Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Cyphe Mercury

16
Posts
2
Topics
10
Followers
A member registered Sep 28, 2020 · View creator page →

Creator of

Recent community posts

Imagine missing your number by one and having to restart :skull:

Took me a while to figure out how to rotate the dials. Fun concept though

Hey this project is very cool and it inspired me on my own project, but I like this system a lot. I don’t mean to steal your idea, but is there anyway I can reach to you? I just need some tips as I have no clue how to approach this idea while keeping it optimized. My discord handle is cyphemercury

This has been fixed in the newest update (I think) monsters now stay away from the guild the stronger they are the farther they stay, adventurers can still be one shot, but it’s less likely and monsters won’t wander threw the guild center anymore to reduce this issue further.

If you have any more suggestions on things that direct the progression curve it’d be a lot of help

There are already a few things I’m planning on adding in version 1.3.0, which are shown in AGI v1.2.0 Update (Post) at Plans for v1.3.0 (subject to change): and a few other ideas that have been thrown around between me and some peers. Before I update this I want to know if there is any QoL features or new ideas in general anyone has, because after this next update I’ll be taking a break from this project for a while. All suggestions will be looked at, and I’ll think about each on and debate with it. Some I will add, just later on when I feel like the game is in a state, ready for something new.

Thanks for checking out my project and for any suggestions. Please continue to support this project by checking in on it every once in a while!

I didn’t think the issue could get this bad. On a few test runs I would get a few stronger monster coming by, and I’d just lose 1 adventurer at most. I’ll see if can do anything to fix this as I’m adding a lot harder monsters in further reaches.

The harder monsters drop rare equipment and materials, so they have to be more difficult or else progression would be too fast imo

I like the idea where info about the death is added coords and what the adventurer died to. I also like the idea of a marker I’ll see if I can add those.

The issue with entities is that they select a random point and of it lands in an area they can go they head that way, they have an out radius and inner radius where if they get to close or too far from (0, 0) and that’s when they do the random far location. I think I can fix this by making a certain distance limit, so I’ll see if I can fix that. I started to really notice this not too long ago, but haven’t done anything yet haha

Thanks it means a lot. The only thing keeping me working on this game is knowing people are playing and enjoying it, hahaha.

That is a really good idea. You’re probably also referring to the page background ahahaha woops, thanks for the idea though I’ll definitely be adding that.

Ok, you kinda sold me on your idea, there are a few systems that need revamped or the whole idea of these are pointless, like combat is basically whichever has the better stats wins instantly, and to make a party system, like a tank take damage (or distract) while a fighter can get in and attack, then comes the problem of an overly one-sided party where the fighter would be the only one getting XP. There are a few other issues as-well, working on this would definitely take a while, but I’ll try adding it.

I just updated the game with some of the features like event referring, and fixes that bug you were having. Saves have been kinda reset unfortunately, something I had to change for the future of the game kinda messes with current saves.

I’ll probably work on some of the more technical or user experience things next update. Along with party systems, it sounds really fun and painful to try and make hahaha.

I think I could get this one to work pretty easily and have save file info (Ie. how many adventurers, how many buildings, and/or playtime, or some other things), thanks for another good idea.

This is one I was planning on adding haha, adding on to this I plan on making it so you can see when an adventurer finds a rare item or makes a purchase in the event logs

Adventurer classes sounds like such an interesting idea. There are a few issues with this idea like how the stats multiply with certain classes and I don’t get what it’d be used for other than another visual stat, but I guess that depends on how I make it..

Class levels seems redundant or overused of the leveling system for an adventurer to have 2 leveling things 1 for class and one for their base level, but I think having it as a proficiency, and just having whatever they do the most be what their class is (IE. if someone moves more than they hunt by level 10 (more or less) then they are a scout, or if one doesn’t move nor fight they are wizard, and if they fight they are a warrior)

Partying sounds like a great idea, but the conditions that make them move around (very simple ai) would make adding this pretty difficulty, but I have a few ideas.

That is a somewhat known issue that the guild menu doesn’t open, by somewhat I mean I was only able to get that to happen by trying to make it disappear, but I think if you’re playing it at a resolution less than 1980x1080 it breaks for some reason

Thanks for the suggestions they sound like really good ideas and I’ll see what I can add, and thanks for pointing out the bug, I didn’t realize it’d be such an issue.

(3 edits)

This requires more feedback, as this was just a fun project for me, but the more people like it, the more I will work on it :). Here are some ideas I came up with for what I could add, if you have and suggestions please feel free to comment on this, it’d be greatly appreciated!!

  • Continue hunting until no more monsters nearby. Then sell
  • Add more monster ranges (difficulty++)
  • Better sprites (Less low quality, maybe even no pixel art)
  • Better world generation
  • Saving world gen seed
  • Random stuctures:
    • Abandoned guild (zombie generator)
    • Abandoned castle (skeleton generator)
  • Settings:
    • Show/Hide tiles (Performance)
    • Monster Entity Limit (1k Limit) (Performance) (May reload save to apply changes asap)
    • Show monster names
  • Fix hoard monsters (Monsters grouping and doing nothing for some reason)
  • Animated Buildings and adventurers(and more atmospheric changes)
  • Guild levels: (Cheapen hire cost, but increase base cost)
    • Tent (3 adventurers) (Only materials are sold)
    • Shack (7 adventurers) (Gear can be sold, if outdated on adventurer)
    • Small Building (15 adventurers) (Adventurers get stuff on every new level, IE. potion (+3) or something small)
    • Medium Building (22 adventurers) (Trader tent unlocked)
    • Larger Building (New)
  • Trader entity, level up from selling and depending on their level can sell/craft better stuff to trade
  • Trader Tent: (adventurers give them random materials, get something back, and depending on the material they
  • can craft something new to sell)
    • 1 Trader
  • Bonfire levels: (already done, just new images)
    • Small campfire (0.016/s 1hp/min)
    • Medium campfire (0.1/s)
    • Large campfire (0.5/s)
  • Weapon Shop levels: (Purchases strongest available)
    • Wooden sword (10gold) (Durability 15 -> 25)
    • Stone sword (25g) (Durability -> 50)
    • Metal sword (50g) (Durability -> 150)
    • Murumasa (150g) (Durability -> 500)
  • More armor based equipment
  • Armor Shop levels: (Hats and Body armor considered different, armor comes first then hats, if theres anything to spare)
    • Wooden Helm (1 def)
  • Adventurers check if their selling will get them over x instead of how many things they sell being over x
  • MoveSpeed increases more per distance moved
  • Traveling state: when moved too far away from homeGuild, adventurers will “travel” back to their guild.
  • More movement stats (Adventurers and Monster):
    • Walking
    • Hunting
    • Traveling
  • More sellable items from goblins and tough slimes (and future monsters)
  • Better Adventurer Inventory:
    • Item types (better item creation in the future)
    • Item images (Equiped, and item form)
    • Monster drop chances randomized, and some randomly removed.
  • Multi Select, be able to see the stats of two entities at the same time
  • Keybind adjustment
  • Ability to take over and play as an adventurer. (Would need a lot of balancing/planning)
  • Guild rankings (Sort the list of adventurers highest-lowest, Gold donated, Level, and which one is the richest)
  • More info, be updated on everything that happens in the info tab (Adventurers finds rare item <1%, buys item, sells items and how much gold gained) and be able to sort through for specific adventurers, also including the time that info was set and info about the adventurer at that time (A copy of their stats panel at that time), most detail if not all would be erased on exit of program, due to the possibility of complexity.
  • Clicking on info of an adventurers sends you to focus on them, info includes the info tab and the guild and anything in the future that refers to and adventurer
  • Boss monsters (Boss monsters that are pre-made and only come around once, once the game calculates you can maybe handle it with a custom name like “Bart The Angy Rooster”)

These ideas are in no order, some are unfinished, not because I ran out of ideas or don’t have any, just becuase… yes. But if anyone has an idea for them please comment. I’m also keeping this list updated with any new ideas I come up with or are likely to add.

Can I join the alpha aswell?

Cool game

(1 edit)

10/10 project would use again :D