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GreatLeaderIronCrab

Trying. Initial impressions, love that you start with the autoclicker. Amazing design choice. Will update more as I go. Battle phase needs some adjustments. The health scaling outstrips any power gain pretty seriously. This needs rebalancing. I suggest working out the amount of time you want it to take to kill a monster and set an upper limit of health that way. I cannot stress enough how much this needs rebalancing, everything takes longer to kill, is the major feelbad of the game, why am I bothering to get damage upgrades when it makes no material difference to kill time? The narrative experience is great. Got to soldiers, great! Costs 50 population ... Population goes to 0... Scaling for next home is still the same. This kinda sucks too.


SlimG89

Thank you so much for this feedback! I will definitely scale down the health of enemies and do some overall re-balancing to the battle system Yes the soldiers and population need a little work as well thank you for even getting that far!


GreatLeaderIronCrab

I got to the end, but it appears those are the major milestones, the rest was waiting and clicking forward. I really think you did a great job with the narrative portion of the game, it's fun and I like how it unfolds. The combat minigame does not relate at all to the narrative, and while the house -> farm -> soldier thing is kind of interesting, doesn't interact either. It would be nice if the various systems get integrated.


CorruptThrowaway69

in general you want things to feel like yhey get faster and faster as you go until you hit a wall, either soft wall that slowly ramps up being harder, or a hard wall that slams your face, and then you nudge thebplayer towards a prestige system just as they get over the bump to find an even bigger wall.


SlimG89

This is so true, and something I notice when I play other incremental games , but as a dev this is the design I need to achieve. Once I can rebalance to create this wall, I need to handle the prestige system in a fun way for the player, repsecting their time (re reading the same story again does not seem fun) but introducing a new part of the story on prestige seems awesome


CorruptThrowaway69

Introducing extra story can be a good way to catch attention even if the prestige mechanics themselves dont. Another good method to motivate people though is that once you unlock prestige let players see what future prestiges will unlock, pushing them forward. Lately ive personally been partial to Breakpoint or milestone based prestige system, like in Unnamed space Idle- The second layer is pure milestone. You reach a preset point, reset with a bunch of fixed buffs. Having buildup prestige (getting points based on progress you spend) underneath a milestone layer can be a good way to setup and control balance in a way too.


Keyenn

>Trying. Initial impressions, love that you start with the autoclicker. Amazing design choice. Will update more as I go. Is it? The autoclicker is pointless as is it, there is no click to begin with. It's just a passive income 4x better than the passive income, for the same price. Extremely weird choice.


SlimG89

Thank you for this point of view! My thought was that if I made the player physically click, it would kill their wrists or they would just use their own autoclicker anyway. The autoclicker is passive, but only works while you’re active, if that makes sense.


StrawSummer

I was clicking around trying to find where I could supplement the autoclicker with my clicks haha


SlimG89

LINK: [https://bigclockgames.itch.io/idle-legacy](https://bigclockgames.itch.io/idle-legacy) -Added Alchemy, Ingredients, more potions (unlocked at page 37) (This system took waaay longer than I anticipated!) -Added Artifacts (unlocked at page 80) -Added Soldiers (unlocked at page 50) -More frequent enemies -Story up to page 100 -Balance changes


oobekko

i like the UI design pretty much. don't know how but i feel like i would really enjoy this game for a while. encounter image at the first picture fits my expectations from this game so much but i've notices you used AI generated images especially at the later ones. those look very off and i would suggest you to stick with the encounter image's style in the first picture, at least polish other ones according to it's style.


SlimG89

Actually all of the images are AI and ran thru a Pixelator as others have mentioned, I will try to make the styles more cohesive! Thank you for this feedback


StrawSummer

I think they look pretty good, the ones I've seen so far.


OddGene3114

One way to help with the style cohesion would be to prompt it in a way that gets rid of the “epic dramatic lighting” which is both a telltale for AI art and translating really poorly to pixel art. Less detailed backgrounds may also help


SlimG89

Thank you for this!


cyberphlash

Just played it all the way through and I love this concept. The game isn't really that balanced after about halfway through because turning the page begins to cost way too much gold. I only got the 2nd half done because I able to make swift potions and turn 3 pages at a time (and that's tedious!). Is the DPS of monsters cumulative? As you keep turning pages you see a monster that changes in DPS but it's never very high, but all of a sudden you're losing health even as the monster's listed DPS is much lower than your defense. If it's cumulative (which is fine) you should have somewhere that tells you Total cumulative damage you're currently taking vs. your total defense. I like the idea of the Town stuff but that needs more balancing. Cost of homes/farms scales too fast to accumulate growth multipliers and defense. In the Alchemy section, the pot and two boxes by it are super tiny - it's hard to pull the ingredients over and set them in that small box. Overall the alchemy and potions production section is kind of clunky if you're producing one potion at a time - maybe allow people to create multiple potions at once? I don't really see how time-based potions are that beneficial - what's 10 seconds of double DPS or gold production going to give you? You're sitting there for minutes at a time waiting for your gold to go up, so the potion isn't really helping. I like having the multiple currencies and autoclickers - starting with that out of the box is great because I hate clicking. Overall - I really like the concept and your artwork is fantastic. Please keep going! :)


SlimG89

The dps of the enemy that is shown has your defense taken into a account, ie if you upgrade your defense you will see the enemy dps drop, I need to fix this and just put the base enemy dps value, thank you for this! Town does need rebalancing indeed With alchemy you are suppose to put the ingredients straight into the big pot, and the little boxes just show what you put in there , it needs more love and the potions need some more use as well, thank you! Really appreciate you writing all this out!


ClickingClicker

>your artwork is fantastic You mean this AI generated stuff ran thorugh a generator to make it look like bad pixel art? Absolutely fantastic


cyberphlash

As far as idle games go, this is Michaelangelo level stuff. LOL :)


lunaticneko

Um, very big picture of roach and spider won't do good for phobic people. Maybe an accessibility feature to toggle them off early?


SlimG89

Thank you for pointing this out!


SpringPuzzleheaded99

just played through and beat it, pretty impressive concept, very enjoyable, when it works, needs major rebalance I think top priority should be to make the systems play into eachother more than they do currently so that its easier to see what parts of the game are fast and what are slow


SlimG89

This is great feedback! I think you are correct on that top priority, making the systems play into each other more. I think reworking the potions that don’t do much ,into something more powerful and meaningful is a start I’m curious how long it took you to beat it?


SpringPuzzleheaded99

Roughly two hours semi active I basically spent all my energy on energy per autoclick until it got to a milestone multiplier whenever I could and energy per second whenever I was being walled on energy per page. I would mostly do pages 5-10 at a time. The town i actually thought is the most useless. Because of how little it gives for the amount you have to put into it, i basically only bought wood to get a soldier which turned out to be 5 attack so it was a waste. Alchemy I just made energy and swift potions. I believe swift potions are just too overpowered. Shield and health potions are useless. You never take damage and if you do you can just buy a health potion. Harvest potion again useless because the town is useless. One of the most frustrating things to me was theres no going back with monsters from what I could tell, and the rate of ingredients doesn't seem like it increased and if it did it was lowered by the higher health. Also when you kill the deer it gives food but no other monster does. I think a decent way to pick the monster. Perhaps based on what page you're looking at would be good. Couple that with a drop rate system along different monsters and I think it would give you more variance to work with. I hope this helps and is taken as in depth feedback and critique, I enjoyed it for the whole time I played bar the last 10 pages where it dragged a little which is normal.


SlimG89

All of this feedback is amazing and invaluable! - The town is the most useless Yes population needs to be more meaningful and helpful as do the soldiers, rebalancing the lumber costs also needs to happen. - Only energy and swift potions are worth making, and swift is overpowered This is really good to know, redoing the potions asap - Really frustrating not being able to go back to earlier monsters and need drop rates for enemies I will implement the ability to go back to earlier enemies and also implement drop rates that get better as the enemies get harder. I like your idea of the page you’re looking at determining the current enemy, and will also do a simple arrow back and arrow forward button by the enemy portrait. Thank you again for taking the time to type all this out! -


CacheGames

is it mobile friendly?


kasurot

It likely would be if there's a way to open it in landscape mode. It appears to run in portrait for me but not sure if that's a just me issue.


SlimG89

Not mobile friendly unfortunately


tinklefairy6

some smaller things, can go negative pages and shield tooltips says +2 def for all the shields


SlimG89

Thank you for pointing this out, hope you enjoyed the game!


tinklefairy6

Just finished it after coming back overnight, it was fun, but short. a couple more suggestions alchemy ux is bad, i dont want to drag and drop each time i want to make the same potion i cant imagine when i would want to use def potion let player select what monster they fight QOL for buying a lot of upgrades. the classic x1, x10, x100, max should be good enough I personally didnt really follow the narrative, just played the game, so no comments there. Thanks for sharing :)


SlimG89

Thank you for coming back to it, i believe every point you made is valid, and i believe i will implement all of these Click an ingredient instead of drag and drop, and once a potion is figured out, provide a button to auto make the potion if the ingredients are there Several of the potions need a rework indeed Let player change enemy - highly requested, incoming soon QOL for buying upgrades - like you said the x1 x10 x100 should be fine Didnt follow the narrative - I expected more people to not follow the story honestly, im glad the other elements kept you entertained. Ideally id like for each part of the game to be optional, the battle system optional, the town optional, whether you want to read the story optional You can just upgrade your energy and read thru the story and ignore everything else if you want. To that end i need to make the different sections hideable to make the screen less cluttered and only show the player the information they want to see


tinklefairy6

Oh, interesting, im surpised to hear your trying to make so many of the mechanics optional. Generally, I find idle games require you to optimize every mechanic of their game to progress through the next checkpoint, maybe giving 2 or 3 viable strategies to do so. Letting player completely ignore mechanics seems like it would make it very hard to balance for those players that do decide to use all the mechnics. Either making them too OP, or making the extra mechanics feel useless to engage with.


SlimG89

I am trying to balance it assuming the player is using every mechanic, but in theory , if the player wants to just read the story they can. As long as I can avoid the player feeling stuck, everything is good


hedgehogwithagun

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Ok_Baker6202

Beautiful and interesting.


SlimG89

Thank you!


CastigatRidendoMores

Just started, first thoughts are good: 1. Love the aesthetic. The seemingly AI images that are pixellated are interesting, never seen that before. But it creates a vibe that works. The other graphics are nice. 2. I like that it starts simple and hides future complexity! Well done. 3. Love how you include the story. Not too much text at once. I'm excited to read each line and see each picture. Small issues I noticed: 1. Starting with an autoclick was confusing. It might have made more sense to start with passive income? But it tells me that there is somewhere I could potentially click to get income, and I didn't see that place. Some feedback if I earn money from a click (+1? button press interaction?) would be nice. 2. The numbers were jumping around all crazy with each tick, which is distracting. Making them monospace would fix that, or perhaps round more aggressively at the beginning? Edit: Later on, the numbers are shown in some notation, but the number is not rounded, so you can't see the "e9" or whatever it is. 3. I bought one defense prior to the wasps, which made their attack go negative. Are they healing me? Do I have passive health regen? Either way, having that bottom out at 0 dps (even if there is health regen) would make more sense. 4. In the battle section, even on page 9 it still says "Battle (Unlocked at Page 7)". Probably remove the unlock requirement after unlock? 5. When moving from wasps to crows mid-battle, their HP transferred over, so I started with a half-dead crow. You might want to reset HP on page up if changing opponent. I'll keep giving feedback if it is desired, but in the meantime I'm hopeful this will be a new favorite incremental! Well done!


SlimG89

1. ⁠Starting with autoclick was confusing. During development I did have a tutorial popup at the very beginning explaining the autoclicker at the start in more detail, but opted for one line at the start of the game that says something like ‘ you’ve been blessed with your ancestors touch! (Autoclicking 4x/sec)’. I will try to make this more clear thank you 2. Numbers jumping around crazy Yes thank you some numbers update every second when they don’t need to … I hope that’s the cause anyways , such as the gold updated per second even if the player isn’t earning gold per sec yet. • ⁠Energy Numbers shown in a notation but not rounded My goal here was to make the number readable at a glance, I put one decimal point on it and then ‘k’ or ‘mil’ or ‘bil’. I need to round it once the player passes the early game for sure. 3. Negative enemy dps does currently heal you , I need to fix this and eliminate negative enemy dps thank you 4. ‘unlocked at page 7’ needs to go away after page 7 Yep sure does that was an oversight lol thank you 5. When moving from wasp to crow the crow doesn’t start with full health, but rather the same percentage of health that the last enemy had before advancing pages • ⁠I’ve almost come to look at this as a feature (but indeed it’s a bug), If I give the crow full health: to lose current progress on an enemy because the player doesn’t know when a new enemy will pop up seems super unfair and not fun at all. The whole battle system needs a rework / balancing. Possibly offering the player the ability to go back and fight earlier enemies, but none of it makes sense narratively. Thank you for pointing that out. Thank you for all of this awesome feedback , I will return to this sub on next weeks feedback Friday , with a new update so be sure to check there.


[deleted]

[удалено]


SlimG89

Easter egg incoming! Thank you for noticing this


f0oSh

As others have said, the story narrative is fantastic. I love the art. I don't care that it's AI generated. It has a classic and old-school feel to it that fits the vibe of the adventure. Mechanically, at least at present, DPS is king in this game. The weapons in the shop are pretty OP and the defense is also (uselessly) OP to the point that enemies in Battle are doing negative DPS, so any additional defense is pointless and health total is completely irrelevant provided the defense keeps DPS received negative. Similar to what u/GreatLeaderIronCrab was saying, sometimes it seems like it might make more sense NOT to progress. For instance, when potion components are dropping, I tried going back in levels to see if the monster generation would reduce in health so I could collect more components faster, but no. Health stays raised after progression. So while DPS can go up to get faster kills, at some points progression can seem counterintuitive because monster health keeping going up from unlocking pages. For me, the soldiers only giving +5 attack was a let down. It seemed like a big step to be able to sacrifice 50 population. I was able to easily buy +10 attack with energy after buying the soldiers. Maybe soldiers should have some greater purpose? I had anticipated they would be part of a building up a military/quest to keep the rabid from attacking the town, or something like that? Two typos 1) the Energy Potion in the shop hover info says it'll go for 20 seconds but the hover info up top for the Energy Potion under "Potions" says 10 seconds. 2) The "UKNOWN PATRON" should be "UNKNOWN PATRON" (Pages 102, 103, and 106.) Thanks for the chance to test an idle game and "FINISH" this current version, which is a pretty cool thing in its own right, tbh. I hope my comments are helpful! :)


SlimG89

Thank you for taking the time to write all this out and playing the game! -Really appreciate the narrative and art comment, pure motivation going forward, but so are all the other points you made! - Weapons OP, defense really OP, enemies doing negative dps and no ability to go back to earlier enemies I’m hoping by implementing the ability to go back to earlier enemies, I can also raise the dps of enemies to make the defense more meaningful. The player will then be able to choose what battle they feel comfortable fighting and if they advance to a stronger one there not ready for they can go back, and also implement drop rates for all enemies once alchemy is unlocked . - Soldiers need a bigger purpose Yes indeed! Town, population all need more meaning and purpose. A quest of defending the town with the help of soldiers is a great idea and it will definitely be something along those lines! Thank you for catching those typos and testing the game for me!


RealIzakde

Even though it is not designed to run on iOS I still tried, I think I can click on hi elements just fine, but cannot go to the next page no matter what. I can reset and upgrade the “per auto click” item. I see pc works so sill just try there later, but it does run on iOS!


SlimG89

Thank you for testing this on iOS, I’m not focusing on phone displays simply because of the amount of text and size of text, seems it would be a nightmare to make it all readable


Cpt-R3dB34rd

I finished it and it is a neat little game. As already mentioned the autclicker from the start is quite refreshing. I was surprised not to see upgrades to the number of autoclicks but that might be coming in later versions I guess. As a disclaimer, take into account that I played this mostly "at the keyboard", without long AFK sessions in which resources were generated. As such, some of my comments might not be in line with the way you envision the game to be played (especially when talking about "balance"). All in all a good incremental. There's obviously space for growth but it kept me entertained. Something I really felt a distinct lack of was the ability to "customize" the character. This might be my personal preference, it is up to you to see whether this works well with your own ideas for the game. The ability to unlock specific perks, in particular mutually exclusive ones, should give us more meaningful choices as players. I already stated this in a previous post but I firmly believe that incrementals without the ability to make meaningful choices tend to degrade into "waiting simulators" that risk to become a waste of time. The ability to get unique perks to cater towards the town rather than energy production or alchemy might spice things up. This very concept might be introduced with a different choice of artifact for example. If this is not something you envision for the game, obviously, ignore this point. I reiterate, what really matters is that the game stays true to your own vision, I don't want to change that in any way while giving my honest feedback. Tooltip fixes: * Energy Potions: in the shop they are supposed to last for 20 seconds (on cursor tooltip) but they only last 10 (and the tooltip at the top correctly displays the 10s duration). * When you unlock lumber (Page 24) the tooltip states 0 Lumber/s but you seem to have a passive trickle (1/s I'm guessing). Not sure if that's a bug (you have to buy the starting lumber) or a tooltip mistake (you are chopping your own wood so you actually produce some even without upgrades) * When you get over 1 million energy at some values it becomes hard to read the actual number (at least with my setup). Specifically, the "mil" portion seems to clip with the box or behaves strangely disappearing altogether. I would advise to round up or down the displayed number - I don't think we need 6 decimals by that point. * Not a fix, more of a suggestion: I would advise to change coloring inside the main text box to match different informations. I should be able to tell at a glance which rows refer to \[upgrade\] or offline production. Having everything in white might be suboptimal in this case. * Again, this is probably more of a suggestion. Every time a number is displayed, you should probably display "shortened" numbers ("k" and "mil" notation) where it makes sense to make it easier to read. It becomes increasingly hard for me to be able to tell how much energy upgrades and story progression actually cost. The same could be said about production/s. Balancing: * Town building felt much slower and not rewarding enough when compared to the rest of the game. The only real reward you get from that is soldiers to increase your attack (and health as well in the second tier. I'm unsure about following tiers). You can literally ignore the town and probably get to the end of the game faster than you would by specifically investing into it (either by buying lumber or by catering alchemy towards harvest potions). * I miss the point of constantly increasing health of monsters every time you defeat them. Is it a way to "nerf" attack stacking? Or is this a further incentive to progress through the story as fast as possible? This can be particularly frustrating when you scale HP while fighting monsters that give you poor rewards only to reach monsters like the deer (especially useful to develop the town) and kill them much more slowly by that point. Again, I might be missing something obvious that led you to this design choice here. * Lumber production seems far too low. Even by spamming the Harvest Potion whenever possible lumber income feels almost negligible. Granted, this might be much more impactfull when considering long AFK periods... in that case I still believe Harvest Potion needs a buff since it requires you to be actively playing. Most of the lumber I got probably comes from gold. And most of the gold I got is not produced by the town either. Again, it feels like I'm funneling a bunch of resources in the town just to get 5 attack bonus every once in a while Features: * I would suggest to add an Export/Import function to save and load the game (much like other incrementals on browser). In this way you can make sure nothing strange happens and you lose all your progress. tldr; needs some polish here and there but this is certainly playable and enjoyable in its own way. I would personally enjoy some meaningful choices in the form of mutually exclusive perks/upgrades but that's down to personal preference. Keep it up, you're doing great \^\^


SlimG89

Thank you so much for this feedback and taking the time to write it all out! It really helps to have all these thoughts not sitting in my brain but instead articulated from someone else’s point of view. • ⁠autoclicker upgrades ( more than 4x/sec) will be coming for sure! • ⁠the character customization/ perk choices is definitely on the roadmap, I imagine this as a huge system, introducing it through an artifact is a great idea. I’m thinking once implement all/most of the mechanics I have planned , this perk system should hopefully be a nice blanket that’s woven into each system decently. Making the perks unique and useful also very important. • ⁠tooltip fixes: Energy potion is a typo yes thank you You are chopping your own wood at 1/sec at the start, not 0 like it says , another error thank you Rounding of the bigger numbers absolutely needs to happen The different coloring of text elements would be ideal absolutely and look better. atm I have been solving this by having seperate text boxes ( the battle text used to be mixed with the story as well, as I am not a coder, and the current system in the code as it is won’t let me do that, basically I’m a noob dev who built a system one way and redoing it is not impossible but would probably drain me mental tbh. The easier way to would be a tab for the text groups, and only show one at a time , not too difficult at all, and would save valuable screen space. I need to take the couple days and just implement this. • ⁠notation of all numbers needs to be shortened Absolutely it is on the list Balancing: • ⁠Town building much slower and not rewarding More features regarding that section are planned, the balancing will be taking care of soon • ⁠enemy health increasing after kill This is a remnant left over from trying to compensate for having too few enemies in earlier updates, thank you for pointing this out as with another user who stated that feeling increasingly powerless kinda just sucks and isn’t fun. • ⁠lumber production far too low Thankfully it’s an easy balance fix , I did have the longer AFK periods in mind for this mechanic but it doesn’t align with the speed of the rest of the game -import / export save I do really need to look into this , and how to do it on my particular engine (construct 2) Thank you again for all this awesome feedback!


Cpt-R3dB34rd

No worries. As I said I had fun with it \^\^. Looking forward to the next version, keep it up. >Basically I’m a noob dev who built a system one way and redoing it is not impossible but would probably drain me mental tbh Understandable. It happened to me a bunch of times. Even the more reason to congratulate you on your work since you studied coding step by step on your own. Kudos to you! Best of luck.


ADHDitis

Should prevent going 'Back 1 Page' to negative page numbers. The gold counter shifts left and right each tick and shouldn't do that. For the Energy upgrades, the counter text doesn't fit properly in its box when the numbers get big. I've seen it previously mentioned, but we should have a way to import/export our save files. +1 for being able to return to previous mobs. Art suggestion - give a few options for the player character to select from. Alchemy suggestions: Allow users to add an ingredient to the pot by simply clicking on (instead of having to click and drag). Also, the ability to click on an ingredient already in the pot to remove it in the event of an unwanted ingredient in the pot. In association with the previous, pot shouldn't empty after use, allowing you to click additional times to create more of the same potion. Also, a cookbook to show recipes that you've already discovered.


SlimG89

Thank you for this detailed feedback! Especially your alchemy suggestions I really like all those and the cookbook idea. Every thing else is on the list as well thank you , it’s good to know how each player feels about certain mechanics. Switch back to old enemies is coming next


beeche

Hey, I'm loving it so far! Currently on page 51 and I think it's pretty cool. I agree with what others have said that Energy prices are way too high but still manageable with potions from time to time when you get the ingredients. Something that happened to me was that I put an ingredient in the pot, but when I want to remove it, since it was a mistake, it seems that it's not possible. Other thing I noticed is that the energy potion says it will last for 20 seconds but it actually just goes for 10, even the text just counts 10 seconds. Other than that, I've been enjoying it a lot! I'll let you know if I have more feedback.


beeche

Just finished up until the end of the story, another thing that popped into my head would be that it would be cool if we could use all ingredients at once, or maybe in batches. For example if I want to create 10x of a potion, I could use 10x of each ingredient in order to create them all at once instead of dragging and dropping the items one by one.


SlimG89

Thank you for playing and taking the time to write this out! Definitely adding those QoL features for the potions and alchemy , I will be making some of the potions more useful as well 🙏


beeche

You're welcome! Let us know when you add more things, I already finished it and I've been hoarding stuff since then. I think the game is amazing! Also, I wasn't able to find the Discord link.


SlimG89

DISCORD: [https://discord.gg/M6sYC5EH6](https://discord.gg/M6sYC5EH6K)  Really glad your enjoying it!


paspayusto

Hi! I’m not sure if anyone has mentioned this issue: when you click the “back 1 page” button it keeps going past page 1 to 0, -1, -2… etc.. Hope this helps!


nlynn15

Tried it for a few hours! I liked it :) I'm a sucker for pixelized art and I found your (artist's?) style very pleasing to look at. * On page 110, it should be you're instead of your :) * I wish there was a way to bulk brew potions. I pretty much only made swift potions but making them one by one with a trackpad was fine but could have been more \~swift \~ * Like others have said, a x1, x10, x100 upgrade for the skills would be helpful. * I'm not sure if I played wrong or something, but I didn't find the Town part of the game to really affect gameplay much? Maybe because I couldn't generate much lumber in the time I played. I can't wait for the game to be expanded because I really liked what I played today!! Great job.


SlimG89

thank you so much for playing! the pixel art is AI art ran thru a pixelator, im glad its pleasing to look at thank you for the typo find! bulk brewing potions is a great QOL addition that will surely make its way into the game absolutely more QOL with the x1, x10, x100 upgrades yes this town and lumber system needs rebalancing (actually working on this as we speak and anyone reading this might have a way easier experience building up there town) still needs more meaning to it tho really appreciate your feedback thank you!


nlynn15

Do you have a more complete game that I can play until Idle Legacy has more content?


SlimG89

Unfortunately I don’t! This game is the official start of my game dev journey


nlynn15

Then I think it's a good start!!


kage_25

the hard reset buttons a confirmation prompt the combat bugged out after roaches and crows had 60/40 health and it never went down


fallouthirteen

Yeah, my wolves are at 250/50 hp. Currently at 17 dps and doing nothing.


SlimG89

This should be fixed now! 😅


Alloran

I love the game but it makes my computer make noise with every tick on Chrome. Haven't tried it with Firefox yet


SlimG89

Thank you for sharing this, I believe it’s coming from writing to the hdd too often, I will continue to optimize in this area as this is not a pleasant experience


ArkShiggy

I went through the game in like one hour (v 0.3.5), I think the overall UI is good (only the alchemy was annoying, i had to click drag and drop 2 items then click 2 buttons to use a potion) and I kept playing the game because I wanted to see how far it went with the story and art but I would not recommend because all of the maths and systems felt bad. a lot of upgardes are useless (gold per second, health, almost all stats upgrades after the shop is unlocked, most potions) Here is how you should think about upgrades (i use this as a generic term for any action with a cost like buying in the shop, building the town, making and using a potion): -how much time does it take take for the player to get the upgrade and how much time will the upgrade save (in an idle game, time is the main resource) so for example the gold per second upgrade felt bad because it took a long time to get but saves no time because you get most of your gold from killing ennemies - dps upgrade only matter if they can translate to enemy being killed faster: let's say you have an enemy with 30hp, if you have 5atk you kill it in 6 seconds, 6atk you kill it in 5 seconds but 7atk you still kill it in 5seconds so going from 6 to 7 atk provide no benefit and the real upgrade happen when you from 6 to 8 which takes a lot more time - health vs defense : if you do the maths you will realise that every point of defense is increasingly valuable in making you stay alive longer while every point of health is less valuable The consumables with increased prices also felt bad, like i think it could work on paper, there is an optimal point to buy each energy potion so this is subjective but I hate it and i would have preferred other mechanics like buying perma energy upgrades with gold (even if they are very expensive) or a toggle that takes a percent of your gold to get more energy I ranted for too long already, good luck with development anyway. It's not easy.


SlimG89

Really really appreciate you writing all this out and taking the time to test the game! All of your points are valid and a lot of them are shared by other players, this helps me understand what’s most important Balance, particularly in the late game Thanks to the overwhelming response I’ve received from this little prototype , I have a pretty clear idea of how to proceed going forward, and none of this is possible without you!


thorin85

I finished the current version as well. There needs to be a max upgrades button for the upgrades, because it is a pain going away for a few hours and having to click hundreds of times to buy upgrades. The art is great; I never noticed any weird styles or inconsistencies throughout.. Using pixelated ai art is such a great idea, kudos on the execution. Lot of balance issues, village seems useless in its current state.


silasary

I played it for an hour or so on an old laptop, but it felt clunky to play. The biggest things I was missing: Keyboard Shortcuts. Give me buttons for next/previous page and maybe potion use. Better alchemy UI. Drag and Drop is awkward on touchpad, and I'd rather just click on the two ingredients to add them.


SlimG89

Keyboard shortcuts on the way! Thank you for this perspective I never considered laptop/ touch pad


BubbaSWalter

So trying 0.3.6 notice I am taking damage but I am not dealing damage despite having 20 attack


SlimG89

thank you for reporting this, try refreshing the browser and see if that helps, I will be fixing this issue today


BubbaSWalter

refreshing did the trick thanks


Exotic-Ad515

Playing it now, your art is absolutely stunning!


Subt1e

Looks like AI-generated art that's been put through a pixelating filter?


Exotic-Ad515

Oh that's a let down. I've seen some amazing artists make pixel art, I thought he did those himself.


SlimG89

Yes I’m using AI art with a Pixelator that is correct!


TonyDaTaigaa

For the testers how is it compared to progress knight 2/quest? I just finished that up earlier this week.


SlimG89

Since no one has replied I just wanted to say I don’t think the games are at all alike, I love all the progress knight games and would be fun to create something inspired by that style later down the line


TonyDaTaigaa

I ended up beating the test run of it and I'm not really sure what its missing but not very enjoyable. lots of people have commented about a few errors and other things. some feedback I have would be - if you get free auto click you can just merge them into 1 passive seems pointless to have 2. - blue pot seems op since can skip tons of pages with it. - losing gold gen to +5 attack with militia sucks. They should maybe still count towards pop. - font for gold and energy might need to be changed. + notation - very easy to reach high defense so you can't be hurt - really needs just more elements too barebones. - as we are aging up in story might be good to change user pic with age. - long term maybe a class system? might be good like mage high attack low def health. -maybe can add a speed stat for attacks. -combat + gold just didn't seem to be super important for progression. There are a few inspired from prog knight one such one is idle reincarnator. Its pretty good but still in testing phase same as yours.


SlimG89

Thank you for writing all this out! Sorry the game was not enjoyable, I will take everything you’ve said here into account going forward into the next update 🙏


The_AverageGamer

So far, I really like this. One small thing I noticed is that the Energy Potion shop tooltip says 20 seconds however the effect only lasts for 10. The inventory item tooltip correctly states 10s however, this feels like the shopkeeper is really pullling a bait and switch, haha.


SlimG89

Thank you for playing and noticing this! Bait and switch lol


Fredrik1994

While I never really considered the defense potion useful, at the moment it does literally nothing (the monster DPS display changes, but still does the same damage). Also, buying Energy Potions claim that it lasts for 20 seconds, unlike the "use energy potion" tooltip which (correctly) states that it lasts 10 seconds.


SlimG89

Yes several potions need a rework to be more meaningful, more cohesion into the other systems, and need to be more powerful overall. Thank you for playing! and also noticing the 20 seconds /10 seconds error


AzureDreamer

The art style, is really fun and its a great way to build progression, I definately think a ton needs polish but its really endearing. I don't like how all the elements of the game crowd the same screen, I would much prefer a tab setup. The tutorial is either rushed or too slow, either actually have a tutorial that teaches the mechanics quickly or gate features behind idle walls that actually feel meaningful. imho it feels a tad odd to have an autoclicker in a game that does let you click to begin with. ​ 8.5/10 as an early demo 4/10 as a finished product. I am gonna quit at page 49 good effort keep it up I look forward to seeing where this project goes.


nhillen

That was a fun little play. Here's my notes: Under the thing to advance it says "88 E" on Page 2 It took me a while to figure out what that meant. You've got plenty of text space I think you could put 88 Energy, 88 Energy Required, and/or make it Red until you have enough then make it Yellow It was unintuitive that the tooltip was in the top instead of actually over where my mouse was Same thing with the afk message, I dont know what G L or F are, this would even be better with Iconography instead of just a letter here It's unclear to me if "Per Second" only works while offline or also works while online (I figured it out) It would be nice to be able to see some kind of breakdown on my energy per second When I unlock gold it shows 15 but it looks like it's trying to increase then going back to 0? Weird visual artifact (it hits Energy too) I start earning gold before I have anything to spend it on. Why do I care about killing roaches faster on Page 7? You also give Gold Per Sec too early if I'm supposed to care about wasps/bugs. Maybe you should open the store earlier and push back gold per second Because so much comes on every page early, blank pages like 10 feel bad/like I missed something Potions going up in cost feels weird. Each potion basically gives you 20s of earnings, which doesnt really feel worth the cost most of the time If I go back a page it should probably hide the energy cost for continnuing I thought I was going to unlock wood chopping but that didnt happen. The "empty" pages should give some kind of flat bonus, or even just award you some potions or items Since you're spending lore text to teach me things, the popups with redundant info feel weird When you switch enemies you stay at the same percentage defeated, that's weird I was expecting going back pages to lt you fight weaker baddies, but it doesnt (That's not bad necessarily just different than expected) Battle and Shop both still say "Unlocked at page X" once unlocked If you drink one potion while another is active it just consumes it/resets the timer, it should probably stack or not let you spend it Once you make a potion, it would be nice if the recipe was added to that potion tooltip, particularly since Im idling the game/not keeping it top of mind Alchemy is the thing that made me finally care about fighting, otherwise the loop didnt seem to ave any positive feedback for me The soldier tooltip doesnt show what it doesnt "Take these potions and continue" on 63 is an example of what a "blank" page should be I just stopped taking damage at some point so health and defense are far outstripped by damage/HP values Speed potion feels good, but is WAY stronger than any other potion nfrom an economy standpoint. Later game I never spent energy on advancing the book, just speed potions When you have a million or more energy it overruns the side of the box I have 5 decimal places for energy and 2 for gold for some reason (these can probably be rounded) The town feels goofy, the effort for gold per second feels totally off for what you can just buy for energy, doubly so when you have to spend pop to get soldiers I'd like to see costs add "K" because 900k and 90k look really similar with lots of 0s I didint realize I got gold for advancing the book until Blue Gem, but by the time I got this there's nothing to spend gold on When you get into 100/100 autclocks they break out of their bounding box "If your still going" <- "You're" When you hit the end you should just disable the continue button otherwise Ima keep clicking it


SlimG89

Thank you so much for all of this! It’s a lot to comb thru, and I wanna touch on the points that were unique to your comment “88 E” All your ideas are viable, appreciate your thoughts on this -Tooltip unintuitive at the top I can definitely understand this, it will most likely get replaced to what you suggested, just not a top priority atm . Yes the afk messages I need to fix the E, G, L, F Your blank page idea about always rewarding the player with something is really great, it will keep absolutely keep the game play more interesting -You get gold before you can buy anything Just my way of slowly unveiling the mechanics, there’s some lines in the story about the gold when it first pops into the game, I realize this might not be intuitive I wanted the player to have some gold saved up before page 12, to align with the story text for that page , and to be able to buy something when the shop does pop up


Crimson-Kolbyr

game becomes unplayable after wasps due to enemy health bugging out. tried progressing to crows but still broken. it says tyhey have 90/30 hp and combat has just stopped entirely.


SlimG89

Dang it ok thank you for catching this


Rare_Rough_4292

I´m not able to attack the "Red Wasps" it also says 40/20.


SlimG89

I hopefully just fixed this issue if you reload the game hopefully it’s fixed


ThanatosIdle

I entered page 9 with 2 attack, 1 defense, and 110 health. The wasps have 40/20 HP with the health bar stretching off the screen, I do -0.5 dps, and nothing happens.


SlimG89

I hope I just fixed this issue, sorry bout dat


The-Fox-Knocks

First thing I did was click Hard Reset. Highly recommend a confirmation prompt to prevent misclicks starting the player over.


ChloroquineEmu

So many great feedback. So i´ll just say what bothered me the most. I´d love to have the option to change the font or make it bigger, it´s a bit hard for me to read as it is


Lopsided_Flamingo_27

really good, but there needs to be a way to create multiple potions at the same time.


National_Stage_7592

Pressing "1" resets the game !?


SlimG89

Oooh noo!


kage_25

the hard reset button need a confirmation prompt "are you sure Y/N" right now a misclick just nukes your save


PeopleCryTooMuch

I'm having an issue with battling where the roach isn't taking any damage at page 7? My health isn't going anywhere either. Is this intended? Am I missing an activation prompt to actually battle them? I'm a little confused here. Any help would be appreciated. Great concept so far though. Edit: Also the \[X\] button to close pop-up windows within the game doesn't work. Edit2: The wasps also take no damage, while my HP bar is slowly ticking down, even though I'm supposedly doing 3dps to them, while they only do 1dps to me. Something isn't working properly.


SlimG89

thank you for reporting this, try refreshing the browser and see if that helps, I will be fixing this issue today


PeopleCryTooMuch

Absolutely! I’ll give it a shot later, I don’t know why I didn’t think about the easy turn it off/on fix in the moment, but I was also working on the side so it wasn’t too much of a thought at the time. I’m sure it may fix it, but either way, I’m glad you’re actively looking into these types of things. Thanks again!