Others - Idle Harem Dungeon [v0.1b] [Cheedle]

  1. 1.00 star(s)

    Navelbro

    V0.1

    It seems like the game has a lot to offer, but I cannot sit around, actively purchasing upgrades to finally unlock the 10 cost buffs. An idle game should start fast, lots of upgrades to get you familiar with the systems, until late game where it slows down and strategy becomes more important. But here you're immediately confronted with what seems like a 30 minute grind-session before finally being able to play the game.

    I'll be following and would love to come back to this and put it to at least a 4* since I like the concept, but with an intro phase like that... I just hope the dev considers remaking that section.
  2. 1.00 star(s)

    consumptionist

    V0.1

    sooooooo. you buy the upgrades as the character gets constantly attacked. you let it grind to a halt (not like you have a choice), die and then do it all over again in an endless rinse and repeat loop. every time you die you get 2 points towards unlocking the skill tree, which starts at 5 points for the first unlock.

    this apparently unlocks the ability to retain knowledge.....and yet the opening dialogue, which should be different, is the same as before.
    ok then the loop restarts so i must retain skills that i upgraded instead then right? nope
    okay fiiiiiiine. then on the next loop, whatever i upgrade in this loop will be retained then right? nope.
    well....surely my kill count remains then? fuck no
    what the actual fuck did i unlock for 5 points apart from absolutely nothing at all but access to more unlocks that are twice as expensive?

    with the loop of being able to afford upgrades versus what your character can endure before succumbing to death, being short and always restarting from the same point, the opening grind looks to be 15 points, which makes the opening easily the worst idle experience i have seen in my catalogue of over 50 idlers.

    you may be forgiven for getting to 'why bother?' long before you reach 'unlocking something that has any effect'.
    also, because of the enemy growth, you barely have time for any idling at all.
    reading skill descriptions of further unlocks also hints towards petty effects that may work in your favour, but given how effective the first unlock was, not holding my breath.

    this needs a redesign. the idea is there but the implementation is off