Thank you for the feedback! There will be a big update coming soon; stay tuned.
Zyrean
Creator of
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This wasn't a single prompt. I put a lot of work into it but I'd say it sits somewhere closer to an old Flash game than a full release. Quick to play, quick to finish. That's what I was going for, so the depth isn't really there yet. If people end up wanting more, I'll happily grow it into a proper project. What's wrong with the balance can you give me more details? Is it too easy or too hard?
Thanks for the really specific feedback.
I actually didn't realize the music system was causing the lag because on Windows the game consistently runs at over 140 FPS. I assumed the performance drops were related to chunk loading when entering and leaving the mine, especially since many 3D Godot games struggle in browsers.
After reading your comment, I investigated the issue and realized that the problem was indeed the music transition being triggered every frame. Once I fixed that bug, the browser version now stays above 60 FPS, and the lag is gone.
As for the AI comment, no, I didn't just prompt an AI and ship the game. I spent a lot of time building it, testing it, and fixing bugs before releasing it. I totally get why you'd be frustrated by the performance, but it honestly sucks to have the whole project written off as "just AI prompted" when I put a lot of work into it.
The lag is fixed now, so I hope you'll give it another shot. And if you run into anything else, I'd appreciate the feedback.
Take a look at my game, I think you'll like it.
https://zyrean.itch.io/vault-survivors
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?







