Compared to my first game on here, Idle Rock Remover:

* Some animations
* Time bank: Store up to almost an hour of 20x speed and spend it in 3 real minutes
* Tiles are 48x48 instead of 64x64 for more space
* Tab based UI with more numbers to increase
* Dungeon with multiple screens
* 100% mouse driven interface, probably phone friendly with fullscreen option too
* Your planned path is shown on the map (in addition to the list which is still there)
* All map objects respawn so you can experience doing it faster
* Fewer confusing time loop mechanics:
  - No stats that keep going back to 0
  - Keep all of your resources
  - All upgrades provide an immediate benefit, even the ones that also give XP multipliers
* No more confusing NPC mechanics:
  - Trade resources with the shop and upgrade menus any time no matter where you are
* No more confusing interact command or keyboard buttons to learn:
  - Do all actions automatically by moving
* No more complicated backtracking to get things done in a loop
* More tooltips with more equations and specifics about how you are benefiting
* Tooltips for tiles you have moved to with info about how much health you spent there
* Most things are plainly visible instead of hidden under something at first, and even chests show their content in their tooltip
* Different skin/theme choices that should overall make the gameplay more intuitive
Updated 18 hours ago
Published 3 days ago
StatusReleased
PlatformsHTML5
Rating
Rated 4.0 out of 5 stars
(5 total ratings)
AuthormuzzL
Made withGodot
Tags2D, Fantasy, Godot, Idle, Pixel Art, Retro, Short, Simple

Comments

Log in with itch.io to leave a comment.

finished it, had fun! thank you!

Do the equipment bonuses work correctly? Ive got level 10 looting + level 3 waist, but when I hover over coin spaces it says im spending exactly half of the base value (50/100), which corresponds to only the skill bonus applying

Oh that is really perceptive than you for pointing that out.  I am looking into it.

...  Ok literally I forgot to do that part.

Welp, it's going to get a lot easier soon.

Ok it should be fixed.

Wish the potions could only be used when they would give full benefit...

(1 edit)

Oh sorry if that wasn't clear.  They do give you full benefit every time!  You don't really have a "maximum" health in this, the bar is relative to the most health you've had that run.

(+2)

beat the game over all pretty fun but the last 2 floors really slow down


i think you could expand this and it would be great

(+1)

this is very promising! i love it

room 9  makes your walk speed way to slow

Hey nice job getting so far.  Well, you aren't too far off from the end, so you won't really miss that much if you quit now.  Did you try farming skill gems and leveling up the walking upgrade?  It might feel better if you max out the brooch before trying to do that part too.

i maxed out every piece of equipment and am slowly grinding up gems

(+1)

i played idle rock remover as well. and i think what i liked about that game was that i could see the goal the whole time. in this one im not sure what it leads to so i feel like theres less motivation to keep going. I still enjoyed this and idle rock remover.

also replaying the first level over and over again gets pretty tedious. so maybe have a skill level for each floor that speeds up time. so after i complete the first floor a few times it will be a lot faster

That's interesting.  I was thinking of letting all the rooms be revealed at the start but I didn't think that would be as fun.

I don't want to make it too much faster the total run time isn't really that long.

(1 edit)

i just left it running for a few hours while i did other things. I think if it was more open with more options instead of linear levels I'd pay for it on steam. if each room had multiple exits that lead to different areas that had area specific upgrades so when u get op in one area u can still play the other areas without being completely op. And when u went to a room for the first time it would add to a map ui

but i liked being able to go forward and back with power ups later in the level. rock remover had that kinda min maxing where u had to weigh up going later to get hearts befroe trying to kill all the other monsters 

Oh thanks for saying so!

I do feel like its biggest flaw is that it is too simple but  I really wanted to see what people thought of this general concept at least.  A bigger world with more things to do probably would be better.  I would have to make some fixes to this to support something larger but that isn't so bad.

The truth is I'm not really sure yet how to design something larger yet in terms of an overall gameplay system.  Maybe I could reintroduce some things from Idle Rock Remover as part of it.

I especially don't know what to do about the going forward and back.  I feel like there is no adequate way to represent it on the map view and if I allow it the map will just end up looking like unreadable spaghetti.