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sczuka

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A member registered Jun 03, 2023 · View creator page →

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Did you get that far? You will unlock a new mechanic after killing walking inventory for the first time, so I didn't even test it past that point yet.

Honestly, I don't know, I'm working on it, but I'm bad at estimating times.

It's supposed to be for killing Target Dummy I 1000 times, but it's currently broken and unobtainable :/.

No, forest and thinking 22 is the end of current content. 

The current idea I have in mind is that you will be able to get orb as a rare drop from mobs, you will be able to use those to upgrade certain things and when you upgrade skill or job, you will be able to run it all the time.

I would like to avoid adding a system like queue or something similar to ngu, because I think they can become anoying very easily e.g. you spend a lot of time optimizing the queue and then you unlock new things which makes it less efficient.

Yes.

It affects mastery xp gain, that's how much mastery xp are you going to get after you die. The formula for it is skill_lvl * multipliers. 

Xp gain bonus is the effect of mastery, multiplier to normal xp gain (1.2^mastery). 

I plan on adding a feature, where you will be able to set certain conditions, when to pause the game. Like, pause on 10% hp. And I also have some ideas for future content, which will allow you to do something similar to parallelization. 

Thanks for pointing this out.  I tried it and it looks like the saving in broken on ios. I'll have to look more into it and I'll try to fix it.

Honestly I don't really want to implement anything like queue for actions. I understant that the game right now is pretty repetetive, but I hope the addition od passive gain based on your max will help with that, since you wont have to repeat the same runs over and over again, and you will be able to just wait and than do run, which will take you further than the last one.

But if this doesn't help, queue might be something I would consider.

It will come in the next update.

I'm glad you like it.

Thanks for pointing that out. I'll fix it.

No there isn't any autosave right now. The only way to save the game is with the button.

I'm sorry that you lost your progress, I recommend you to take a break untill the next update. You can read more about it in the description of the game.

I'm so sorry to hear that, I'll add some confirmation.

I'm for sure, gonna implement some way to get mastery xp while idle.

I kinda fixed this problem later in the game, where you can get a lot of multipliers to mastery xp gain, so longer runs are much more worthwhile than the shorter ones, but I'm aware there is a gap, where short runs are more efficient. Maybe I swap store and tavern unlocks, so you would get access to some mastery gain multipliers sooner. And this could also help with the other problem you commented on before.

I'll definitely add import/export. About the first 2, I'm not sure. It would be cool to have those, but I have tons of other things I want to add first.

They swap between displaying information about the skill and its mastery - permanent levels, which give you xp/s bonus and increase every time you die based on your level.

I know the explanation in the game should be better, sorry :(

Thanks for the feedback! 

I really like the idea of passive mastery xp, I'm thinking I could make it, so you get some % of your best gain while dead, so If you wanted to play more idle, you could just do runs once in a while to increase your best gains.

And speaking about the drinks is the problem, that they are annoying to refresh all the time or is the bigger problem getting enough money to sustain them for a longer time? 

Thanks for the feedback! I got this a lot, so I'll definitely try to make the game a little faster.

You get "Can't go faster than this" when you cap job speed (2 copletions/s) and "Respawn Simulator" for dying 100 times.

The auto-save version will definitely be added, but I don't know when.

Sadly not yet,

honestly, I would say, that the game is in a barely playable state atm, missing many qol features, polishing, more content etc.

There are currently 4 (achievements, skill mastery, perks, and sigils) and I plan to add many more.

But maybe the problem is, the gap between them is too large (you unlock perks at thinking 12 and sigils at thinking 20).

I know the start requires active playing, but as you progress through the game, you can do longer and longer runs and make progress while idle. 

I'm sory if the name or tag made you think this game is something else.

Thanks for playing and providing feedback!

For the idle part, t depends on how you define idle games, but yes, I know that the start of the game requires a lot of active play, but it slowly enables you to do longer and longer runs and eventually, you will be able to idle on meaningfull things (or at least thats my goal with the game).

And for the shop upgrades, I don't really want to make them permanent, but I can make them cheaper or more powerfull, if it feels bad to  buy them.

Thanks for the feedback. I can see how it can be annoying to switch between almost empty tabs. However, when you progress through the game, these tabs start to fill more and more and eventualy there wont be enough screen space to put everything in one tab, unless it's scrollable, which would be even more anoing to navigate throug in my opinion.