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Xenoran

33
Posts
3
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A member registered May 15, 2023

Recent community posts

Honestly, I'm stoked about this game, and the way you react to info/bugs. You're actively fixing things, not sitting around for weeks on end like a lot of devs do. 

I got high hopes for this game! It feels really solid, like seriously. Keep up the good work!

Regarding the belts, I'm aware LUK doesn't give crit chance. I was on level 490 when my skills got locked out, but at that point I was in full epic gear. Belt had Luck, Crit Chance, and believe extra crit damage, or something like that. However, the crit chance on the epic belt did not update on my stat sheet. Its either not giving the flat crit chance that it says it should, or its simply a tooltip error on the stat sheet. I have no clue, its just not updating, thats all. 

Regarding Dolphin Blessing. Yes, it was active. I ran it with 10 points initially. I'd hover over the tooltip, it said level 1. I tried putting more points, waited for the old buff to time out, and once it refreshed my mp/hp regen were the exact same, and still said level 1. It simply isn't doing anything past level 1 atm, and I tested this a few times to make sure it wasn't just a tooltip/stat sheet error. It had no visible impact on my actual characters in-game hp/mp regen. I watched for quite awhile, going from level 1 to level 20 should see a massive spike in regen (10% -> 200%) but there was 0 change. 

I had the same issue with dreamstone and SP gift that Boneyard96 had. I decided to restart the game entirely though. 

Let me start by saying, this game is very fun and very fleshed out. Balance seems mostly fine (biggest issue people have with idleish games). 

Bugs I've encountered so far

1: Dreamstone bug bricks your entire game. You can't spent SP on skills or abilities anymore. But you're aware of it already. 

2: Belt slot item doesn't actually give crit. Or at least its not updating it on your lil turtle stat sheet. Not sure which, but going from a pure luck belt, to a better belt that has 2% crit seemingly does nothing.

3: The Dolphin Blessing skill only gives 10% bonus even if you have more points in it. I tried buffing it to like level 20, and still nothing. Not on the character sheet, or the actual real time HP/MP regen effect. 

I got to 490 before I bricked my save with the Dreamstone bug. But these are the bugs I've come across so far. 

Great game! Keep it up. And please let us copy saves and swap them into new versions as they come out :)

Oh btw this is on the 0.24.0 Windows version, not the browser.

Or maybe with each new rebirth you get twice as many points as you did from the previous. Either way. The amount needed per upgrade is very, very high, and the amount rewarded is very, very low.

They were asking if rebirth 1 = 10, rebirth 2 = 12, or does lvl, gold, etc have any influence on how many points you get.

I think the amount of rebirth points should be MUCH higher considering their cost. That being said, the cost for each upgrade (2% item bonus for like 20 rebirth points) isn't equivalent.

Legit a very fun game. But imo needs some big balance changes. Also adding stuff like, 5-10% attack or defense, or int, or health into the Rebirth upgrades. Only having 4 very, very expensive and poorly scaling upgrades for rebirths kinda means once you unlock classes.. Not really much of a point to rebirth anymore. 

Stop thief!

I'll second the inventory system. Maybe an auto combine feature, maybe an auto dispose system (select which items you want to auto sell). I think both or either would be a huge quality of life improvement

That being said, this game was legit really fun! 

Having to create and log into an extra account is an instant no play. Especially on a site like itch. 

Its the same issue with almost every "idle" game at this point. They have very solid systems in place, but the balance is beyond broken. Its not satisfying at all. If the intention is to get people to play online non stop for 40 hours straight each session, sure, this game would be the top. But thats not what the players want. 

It just needs A LOT of balance work. Speeding almost every single aspect up by double... It'd still be quite a slow game. Its just painfully slow, thats it.

I'll say I've been critical of this game. However.. It has a *very* solid foundation. There are however glaring, huge issues that would stall your game hard if you were to open it to sale, likely annoying anyone who would purchase the game.

Saying its in a demo state is fine. But you have to realize this is player feedback ON the demo state of the game. If its not connecting with players now... It likely won't when you turn to sales. 

Also saying its an idle game is just silly. As you stated, its in the name.. But 99% of the idle games out there atm (of which there are THOUSANDS) they have viable offline gains. Your game just doesn't. Saying your game is idle is fine, but saying you have offline earnings is almost dishonest. Yes you do have them. Are they even remotely valuable? No. Not even a tiny bit. You can be offline on the Warrior (semi early on even) and after a day you get 1-2 levels total. Mostly pointless and def not worth mentioning as a selling point. 

Clarification is key for a budding game like this. 3rd class should have a tooltip saying it can be unlocked by X requirement and what it'll do for you overall. Cuz your average player will see the jump from gear requiring 50m to 900b. That being said... Thats just a bad, bad system. You could just have the 3rd class be "increases XP gain" and it'd be fine. *NEEDING* it and not knowing it even exists until you're like 20 hours in is just poor design. 

Main issue though is balance. This is 99% of my frustration with this game (again, its quite fun). Having some stuff like Stagger chance requiring numerous levels to invest in.. No one is doing that, lol. Like at all. So that whole top left tree for the Warrior is entirely pointless. You can just remove the stagger mechanic entirely and it'd be fine. Or if you want to keep it in, you'd likely have to triple it in value for it to be considered. Again... Balance is the biggest issue. 

Again, if you take anything away from my rant. Know this. The game is solid and has a lot of potential. But it has glaring balance and description issues. If you can deal with those 2 issues, your game has a big chance at success imo. 

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I don't understand how the price of items can go from 90m to 990b in one jump. 

That is a LUDICROUS jump. This seems to be the main con lately with a game like this. They make the entry level quite easy to attain, and once you get to a certain level now it becomes unstainable. This will likely include a p2w service at some point, I guarantee.

I don't get why people can't just make a somewhat logical game that is rewarding and enjoyable. People WILL buy that sort of game. People will not buy a game where 1 item jumps from 90m to 990b. That is pure stupidity.

Also regarding any game of similar fashion. It needs a solid off-line earning system. This game does *NOT* give that. Yes, you do get some bonus. But lets be honest, the game really requires you to actively play it for 100+ hours straight fully online the whole time. 

I don't understand this game. It has interesting elements, but it is *PAINFULLY* slow and requires the game to be active. Yes, it does have an offline element, but it doesn't progress the way it should. 

Also I'm on stage 24 atm. I need 229 kills. That is a MASSSSSSSIVE time sink. Like I get wanting people to play and be active with your game, but if it requires this much time spent, the game is fundamentally wrong. I'm at level 87/87 with no "tree" points to spend, yet I have 15 sitting there? 

Why do I have more max points to use vs areas to spend them in?

The souls system lacks A LOT of clarity. Same to be said about the Amulet system. Neither of which are explained at all. You just.. Randomly get perks?

Again. The game has very interesting takes on idle games, and a solid system overall. However the pacing is abysmal. It is painfully slow and requires active playtime despite having nothing active to do to keep the player engaged. It simply requires an active window open and to afk for hours/days.... Terrible design. 

It seems very slow, at least early on. I kept counting and at times it was 5 seconds between 1 spawn for like 9-11 gold. I can't stress it enough, thats just not fun lol. 

It seems like a fun concept with good graphics. Spamming LMB for Fireballs is pretty fun to. I just wish there were targets to hit is all 

It is a fun concept, I will say. But Gamsy is also correct about everything else. The balance/scaling/achievements are WAYYYY off to the point of silliness. 

With that in mind, once you add more to the prestige system (like quite a lot more) it could become a solid game. Again, very solid/fun concept. Just lacks balance in a major way. Especially when one of the achieves is to reach like 2 months per sec, atm that is not remotely possible lol. 

But keep it up! Just keep balance/scaling in mind ;)

Fair enough! Had no idea it was such a time crunch. Game looks fun though :D

Why is escape the button to "build" when escape exits Fullscreen as well? So if I want to play in Fullscreen. I wait a bit, decide to spend, hit escape twice, spend in now a VERY tiny window, hit escape again to close the build window and hit the fullscreen button again. 

Exhausting lol. Pick literally any other button, please. Or allow to just click on the build window. Or have it perma open, idk

Hell yeah! <3

For what it is, it's quite good. However having to hold down the donate blood button is actually super awful in a game like this. It should simply be 1 click to donate all blood. That is legit the only issue holding this game back. Or on the off chance you don't want to do a donate all button, speed up the rate that you donate by at LEAST 10x. Ideally more like 50x

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This game has legs, has potential for sure. But, and its a BIG but, when you have to play it online leaving your computer on for hours/days to get materials in order to upgrade your gear its just very, very silly and dumb. Most games of a similar genre have offline gains for exactly this reason. People shouldn't need to actively play an IDLE game 24/7 for days on end to simply get materials to upgrade their gear. 

The quests and general "growth" mechanics are rough atm. They require endless hours of play to accomplish, but literally none of the gameplay is played. You just afk on a certain screen for a day or twelve and call it progression. If you don't want to add offline gains (imo this game is in DIRE need of) there needs to be an active component to compensate. Something to do while actively playing the game that gives rewards, bonus xp, higher chance of material drops, etc. 

And in general, the amount of materials needed to craft/upgrade items are just insane. Like literally insane. You could (and should) cut the costs by a factor of 10 or 20 and they'd STILL be quite high and very time consuming. Its why I personally stopped playing weeks ago, once I saw the epic armor requirements and the time it took to get even 1 epic upgrade item, it was instantly off-putting. I realized I'd have to leave my computer on with this game alone for days and days to upgrade a few items, max. Again --- Its absolutely insane, and likely why the game is dropping off. 

Edit: I just read about transcending and apparently its awesome? But I gave up at ascension 13 cuz again... It slows to a crawl and takes hours and hours and hours of online/active play to ascend at all times. Maybe once you transcend the game picks up, but it shouldn't take you that long to get to the point where the game "picks up". Imagine a AAA game that requires playing for 100+ hours before it "picks up" and the entire world would hard pass on it. 

Real talk. Having your characters attack be a projectile that often misses later on, is super frustrating. It should just be like most other games of this genre. Your character attacks, it applies an INSTANT (key word here) slash animation on the target for damage. 

Attack speed is almost a hinderance when it gets to higher levels because once you have 5 mobs alive, you always attack at least once more per mob. So thats just wasting 5 attacks per wave, if not more at times. 

Seriously though. Having the hero attacks being a projectile is really bad and hinders a lot of other stats. Just have it be a simple instant slash attack. Same with the AOE skill, it shouldn't need a 1.5 sec windup before it does dmg. You want that skill for its AOE potential. But I've soooooo often seen it apply when I have 1-3 mobs left, and it only actually hits 1 target total. Or worse yet, it applies when the last mob is about to die and it still puts it on CD even though nothing happened. 

Please please just have things apply instantly, no travel time with main projectiles and no build up time with the singular AOE skill. 

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With the changes to A1 and A2, the game feels much better and honestly enjoyable. I still think A1 is too much of a slog though. Mainly regarding the gold cost. The time it takes to get to A1 compared to A2 is wildly different since you have the gear already upgraded and you get the minor Ascension bonus on top of it. 

For a brand new player the entry into the "fun" part of the game takes too long imo, and this is the gold required for A1. If that gets reduced a fair bit, it'll be more accessible for newer players to keep going, as opposed to seeing the huge gold requirement and they give up. 

I can't be sure, but after hitting A3 and getting 2 uncommon items, I feel like something is off? Before I made my first uncommon item I was getting around 2.14 mil gold per kill. I upgraded an item and it went down to 1.8 mil per kill. After upgrading my 2nd item to uncommon (the ring which gave a 3rd bonus of 400+% exp) I noticed I was leveling *SLOWER* than usual. I also unlocked a 4th pet slot with the mimic, once I did so and used it, I'm still around the 1.8 mil per kill lol. 

I've played this for about 3-4 hours. Maybe a bit more, I'm unsure. I "unlocked" ascension. By that I mean the menu was opened, but it wouldn't be available for another... 10+ hours? Roughly? Its a guess. The level required + the gold required plus the slow animations means that each stage that you win is taking like 10 seconds, each stage gives like 1/8 of a level (again, roughly). So lets say a full minute per level with nothing rewarding in the mean time. Just waiting until you can upgrade a piece of gear x10 to get a synergy bonus, which is also INCREDIBLY lackluster. 

Maybe I'm missing something. But this game feels like, even if you sped it up 5x or 10x, it'd still feel like a massive slog and unrewarding overall. 

100% agreed. Simple, satisfying. Really solid. Also has great potential with a Prestige system. Could add many upgrades but the main one being speed in which you train. Could get some awesome multipliers for it so you get giga speeds eventually. 

Great game though!

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I've mentioned this before. The misses occur only on the mobs that spawn anywhere around the bottom half of the map. Enemies that spawn on the top half, hits always land. Once they go below the flame, the initial hits just don't land. 

Its why I made a kinda band-aid suggestion of putting the flame in the bottom center of the screen and to not allow mobs to spawn anywhere except from the top half of the screen to avoid this bug. There is just some issue with the way the enemies spawn and path from the bottom that makes it so they avoid all attacks at a certain point. Usually most noticeable with the red worms from 40-60 but can happen at any time. 

Edit: Just saying its not a build thing. Its just a pathing/speed issue with mobs when they spawn from the bottom half of the map. 

I've played this quite a lot as its a really solid and enjoyable game. But there are times when I'm way past the wave 60 mark (like wave 120 and beyond) and I'll still die because I can't hit the turtles. 

I'd say 75% of the time if you pass wave 60, you can go endless. But for some reason there have been times where my fireballs just spam over and over and *MAYBE* 1-10 of my hits land on them. Its only when its a few left and chain lightning doesn't bounce, and if lava pools don't last long enough for them to stand in it from other turtle deaths. 

So even wave 100+ if you don't have existing lava and can't chain lightning to them, turtles can easily reach you and just tick you down. Its the same hit issue that others have mentioned regarding the red worms. Just saying it can and does happen with turtles past 60 as well. 

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I was hopeful for an update by now, but I guess not. 

Biggest issue atm is still that the enemies that come from the the bottom half evade 99% of all attacks. If the bonfire was centered in the bottom it would likely fix the issue. 

Even if you reach wave 100+ you can still have issues with turtles just walking at you and you being unable to hit them for 30+ seconds until they just tick you down. 

For a new game its much more important to focus on bug fixes as opposed to new systems. You can patch in bug fixes and focus on new systems once its more playable. 

Ha, that makes a lot more sense. I thought I was just missing something super obvious. Fun game though!

About 30ish minutes in. Explore City, Explore Woods, Find Vehicles, Assign Mechanics and Assign to Recruiting are still greyed out. I tried to get 50+ open beds and 50+ open survivors but nothing is opening them. 

Super fun game, but I just lost on wave 89 with a great setup. I lost because for almost 30 seconds straight I couldn't land a single shot on 1 mob that came from underneath me.

I just posted a comment about the hit bug miss thing. That being said, if you download the game and play it that way, there is literally 0 way to quit or return to main menu. You have to alt f-4 out of it.

This 100% occurs even in the downloaded Windows version. My best guess is once you get past 8-9 bullet speed some projectiles don't count as landing. And its a lot more egregious once you reach 20 bullet speed. 

For example, the fast red worm stages, you need enough bullet speed to hit the ones on the top half of the map, but regardless of your bullet speed any red worms that spawn on the bottom half you will endlessly miss. The red worm stages are by far the most dangerous levels especially considering the miss bug. 

If you don't have Orbital Flames and/or the bouncing lightning attack, the red worms that spawn from the bottom will hit you regardless, a number of times. The adds that spawn from the bottom should move slower (if thats even possible to make happen) since its so much closer to your flame and hitting things in general when they are the bottom is where a lot of the hit issues occur. 

Research*

Not reaserch. Just a random typo error