Could you make a Mobile version? Or to be supported on mobile? The game actions name don't show fully on mobile , if you could make a android version it would be nice.
Sorry, I currently don't plan on doing a mobile version. I am currently trying to turn this into a whole game, but that takes it's time. And it is sort of designed with a big screen in mind, so that you can see the whole interface all the time.
I will most likely try to make the finished game good for tablets. But a full mobile version would most likely mean that I would have to split the interface up into tabs, and I don't quite know how that would turn out. And it would be a good chunk of extra work...
That is basically a bug. Certain actions (like Forage) get added automatically to your action queue when it is empty. If you remove Forage from the queue, it gets put there again. I hope this isn't bothering you too much (you should be able pause, it is just a lot of micromanaging). The current version is only intended as a 1h (to 2h possibly) prototype/showcase. I am still slowly working on the game, but it takes time because I want to do it justice.
Also, I know that I have gotten things right when people stop having to ask "dumm questions", because every one of these questions shows to me that I haven't added enough Quality of Live and explainations to the game (or that there is a bug/unintended feature, like in this case) :)
Really enjoyed this, I tried Idle Loops too afterwards but despite having more content I find ES way more fun, probably the pacing mostly IL is pretty grindy.
Found a way to make the game crash, if you keep fighting goblins with a dagger, probably sword too, after buying tons of bread you can get some pretty absurdly high skills and stats, this made the frame rate slow down drastically before freezing up altogether once around 2.5k dodging and once just before 1k dodging.
Decided to 100% the game once by gaining every finite resource in a single run and funnily enough turns out begging is the true endgame, took a couple hours of grinding social to separate a few people from their loose change, longer than everything else combined.
Hi, i'm glad you enjoyed my game. This is still an early prototype, and more mechanics/content/UI/QoL are in development.
IdleLoops was also to grindy for me, I also like more evenly paced and engaging incremental games. I had feedback that people felt there is too much micromanaging in the game, so it will maybe become a bit more idle, but only when I cut down on micromanaging. I want to try to have an even pace. Increlution and Loops Odyssey are good games to look towards in that regard IMO.
In his version, being very fast creates slowdown (the reason being because for all actions and skills, the tooltips are actually never deleted, only hidden, so they are constantly updated). I removed that (in my development build), and hope that the fps drops/freezing shouldn't be a problem going forward. I try to have an eye on performance, and addressing it when it becomes a problem.
Charisma currently stands a bit out in terms of stats, and I don't think I will be able to address that too much. There will be some things that use it some more (there are "classes" planed (sort of already in via different weapons/skills like scouting for the ranger, only not noticable), and I guess the priest/paladin archetype will have some skills that use CHA. But otherwise, talking to people will always be a chore.
Also, begging was more of a thing I added because it felt funny and sort of right (also toying with the idea of adding "loop titles" just so you can be a beggar in a live, and you get treated poorly by guards). But I guess it's currently not very viable.
Not sure how this bug occurred exactly because I wasn't looking at the window. I was in Alden and then had 3 huntrabbits available, I put them in my queue and when I looked back into the window this was happening: https://postimg.cc/XXFFXsBX/b203cf2a
PS: While typing this up I still somehow died with a bunch of meat?
Thank you for posting this bug. I think I never check for below zero to correct it, and I can think of some scenarios where this can happen. And as soon as you are below zero, you can just keep going. I will try to fix it in a few hours.
I will also look into why you died with the meat. I guess I will update this post when I know more.
So, I think I found what caused the bug, and fixed it. I will still need to do some code cleanup to make sure such things can happen again, but with the fix, it shouldn't happen again I think.
If there was another reason the bug happened than the one I found, then the save-guards I'm going to add should prevent it anyway.
Didn't search for the thing with the meat yet. It is possible to die with meat while fighting with the wolf, because of the eat cooldown, so maybe that is what happened to you.
Thanks. Yes, the next version I post will 100% have a save feature. That will still be a bit away though, because I got a ton of feedback which I have to implement (also posted it on reddit, most of it is there).
Hm, that doesn't sound like a small bug. Every game crash is bad, especially without a save system.
I sadly wasn't able to reproduce the bug so far. I tried a few things, but it always just threw me out of the fight, as it is supposed to. I also haven't found why this could happen by looking at the code.
(EDIT: Maybe to clarify again: The staff in game is supposed to be a wizards staff, so it is exclusivly used for casting spells, and does nothing on its own. When you go into a fight with no way to damage the enemy, the fight just gets removed from the queue. I need to make that clear in game)
Maybe I missed something, or maybe you found another bug that triggered at this point, but has another cause than the stated one. But I will try to be on the lookout!
If you have more details, I would love to hear them. Also, if you by some chance encounter the bug again, it would be really helpful if you could open the developer console (by holding ctrl and shift and pressing I) and screenshot the error that should plop up.
Thank you for being able to show the repeatable scenario
Here, two things clash: You can't do a combat, because the staff does no damage without the spell. But Goblin is repeatably queue-able, so it tries to queue it, then can't, then tries again. That's my bad, I will try to fix it as soon as possible.
If you lost your save because of this, I can enable a cheat combination if you want. Would allow you to catch back up if you want to continue playing.
So, should be fixed now. Was able to replicate it, and it didn't happen again (though in a use case which should not happen during normal play, the game started lagging hard for a few seconds. Have to still look into that.
If you want to catch up to your progress, I enabled a cheat code. It will give you some items and unlock all actions upon using it (can also use it multiple times to give you more items). You can also speed up the game ten times. Items disappear on loop, and you can enable/disable the speedup. You can force a loop by disabling auto on all food! This code will stay up for around 20 hours I guess. Code is below.
Use Case: 40x Forage -> Travel -> Endless TalkToPeopl (training Social skill)
Also templating would be next tier feature along those lines, since this will allow the player to play around with various strategies.
One thing I'd like to see shown more clearly is how much better you are at a skill when it is trained up. I'm finding it a bit unclear at the moment, so I can't tell how much I should be training up the skills and when dimishing returns starts coming into play.
Something I haven't seen in other loop games like this is providing the tools needed to more easily compare strategies. Like maybe being able to see stats for various things at the end of each loop, or being able to see the stats for the last time a template was run.
I think I will not go down the route of bulk queuing, as I think I can get the same results with better methods.
I will add it that when you are on SearchTracks, you will will automatically queue Rabbit/Wolf when your SP/food stored becomes to low (before the point where you would take guaranteed HP damage when you do not do it).
I also will add a sort of "expected SP return (per second or per SP spend)" on actions, which will more easily see the break points, and also enable that you switch from SearchTracks back to Forage when SearchTracks becomes inefficient.
Then, your optimal path in Forest would most likely be Forage (+CraftSling, which is auto anyway) -> SearchTracks(which then will do a few HuntRabbits and so on)->Forage again (because it now became efficient again) -> HuntRabbit->HuntWolf -> Alden. But the Forage again should also trigger automatically, so you basically just have to queue every action one time and than can continue.
I will want to add a mechanic that automates the start of the runs (most likely 1/3 to 1/2, but still have to see), so that in some shape or form coming. But there will be no detailed templates! You will most likely be able to chose which actions to automate, but the actual amounts and order of execution will be decided by the game. It was the main feature in idle loops, but here, I think it would just distract from the other game mechanics, and be a tedium to constantly update.
There should pretty much never be diminishing returns. That's why level ups are multiplicative (for stats, it's 1.05^level. For skills, the stat synergy is actually more important). Also essentially, the later in a run it is, the more worth it it is to train a skill.
I do track some stats internally (like SP spend/action completions/items looted per loop). I will most likely display those in a "loop results" log. I also want to add a story log and a unlocked log.
There will be branching paths, so I'm not sure if i should give you specific comparisons in terms of actions completed or items found. But I will most likely give you things like total SP/MP (or just total stats exp, which is pretty much synonymous), and I can try something like Gold spend on equipment, combat progress, unlocks, progress on unlocks or such things. Like I said, I want to do them in a sort of log, which would be a text window in the bottom right corner most likely, so you could consult those things and start planning your next loop while the auto progress at the start of the loop ticks by.
Getting around the templating of similar games sounds interesting. I'm also always a fan of automating the earlier content that you the play have already fully experienced, so you can focus in on the newer content.
I'm interested in seeing what your game turns into. *following*
Yes, I was a bit afraid to make the loops too long/too idle/too hands off, and I guess I swung a bit to hard in the other direction.
I want to introduce some improvements to reduce micromanaging, which in term should also reduce difficulty a bit, but I'm still very much working on the balance.
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One must imagine Incremental game devs happy
So much potential
Is this game still in progress? Its definitely one of my favorite incremental prototypes.
Could you make a Mobile version? Or to be supported on mobile? The game actions name don't show fully on mobile , if you could make a android version it would be nice.
Sorry, I currently don't plan on doing a mobile version.
I am currently trying to turn this into a whole game, but that takes it's time. And it is sort of designed with a big screen in mind, so that you can see the whole interface all the time.
I will most likely try to make the finished game good for tablets. But a full mobile version would most likely mean that I would have to split the interface up into tabs, and I don't quite know how that would turn out.
And it would be a good chunk of extra work...
how do you stop doing an action? I know this is a dum question.
That is basically a bug. Certain actions (like Forage) get added automatically to your action queue when it is empty. If you remove Forage from the queue, it gets put there again.
I hope this isn't bothering you too much (you should be able pause, it is just a lot of micromanaging). The current version is only intended as a 1h (to 2h possibly) prototype/showcase. I am still slowly working on the game, but it takes time because I want to do it justice.
Also, I know that I have gotten things right when people stop having to ask "dumm questions", because every one of these questions shows to me that I haven't added enough Quality of Live and explainations to the game (or that there is a bug/unintended feature, like in this case) :)
Ponito please update, i have played this about 12 times already
anymore games like this?
just found this game on reddit, it's a great game, but is it still getting updates?
Really enjoyed this, I tried Idle Loops too afterwards but despite having more content I find ES way more fun, probably the pacing mostly IL is pretty grindy.
Found a way to make the game crash, if you keep fighting goblins with a dagger, probably sword too, after buying tons of bread you can get some pretty absurdly high skills and stats, this made the frame rate slow down drastically before freezing up altogether once around 2.5k dodging and once just before 1k dodging.
Decided to 100% the game once by gaining every finite resource in a single run and funnily enough turns out begging is the true endgame, took a couple hours of grinding social to separate a few people from their loose change, longer than everything else combined.
Hi, i'm glad you enjoyed my game. This is still an early prototype, and more mechanics/content/UI/QoL are in development.
IdleLoops was also to grindy for me, I also like more evenly paced and engaging incremental games. I had feedback that people felt there is too much micromanaging in the game, so it will maybe become a bit more idle, but only when I cut down on micromanaging. I want to try to have an even pace. Increlution and Loops Odyssey are good games to look towards in that regard IMO.
In his version, being very fast creates slowdown (the reason being because for all actions and skills, the tooltips are actually never deleted, only hidden, so they are constantly updated). I removed that (in my development build), and hope that the fps drops/freezing shouldn't be a problem going forward. I try to have an eye on performance, and addressing it when it becomes a problem.
Charisma currently stands a bit out in terms of stats, and I don't think I will be able to address that too much. There will be some things that use it some more (there are "classes" planed (sort of already in via different weapons/skills like scouting for the ranger, only not noticable), and I guess the priest/paladin archetype will have some skills that use CHA. But otherwise, talking to people will always be a chore.
Also, begging was more of a thing I added because it felt funny and sort of right (also toying with the idea of adding "loop titles" just so you can be a beggar in a live, and you get treated poorly by guards). But I guess it's currently not very viable.
Not sure how this bug occurred exactly because I wasn't looking at the window. I was in Alden and then had 3 huntrabbits available, I put them in my queue and when I looked back into the window this was happening: https://postimg.cc/XXFFXsBX/b203cf2a
PS: While typing this up I still somehow died with a bunch of meat?
Thank you for posting this bug. I think I never check for below zero to correct it, and I can think of some scenarios where this can happen. And as soon as you are below zero, you can just keep going. I will try to fix it in a few hours.
I will also look into why you died with the meat. I guess I will update this post when I know more.
So, I think I found what caused the bug, and fixed it. I will still need to do some code cleanup to make sure such things can happen again, but with the fix, it shouldn't happen again I think.
If there was another reason the bug happened than the one I found, then the save-guards I'm going to add should prevent it anyway.
Didn't search for the thing with the meat yet. It is possible to die with meat while fighting with the wolf, because of the eat cooldown, so maybe that is what happened to you.
I'm not 100% if I had other things queued, I think just Search Tracks, but I'm unsure. I'm sure if it was something it'll get found again.
Very promising! Make saves a priority because you've got something really good in the works here!
Thanks. Yes, the next version I post will 100% have a save feature. That will still be a bit away though, because I got a ton of feedback which I have to implement (also posted it on reddit, most of it is there).
Very good game!
But it's a small annoying bug, when i equip staff (without any spell) and try to kill someone, everything crashes.
(I am sorry for my english. I'm from Russia)
Hm, that doesn't sound like a small bug. Every game crash is bad, especially without a save system.
I sadly wasn't able to reproduce the bug so far. I tried a few things, but it always just threw me out of the fight, as it is supposed to. I also haven't found why this could happen by looking at the code.
(EDIT: Maybe to clarify again: The staff in game is supposed to be a wizards staff, so it is exclusivly used for casting spells, and does nothing on its own. When you go into a fight with no way to damage the enemy, the fight just gets removed from the queue. I need to make that clear in game)
Maybe I missed something, or maybe you found another bug that triggered at this point, but has another cause than the stated one. But I will try to be on the lookout!
If you have more details, I would love to hear them. Also, if you by some chance encounter the bug again, it would be really helpful if you could open the developer console (by holding ctrl and shift and pressing I) and screenshot the error that should plop up.
I bought a sword, a staff and there was nothing in the queue, so the character went to kill the goblins I killed before buying.
Nothing responds. Reloading the page doesn't help.
Thank you for being able to show the repeatable scenario
Here, two things clash: You can't do a combat, because the staff does no damage without the spell. But Goblin is repeatably queue-able, so it tries to queue it, then can't, then tries again. That's my bad, I will try to fix it as soon as possible.
If you lost your save because of this, I can enable a cheat combination if you want. Would allow you to catch back up if you want to continue playing.
So, should be fixed now. Was able to replicate it, and it didn't happen again (though in a use case which should not happen during normal play, the game started lagging hard for a few seconds. Have to still look into that.
If you want to catch up to your progress, I enabled a cheat code. It will give you some items and unlock all actions upon using it (can also use it multiple times to give you more items). You can also speed up the game ten times. Items disappear on loop, and you can enable/disable the speedup. You can force a loop by disabling auto on all food! This code will stay up for around 20 hours I guess. Code is below.
Just hold ctrl and press c
Thanks for the help!
One relatively quick addition I'd recommend is being able to bulk queue actions, since this will remove a bunch of unneeded clicking.
Use Case: 20x Forage -> Endless Search Tracks (training Scouting skill)
Use Case: 40x Forage -> Travel -> Endless TalkToPeopl (training Social skill)
Also templating would be next tier feature along those lines, since this will allow the player to play around with various strategies.
One thing I'd like to see shown more clearly is how much better you are at a skill when it is trained up. I'm finding it a bit unclear at the moment, so I can't tell how much I should be training up the skills and when dimishing returns starts coming into play.
Something I haven't seen in other loop games like this is providing the tools needed to more easily compare strategies. Like maybe being able to see stats for various things at the end of each loop, or being able to see the stats for the last time a template was run.
Thank you for the feedback.
I think I will not go down the route of bulk queuing, as I think I can get the same results with better methods.
I will add it that when you are on SearchTracks, you will will automatically queue Rabbit/Wolf when your SP/food stored becomes to low (before the point where you would take guaranteed HP damage when you do not do it).
I also will add a sort of "expected SP return (per second or per SP spend)" on actions, which will more easily see the break points, and also enable that you switch from SearchTracks back to Forage when SearchTracks becomes inefficient.
Then, your optimal path in Forest would most likely be Forage (+CraftSling, which is auto anyway) -> SearchTracks(which then will do a few HuntRabbits and so on)->Forage again (because it now became efficient again) -> HuntRabbit->HuntWolf -> Alden. But the Forage again should also trigger automatically, so you basically just have to queue every action one time and than can continue.
I will want to add a mechanic that automates the start of the runs (most likely 1/3 to 1/2, but still have to see), so that in some shape or form coming. But there will be no detailed templates! You will most likely be able to chose which actions to automate, but the actual amounts and order of execution will be decided by the game. It was the main feature in idle loops, but here, I think it would just distract from the other game mechanics, and be a tedium to constantly update.
There should pretty much never be diminishing returns. That's why level ups are multiplicative (for stats, it's 1.05^level. For skills, the stat synergy is actually more important). Also essentially, the later in a run it is, the more worth it it is to train a skill.
I do track some stats internally (like SP spend/action completions/items looted per loop). I will most likely display those in a "loop results" log. I also want to add a story log and a unlocked log.
There will be branching paths, so I'm not sure if i should give you specific comparisons in terms of actions completed or items found. But I will most likely give you things like total SP/MP (or just total stats exp, which is pretty much synonymous), and I can try something like Gold spend on equipment, combat progress, unlocks, progress on unlocks or such things. Like I said, I want to do them in a sort of log, which would be a text window in the bottom right corner most likely, so you could consult those things and start planning your next loop while the auto progress at the start of the loop ticks by.
Thanks for the detailed reply!
Getting around the templating of similar games sounds interesting. I'm also always a fan of automating the earlier content that you the play have already fully experienced, so you can focus in on the newer content.
I'm interested in seeing what your game turns into. *following*
good, but a bit to hard
Yes, I was a bit afraid to make the loops too long/too idle/too hands off, and I guess I swung a bit to hard in the other direction.
I want to introduce some improvements to reduce micromanaging, which in term should also reduce difficulty a bit, but I'm still very much working on the balance.