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Odyssos - Exploration and power building Incremental - Alpha (v0.0.7c) released!

A topic by Odyssos created 70 days ago Views: 105 Replies: 2
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(2 edits)

Hello everyone,

I present Odyssos version 0.0.7c (alpha) - An HTML Incremental exploration/stat progression game.  I've been working on this game for the last few months, and there's still quite a lot of balancing and refactoring to do, but the core functionality and UI are all there.  I would greatly appreciate any feedback.

Odyssos Game Overview: Odyssos is an incremental game where you embark on a journey of cosmic exploration and self-improvement. You start with basic training exercises and gradually unlock more powerful abilities, upgrades, and automations.

Core Gameplay Loop:
Training: Engage in various training exercises to increase your power level and generate income in different realms (Force, Wisdom, Energy, Divine).
Exploration: Venture into the Odyssey, conquering zones and regions to collect shards. These shards can be used to assemble and upgrade artifacts that provide powerful bonuses.
Tournament: Ascend the ranks of the tournament by defeating increasingly challenging fighters. This allows you to upgrade your headband, granting further bonuses.
Skills: Invest skill points earned through exploration and achievements to unlock and upgrade skills that enhance your abilities and customize your gameplay.
Essence: Through rebirth, you gain essence, which can be used to unlock permanent upgrades that boost your training and exploration efforts.
Achievements: Claim achievements for significant bonuses and complete achievement sets for even greater rewards. Achievements also provide Radiance, a premium currency.
Radiance Upgrades: Use Radiance to purchase game-altering upgrades that can significantly boost your progress.

Key Features:
Multiple unlockable world maps to uncover and explore
Multiple Progression Paths: Train in different realms, explore the Odyssey, and climb the tournament ranks to progress.
Unlocks and Automations: Gradually unlock new features and automate tasks to streamline your journey.
Customization: Invest in skills to tailor your gameplay experience.
Rebirth and Permanent Upgrades: Use essence to gain permanent bonuses and accelerate your progress.
Achievements and Radiance: Earn Radiance through achievements and use it to purchase powerful upgrades.

Future Roadmap:
Various Bug Fixes and Unit test implementations
Rigorous fine-tuning of balancing and progression
Mobile-Friendly Design / Android Porting
Expansive world updates including:
Metroidvania exploration elements and gating/unlocks
more diverse/interesting/rewarding content
more sense of exploration
puzzle solving
Additional tiers of rebirthing
Challenges
Additional Automations
Easter Eggs
Daily/Hourly Rewards
Additional upgrade/stat types
Various UI and Hotkey updates
Player Titles
Various Multiplayer elements (Leaderboards, tournaments, chat)

Current Bugs/Issues:
Memory leak possibly fixed but not stress tested enough to be sure
Conquest/Refresh rendering issues
Autobuy occasionally can cause currencies to go negative
Specific upgrade types causing errors
Huge performance hit from autobuying artifacts


Play the game here: https://odyssos.itch.io/odyssos  OR  https://odyssos.io/

To submit feedback or chat, join the discord: https://discord.gg/tgm5fUQKBG


I hope you enjoy Odyssos alpha!

Uhh....have you ever played Clicker Heroes? Because this game totally reminds me of that lol. But with that said, I got up to e+22 Force, and here are my thoughts:

-The game has a fair amount of complexity already, and your roadmap already indicates a lot more. Some basic documentation would really help with orienting the player; a guide that the player can reference while playing would be helpful. I didn't know what a lot of upgrades were meant to do. There's a lot of things here (Forge, artifacts, radiance, skills, tournaments, exploration, etc) but virtually no documentation on what they do or why they matter. I think that the game throws way too much at the player right at the start without giving the player a sense of direction.

-Achievements should be written with the words on their own lines rather than just one word that wraps around. Some achievements were also blank even though the UI lists what is needed to earn them. I also noticed that when hovering over achievements near the bottom of the screen, the text is cut off.

-Whenever I clicked on a skill that I gained, clicking it over and over would switch it back and forth between taken and not taken. I also don't know what to do to actually be able to take them - I just had to wait until the Skill button said I could take a skill.

-When exploring a node in one of the regions, progress stops when you switch screens but this isn't the case for many of the other forms of idle progress, such as Force and Wisdom. This should progress when away from the screen to keep it consistent.

-It could just be that the game is still really incomplete, but it never actually felt like I was working toward anything. Once leveling up slowed down and I clicked the achievements, it says I get items - but there's little to any mention of what they do or why they matter. Same thing with the exploration feature - what is the end goal? Why should I do that over something else?

-It feels like the things you are supposed to get are really disjointed. I think there's a lack of focus on what this game is actually supposed to be. This game plays like an idler, but you mention having Metroidvania exploration elements and puzzle solving. How do these ideas cohesively fit together with what your game currently is? I got the impression that the things you can earn over time are meant to go to some other mechanic that hasn't been implemented yet.

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My overall impression is that you're trying to put in all of these different things together with little overarching vision of how they're all supposed to tie into a final product. Since this game looks like an idler, focus what you've got on a singular goal that the player can quickly identify and work towards. 

That's what Clicker Heroes does - the only goal is to keep beating waves of bosses, with every 10th wave acting as a check point. The game's additional mechanics are slowly rolled out over time, but all of them focus on that single goal - beat more enemies. The point is to go as high as you can go - there's no other purpose. Everything the game introduces is explicitly tied to that goal, and this occurs over time to ease the player into the many ways you can make yourself stronger to beat more enemies. The way your game currently stands, there's lots of buttons to click but no sense of purpose behind doing any of it. The lack of documentation really doesn't help with all that.

(+1)

Respectfully... I agree :P .  Thankyou for the notes, I'm taking all of this into consideration for my next update.  This was a very raw version intended to see interest and get a little more guidance but by no means represents anything near balanced lol.  Thanks again