Added to the to-do list for upcoming versions.
Zyrean
Creator of
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Comments like this are really valuable to me. They help me spot things I miss about balance from my own perspective. Early game probably turned out harder than I intended. I'll be easing it up a bit in the next update. The other stats are necessary for different builds. For example, once you form a party, you can take on the mage role by investing in INT. A full STR build won't cut it against enemies with high physical resistance. I'll make these builds more accessible to adopt early on, and I'll also provide an alternative for getting items. Have fun!
I've set the item drop rate to 25% if you don't have it. Not every item drops from every enemy, so to find out which enemy drops the item you're missing, click the ? icon on that enemy. This will show you which items it has a chance to drop. If you kill 4 to 5 of that enemy, the item should drop. I also boosted the player's base stats so you can kill enemies faster even without the items.
If you're struggling to clear enemies without the item, you can reset your stats and invest more points into STR and END. Also, if you buy a lot of clean money auto upgrades, you'll log in the next day to find a decent amount of money stacked up, which you can use to buy stat points and significantly strengthen your character for the early game.
Once you've done all of this, you shouldn't have any trouble getting the item to drop. On top of that, the money you earn from killing enemies is proportional to your auto income, so you'll be able to clear Dungeon 1 quickly.
When developing the Forge system, I drew heavy inspiration from Metin 2, a well-known MMORPG that was hugely popular in our region. I spent a good chunk of my childhood playing it. It has the same item destruction mechanic, and no matter how much you curse at it, hitting +9 on an item genuinely feels amazing. That's why I don't want to remove the burning mechanic entirely. There's a protective item that drops from enemies in the later dungeons that prevents destruction.
That said, if progression feels too punishing, I can increase item drop rates. Currently, they have a 20% chance to drop if you don't have the item, and 10% with it. So statistically, if your item burns, killing five of the enemy that drops it should net you one.
Which dungeon are you on, and are you struggling to progress? Depending on where you are, I can adjust the drop rates accordingly. Also worth noting is the mini-game where you align the marker during enhancement can push your success chance to 100%, so at the very least, getting to +6 should always be viable. There's also a separate item that boosts your enhancement success rate, which also drops from enemies rarely.
Thank you for this beatiful work! I used your asset in my game vault survivors:
https://store.steampowered.com/app/3396140/Vault_Survivors/
My first game, "Gaia AI Clicker," performed well and appeared in the "new & popular" section shortly after release. However, my subsequent game "Eternal Recurrence" received almost no engagement, which I initially attributed to the concept not being appealing.
Today I published my latest project "Vault Survivors," but I couldn't find it in recent games or search results. This prompted me to investigate further, and I discovered that "Eternal Recurrence" also doesn't appear in search results, even when filtering by its specific tags like "RPG Maker" and "time travel."
I just learned that games can take some time to get indexed after publication, so "Vault Survivors" might still be in that process (though "Gaia AI Clicker" appeared almost immediately when I released it). However, I'm puzzled about why "Eternal Recurrence" never got indexed despite being published months ago.
Has anyone else experienced similar indexing delays or issues? I'm trying to determine if this is a technical issue, an account problem, or something in my project settings.
Here are the games in question:
- https://zyrean.itch.io/eternal-recurrence
- https://zyrean.itch.io/vault-survivors
- https://zyrean.itch.io/gaia-ai-clicker
Any insights or similar experiences would be greatly appreciated. It's quite frustrating to think a game isn't popular for months and realize it's not visible to players.
Thanks in advance for any help!
Hello friends, I recently finished my first game made with Godot and published it. This project took me about 2-3 months and taught me a lot about game development. I can now see the shortcomings of my game more clearly from the feedback it received. I would be very grateful if our experienced friends could help me.
My game was a clicker idle game. Therefore, planning the player's progress is of great importance. Since this was my first project, I didn't think much about this aspect, but now I see that it may be the most important aspect of the game. My questions about this are as follows: Is it possible to express progressions with mathematical formulas to provide the player with the optimum experience? For example, those who use RPG Maker know that when adjusting the required XP to level up, the game engine automatically creates a visual level curve based on the value of XP in the game engine. This calculation is quite helpful. What programs can be used to create a similar curve? Which area of mathematics should one work on to calculate level advancement, upgrade costs, and express them infinitely? Can Excel be used for these tasks? If so, do you have any recommended tutorial sources?
I believe the issue might be related to Godot's shader buffer property, which causes instability in the web ports. Unfortunately, it can't be disabled in the version I currently use.
I can open the game on Firefox on my computer, but if it doesn't work for you, you might want to try it on Chrome or download the Windows 11 version. If you're using a Mac, please let me know.
I've just launched my first game on itch.io, and I couldn't be more thrilled! I hope you enjoy playing it. This is my first experience in game development and I've been learning and making the game simultaneously, which means there might be a few flaws. But I'm optimistic that my next project will be much better. If you decide to give it a try, I'd love to hear your thoughts and feedback!
It's a clicker game about creating the ultimate AI. You progress by pushing a button to gain data and purchasing different upgrades with it. The game features various achievements and a rebirth system to keep things interesting. Additionally, the main focus of the game is the dialogue between the player and the AI. There are dozens of conversation topics, including love, old age, history, aliens, magic, the future of humanity, the meaning of existence, and AI's effect on the economy and technology.
You can access the game here: https://zyrean.itch.io/gaia-ai-clicker
Trailer:
Some images:






