: This is something i think will never get perfect. But the more iterations the better. You do get 5 more health for each level you take, in addition to items giving some stats. The stats from items are very weak, i agree. But its also the worst items in the game. Higher tiered items will be much stronger.

The weapons don't really change that much either: The damage from the weapon is the damage you would do with out any skills. But since you start with 10 in skills the damage will be higher and go up for each new skill you get with that weapon type. Your example of Axe2 and Axe3 crit% is an oversight of mine and should be seen as a bug. Thanks! Im not sure how to do the weapons. There is 3 types, as you know, Sword, Axe and Club. It feels very difficult to make the damage stat different. But the bonus stat, like crit chance is much easier. Maybe thats how i should differentiate the weapon types and not their damage.

I'd like to see magic and abilities added: Its coming. I wanted the MVP of the game to be tested first to see if its any fun. Otherwise i would postpone the play test for eternity. Magic will come.

I'd like to one shot the enemies in the first area: I feel you. Maybe you could with the end game content of this version. im not sure. You are still likely to be low level regarding what level you could be later on. This is not said anywhere but your (level / 5) is also included in your damage. So even if you dont get new items, or higher skills, your damage will increase.


Big thanks for feedback!

Oh wow! Huge thanks for this wall of text! I read every word!!

What you are feeling about some of the stuff others have talked about aswell. Let me go through your feedback.

The biggest thing that would have helped me is: a tooltip for every stat: Im adding this! I understand the frustration to not get a single hint of what it does. I dont really need to go into detail in the tooltips, but at least some understanding helps.

Here you can see that my red health orb is at 155, whereas my Max HP is at 150: This is something i have been fighting with. I thought i fixed it already, but alas. I will look in to it and maybe even rework how it works. Something smells fishy here!

I was not able to find a merchant that would allow me to sell some of my items: Im adding all items to NPCs. At least this early in to the game. Later on (if further development beyond this patch) when things go Online with multiplayer features some items are only sellable to players.

What I really wanted was a "Sell" button below the "Equip Item" button when you examine the item: If i understand correctly. I might be mistaken. You want to sell items straight away from the inventory instead of finding the right npcs that buy it? I get it though.

 I still reflexively searched for a close button, [x]: Yes. This wouldnt be too rough to add. And it adds a bit of clarity for the player.

Twice, I accidentally bought something that I was intending to sell. This can happen when you enter sell mode, and then quickly switch to another vendor, which puts you in buy mode without your explicit consent. : Hmm .. im wondering how to fix this because the dialog is built from scratch each time you open it. But i think its easy. Ill get it done. It does make sence.

I was unlucky enough to get seven non-monster encounters in a row. There was absolutely nothing for me to do except wonder why my character kept trying to pick a fight with a rock: In my mind your character is not picking a fight with a rock. Your character is wandering through the cave room, searching, and ends up finding .. rocks. Its a bit boring but its kind of intended. Locations where the "Other" has higher chance than "Enemy" suggests that the location you are in is a bit easier. This is one way for me to balance difficulty. But i do want way more stuff than "Rocks". Ill add more cards to each location as i figure out what i want there.

I noticed some typos in the monster descriptions: Thanks for telling me! Easy fix


HUge thanks for this feedback. I will look over it more carefully with all other feedback. But what you say makes sence and wont break the game, but instead make it more fun.

lol xD You have too much money. Dont forget to loot it. If you die all in the buffer is lost. Weapons are not capped, but it does take a long  time eventually. I need to rethink the formula for this for sure!

Thanks for info!

Im happy to know you enjoy the game!! Thanks for playing.

Im sorry to hear that you lost your progress. Before restarting your computer, did you use the Log out button on the top right? That is currently the only way to save your character. If you just close the browser the progress isnt saved. This is an oversight of from me.

I will make sure that next version auto-saves once a minute (at least!) so this wont happen at this scale.

About the food. The grayed out images is only a small hint that it is food slots. Carrot doesnt only go on carrot. You can eat any food in any order. 

Currently the food only increase "HP5" stat by 1. This is HP5 and MP5 is an old term from World of Warcraft which i took which basically means how much health and mana you regenerate every 5 seconds. You have a constant HP5 of 1. With two Carrot and Meat you should have HP5 of 3. If you also use Club1, you should have HP5 of 4.

You can see when next health regen tick comes by looking at the tiny bar going up at your health.

I do have a discord but its kind of private with only myself on it right now. I will make it public soon.

Big thanks for playing and giving this invaluable feedback! It does mean a lot to me.

I have gotten feedback from others that it does feel like a grind. But thats kind of the game since you can leave it alone to do its own thing. Speeding up-button is a fun idea, but it wouldnt work when i eventually make the game online.

I will take a look in to the helmet 2. That does seem strange! I will also add so you can sell all items. At least this early in the game. of course also add a delete item function from the inventory.

When the game actually is online and you can sell items to other players, there will be items that cant be sold to NPCs.

When  i try on my own firefox or any other computer at home, even at friends, no one can play on firefox. it opens a new window like you said but it becomes an error 404 with a skeleton image in the background.

If you are aware of how cookies work you can go in to your firefox cookies and find Knota. There should be a "your-character-name.save"-file. Move this to your other platform's Knota Cookies. 

How peculiar! Good info! Thank you a lot and thanks for playing. Any other feedback? *giggle*

Love it. Im really impressed with of fast you learned the game engine, and on top of that, manage to implement what you had in mind. 

I think there is a bug though. When you clear a ball, and it spawns to the right and falls down, (for me, this happened alot and i got screenshot proof on your discord) the balls stack on top of each other pixel-perfect and wont topple over. If you work more on the game after the jam maybe the balls could randomly spawn on the x-axis to make sure this doesnt happen :D

7 most difficult indeed. Others went rather smootly! Good puzzles!

Would be nice to have the end room ( the goal ) to have a different color just like the beginning, or maybe a staircase up/down to next floor

Played a few times and it pretty fun! Great potential. I think i found two bugs. 1: The last room i put down only connected to previous room, not the next already built room. 2: I got a hp pot before i started fighting a monster and it hit me but my hp didnt go down, then it hit again and it did go down. He didnt miss or anything, im sure. Maybe the players HP have no max hp and the texture bar for the hp does have a max value? idk.

Still gj!

Now after playing some more i still cant beat the level 35-40. Usually these type of games the enemies move around and shoot at the player, so not as many enemies needed. But since all your enemies are suicidal you make it even by adding more enemies. Eventually, where i always die, no matter what upgrades i choose i get overrun. There simply is way too many enemies!

How i usually have to play towards the end is hiding in either top or bottom of the screen cause yea too many enemies to even try flying around the given area.

Increasing the amount of hp on enemies is really acceptable. But also increasing the amount of enemies with the amount you do, it doesnt work. Either more enemies or more hp. Its like the amount of hp you increase times 3.

Can i ask if you have finished the game?

Came from youtube!

I played the game now for like 10 tries? Its very engaging and fun and the music fits the game. To me it feels like its my fault im dying, not the game's fault. But i always die between wave 35-40. Maybe firepower and firespeed isnt the only way to build! I do put some movement speed, regen and a little hp ofc but i just get overwhelmed at 35-40.


It would be fun if you included the classic item acquirement to change the weapons i'm using which would sometimes drop when an enemy is killed. Maybe it would get too easy to shoot more than 1 shot at a time.

And maybe give the player one oh-shit-weapon that kills everything.


Much potential. Will follow! 

i played like 5 hours straight and was thinking, this game is pretty good. It must have some save! i refreshed the page and it didnt :( Atleast while using Brave

how come you increase the speed each try. You are trying to trick me into thinking im getting better? hehe

it was fun! Keep working on i

Hello. In my game im going to have a highscore list and user accounts. But i dont want players to register in any way.
I need the username of the logged in account on itch.io. When the HTML5 game launches on itch, it takes the username of the player and checks if there is an account with that username. If not, the game will create one, otherwise fetch data from a server with that username. 
I've seen another post from a couple years ago that said something about https://itch.io/api/1/me/me
and it surely does give me an username.(if i click the link myself). Is it possible with the Godot engine to access this and collect the user data for when a player launches the game?

whats up with these? I dont search for them nor have any interest in them. Even with my search-history on itch the main page when i enter itch is filled with horror games.

ideas are flowing through my head when i see this. Specifically Real-Time-Strategy games

This game is great fun! May i ask how you save the world record data? What kind of database do you use?

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https://nemphisgames.itch.io/runnergamedemo

Here is a demo of the game where i use your character.


This link may be inactive at some point.

Im using this cool guy in an endless runner. Its for a free webgame ill put on itch. is that cool with u?

Haha this game is epic. I was so confused at first when the map changed,then it changed again.Then i was back to first one. And finding the password in my bag was hilarious, did not expect that at all!

the game doesnt start for me :( Im using the Brave browser

thats great! But what i meant was the record for your first time you got level 10. You can see this if you click the "paper" below upgrades :)

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Hello all! I see many people have played the game, way more that I ever could have hoped for! And this is only the third day of release! Thank all of you!

I managed to get my level 10 record as I'm making this post.
(7 minutes and 35 seconds) 
I also managed to get 25% total gem bonus from objectives. It really does help a lot!

Could anyone do it faster than me?
Respond to this post with your level 10 record in that case!

Cheers!

You are correct. I developed the game to be on android phones, hence the two clickable droplets perfect placed for two thumbs when holding you phone. But then because its a non-commercial game and I wish more players could play i made it work for windows/web aswell :) 

It actually does fill, but you also loose combo at the same time so you have to be quick with your fingers. Its also very important to do it correctly and release the key before pressing the next one. With DNA you can make it fill faster and also make it so you loose the combo slower. The higher combo you have the faster you loose combo aswell. Thats why DNA upgrades in the ascension are so important if you wish to go for combo.

I made it like this on purpose so you dont get 3x or 4x early game but with one upgrade or two you will get to 3x without any real problem. Late game would be more suitable for 4x.

It's nice and something to maybe worth continue development on! Idk if intended but some of the monsters size is blocking the buttons when i try to upgrade attack or auto clicker

Thank you for the kind words! Ill keep your feedback in mind for my next games!

Sorry but the game doesnt load for me. Its all black. Maybe its my browser? Im using Brave.

Hello all and welcome to my first idle/clicker game ever!

Short about the game: Start of as a small seed, ready to grow into the biggest possible tree you can! 

More about the game:
The resources you will need is water, and a lot of it! For each level you will also get some DNA which can be spent on permanent upgrades. Why do I need to say permanent upgrades? Well, as in any clicker/idle game there is this "Ascension" mechanic that let you restart the game from SCRATCH! Well, almost atleast. You will never loose the permanent upgrades! Hence the word .. permanent.

I have tried to make all upgrades very good and desirable and they will all help you in the long run! As in any idle/clicker game you should be ready to "ascend" plenty of times to reach the final stage of the tree at level 50.

Not only can you get permanent upgrades with ascending, but also you can work towards Objectives. Each objective level when completed will give you gems. Don't worry! These are not for any in-game shops and the game is totally free to play because its a practice project for me to get better in making idle games. Each gem will permanently increase the rate of which you can collect water.

Important to know: There is no point in going higher than level 50 since thats where i'd say you have finished the game. But if you wish to get larger and larger it is very possible to go higher than level 50.

Where can I find this game? -> https://nemphisgames.itch.io/idletree