OK I'll try answer most comment.
First please take into account that this is still in developpement, to give you an idea, I've made 4 updates of this game including initial release, and I'm trying to add content/fix UI bit by bit everytime.
View attachment 3008132
not bad, but definitely could use some tweak on ui
the stop action button need more contrast
also the popup message when hovering the menu shouldn't on the top of history message
remind me of edge of tomorrow, with isekai vibe
best of luck on your game
I think I should be able to do something about the stop action, but I don't know yet how I'll deal with it.
Previously, hovering button tooltip was over your mouse, the problem is hovering button also change the image at the center and it was hiddent by the tooltip. I may try to find another solution, like get it over the mouse, but small enough and to the left, I'll think about it.
I think being stuck is the worse thing in the game. Got stuck where the main button does nothing, slime cost 33 (maximum mana is 0), cannot meditate because mana is full (0), maximum amount of cells reached (5), enough traps (2) for all your slimes (0). nothing I can do and time is stopped. Was just pushing away wave of villagers just after putting the 3 masks and see how far we can go, so I think I am at the beginning of the game. At least let us auto-gameover to see what we screwed up and try different things...
EDIT: Refresh the page seems to do the trick and give the gameover.
Seems a bit strange, you should always at least be able to reach a gameover, either by progression the story, or improving your dungeon. I'd like to have more info about how you reached that point because you shouldn't be forced to refresh to avoid softlock.
Is there a way to pause or cancel a action? Since at times you end up wasting time building or meditating which can lead to game over. A way to skip certain scenes in the future would be nice, since it gets old real fast mashing through scenes you've seen multiple times.
There is a way to stop actions on the right, might need to place the button elsewhere later, thisput here for now because it was the easier part of UI to edit, but I'll move it eventualy.
0.5 will add the ability to set a new "respawn point"after the content of 0.4, so you won't have to play all this tutorial/story section agains if you don't want to.
Game needs way faster actions. meditating for 2 minutes like a idle game that kills you when you idle too much is a serious issue.
I'll add soon 0.5 or 0.6 I'm not sure yet, new type of slave that will boost your magic skill.
Please note the game is in early stages and as usual in this kind of game, as you add new content, ealier content tend to become easier as update progress because you end up with more options to progress.
Seems like a fun concept. My man issue is it really doesn't feel like there's much you can do outside of just dying repeatedly. Like you meditate, you engrave, you make slimes and then just wait until you inevitably die. There aren't really any actions I take that I feel get me further into a run as much as it is that I just have bigger numbers from my last run. Perhaps some other maintainable upgrades between runs could help add some variety to it. Otherwise, this just turns into loading bar the game.
Well we're still kinda in the tutorial section. At 0.5 you'll have the ability to set a new spawn point, so when you die you won't have to redo everything, then I'll add ability expand your territory, an event section which allow you to do action that aren't as linear as the story section later the ability to interact with some character like Selenes to "train them".
The fibonacci sequence is a really bad scaling method for attacks. This game is interesting but the amount of times I'd have to redo the game after unlocking upgrades but before I'd have enough to actually move onto something else is insane. Probably like 50+ times of dying before I could make enough masks to find Selene. It feels like the "skill" stats aren't as useful as they should be. Sure I can feel the difference between 1, 3, and 7 magic skill well enough, but it still seems odd that I'm regenerating one mana a tic even if that tick is marginally faster over time. It might just be because I don't see what it affects but I don't seem to notice any benefit from Adaption or Construction. Even waiting til I have 5+ drones (doubling my skill) I don't seem to see a noticeable decrease in it. Creating buildings/engraving walls doesn't seem to be getting any faster. At first I thought the upgrades were going to help me through runs but that's not the case.
Additionally it would be nice to be able to choose if a trap is set. I might get further if I could build slimes/traps early on but not use them until my actual fighting skill is starting to become insufficient. By the time extra traps could save me they've all gone off one at a time grabbing people when I'd have no trouble doing so myself.
Edit: Oh and since you're saving the game anyway can you save what my chosen name is? I stopped bothering to change it after 5 or so deaths but it would feel nicer if I didn't need to.
I'll intend to change fibonacci, but no matter what it'll be a rather tough exponential, there are 2 reason to this :
-Kinda limit the spread in the player reaching end of content this way it is easier for me when I post an update to balance it, since most player will be around the same skill/part of the game.
-Preventing the player to reach a spot in which they grow faster than the waves, I'd like the new content I'll add to be meaningfull in the player's progression. By having enemy wave's exponential stronger than anything the player can do, it means that the player reaching higher wave counts probably mean they have to unlock new upgrade, new units etc. As the game progresses it will feel better and better I think.
There will be way to increase your magic skill later. For now around 7 in meditation/fighting should be enough to complete the story. edit : with a good build order, you might require more time if you do things in less optimized order.
Adaptation skill increase hunting, most of story actions and will be usefull also to anything related to stealth/diplomacy.
ConstructionSkill increase how fast you build thing, but note that most building have an increase time cost as you build them that will be explained later by your dungeon being limited in size/in shamble. Later you'll have the ability to "renovate" your dungeon to reduce the creeping cost.
I'll think about being able to set traps, not super high in my priority list to be honest, but I'll do it eventualy.
Edit: I forgot to answer your edit, Yeah you'll be able to save your name, you'll be able to set your respawn point later in 0.5, and if you decide to spawn at the end of 0.4 content you'll keep your name. I still want people to be able to change their name when they respawn from the begining as people might want to explore the other gender's content and may want to change their name accordingly.