Sure that's quite easy to add, however keep in mind that this is the demo and only contains the first map of the game: after building the Great Spire you'll be able to activate the first Beacon and expand on another biome, where you'll have new ways to use Favor (but also Wood and Gold).
starea
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This is quite a tricky task because I do want to show to the player what's the reward for clearing an enemy camp, however I agree that I could the UX better. Maybe something like adding right-click to instantly attack the enemy camp, and adding shortcuts for opening the various panels. Thanks for the feedback!
As of now, the only thing that matters is how far your Gatherer's Lodges and Barracks are from activities like Imp Camps, Abandoned Villages, and Divine Offerings, since your gatherers and soldiers have to walk back and forth. Lumbermill distance does not matter since Wood and Gold are gathered on the day tick.
I could add an early game-mid game building to spawn tier 1 and tier 2 spoils, while leaving the tier 3 spoils for the end-game. I could also add a new UI to have a general overview of the gatherers to quickly unassign them, keep track of the upgradable buildings and more. Something like a "Work" button on the top of the screen along the Relics and Boons buttons.
Thanks a lot for the feedback!
Done! Added a new mine stage, you can access it via prestige in the base camp. You can read more about the new latest patch here https://starea.itch.io/fragminer/devlog/1472593/fragminer-v03-prestige-is-here-n...
Yea the scroll is bugged currently, fixing it soon with a small patch. I like the outline color idea for the upgrades, I'll add that as well.
I've a few ideas regarding progression and ores, such as adding a prestige system. Thanks a lot for the feedback
edit: v0.2 is up! I've added an audio settings panel, various fixed and more, full changelog here https://starea.itch.io/fragminer/devlog/1470600/fragminer-v02-version-audio-sett...
It's very easy to tell what's a mimic and what's a regular treasure chest (and mimics can't move, so you can simply ignore them). This is a rather "classic" roguelike game, with a traditional exploration phase, so both learning and difficulty are rather common and needed in the genre. And the Chieftain was not a bug: as shown in the game, there's a "threat bar" that gets charged by defeating enemies, and when it's full it starts a strong boss fight.
The whole game project is meant to be a roguelike with some difficulty, I tried my best to tag with the correct tags and genres in order to clearly state the game's genre. Some games are supposed to be very simple, like idle/casual games, some others are meant to be harder.
The game is still a prototype, so not fully done, but the main idea behind the game is that everytime you play a match, even if you lose, you gain resources based on the score, and use them in your "Camp" (work in progress) to unlock more stuff that helps, bit by bit, your goblins. That would be the meta progress for this roguelite project.
Also, more perks and new goblins will make the game even easier: right now the skill tree is not complete and there are just a few goblins. I've designed a few that stun and tank the human soldiers, but aren't in the game yet (they help a lot). Sorry if the game is still a bit unfair!







