Yeah Increlution is one of the game that gave me motivation to make this one, and the 2 kind of progression is kinda what I do, except that I do it with army instead of permanent/temp skill.Neat! I love Incremental Loop games.
I tried making one and shared it in the Dev section, but as is often the case new interests took over.
Feel free to check it out in my signature and steal any code you like!
While playing your game I encountered some minor bugs:
- In the very first cycle, I was not able to choose Girl
- One time I triggered the fatal attack with the +10 from hunting for Prisoners. The action reset and continued after the gameover into the next game, making me start with 22 progress and 1 prisoner. (Yeah Selene, this girl is with me. She's tied up because her arms spasm uncontrollably and the gag is so she doesn't bite her tongue. Don't worry about it)
Apart from that, the pacing feels off. It becomes very grindy and not rewarding after some time. This is because the experience for skills decreases while its value also decreases: goining from 400% to 401% speed at level 4 takes 4 times longer than 100% to 101% and gives 1/4 of the value.
If you are game to change the exp scaling system, I suggest the one used by Increlution:
- Each skill has 2 kind of progression, one permanent and one that resets at the beginning of each loop.
- The exp gain for each kind is increased by speed: doing a given action with a x2 speed bonus gives the same amount of experience, you can gain x2 the experience in the same time compared to without the bonus.
- The exp required for each level scales twice as fast as its speed increases: gaining enough levels to get x2 speed makes progression x4 as slow
- The two progressions of a skill multiply each other, resulting in a 1:1 speed:exp ratio if they were allowed to be farmed forever, but since one resets every loop it slows down slowly
- This system encourages focusing on as few skills as possible each run, so it's best when the story prevents you from farming a single skill (This is currently possible with Engravings I think?)
I might try it out later, for now I really need to go to sleep.
Good luck! I'm looking forward to how your game develops!
Later there will be upgrade to increase exp gagned based on your army skill, but I didn't want to worry too much about the exp formula until the player get out of tutorial. I'll check your game when I have some time, even if I'm not too worried about how to code everything I need, it's just a matter of time.
I'll reduce the amount of enemy coming each wave, but I'll still keep it a tough exponential.Not bad for an opening, I'll keep an eye on this one.
My thoughts on how to make it a little easier, and how to add some lore would be to make new enemy types worth 10 than 100 and so on as the game progresses, and thus make the jump from 8 to 13 (instead making it 10) a little more manageable while also giving a reason why 20 to 30 people going into the forest and never returning not seem as huge a problem. I don't know how many people are supposed to live in the nearby town, but 20 plus people going missing all at once could get some major attention there, whereas some wandering swordsman/woman getting paid to go search for the dozen people missing over several days could be seen as them skipping out on the work or getting lost, which would then add reason to why villagers would go with them the next time. (I imagine that you'd make such a thing eventually, but maybe for the next one or two versions this might get implemented.)
My magic was halfway to 13 by the time I'd finished the game, with my fight having gotten just past 14. My adaptability and construction were only about 4.5 and 6 respectively though, which might have been why it took me past the 34 fight to win. Part of the reason my stats got so high was that I figured I'd just push the stats until I could get 10 drones by the 5 fight, then just meditate or engrave as much as needed to get 5 masked to beat the 34 fight, then make the 5 mindless after I had the 5 masked. Maybe add an increment increase to meditation where you get more mana per meditation at certain stat points? Maybe make the incremental increases faster or make them more effective? I don't know how exactly to make this easier, but if your opening is too hard it might discourage players who might find the mechanics fun. I'd say save the hard part for mid to end game, that's where the time already put in will make players try to find more effective ways to play, though making the start too easy would set expectations out of balance with your planned difficulty curve. (Maybe make an optimal route to the objectives, with enough wiggle room that some things could be done out of order if the player chooses that gives additional or different dialogue for doing things in that order.)
For the save points, I don't know how you intend to implement them, but if you give the player too many, that would probably be nigh impossible to balance, as some players would be willing to go back to their first save point just to make their whole run more optimal, whereas giving only one might be seen as frustrating for others who have not been too optimal with their playthroughs and end up playing 5 minutes of content over and over again because their one save point is right before they have an impossible fight or whatever might come next for their stats. I'm not saying don't do it; I think it would be an interesting mechanic for this type of game, but that you'll need to be careful with it's implementation, or else some people will just go back to the beginning every time they die and have an easy 30 plus minutes of gameplay where they don't have any problems meeting whatever objectives you make, and preparing everything they can for the next section. As an example, I'd meditate in the first section until I had 30 mana, strengthen the effect, fill back up to 30 mana, prep the scroll, then fill up to 30 again before I'd wait for the paladins to show up so I could immediately summon the slime. This was because at that point, I'd seen that there would be a lot of time lost if I just waited that could have been used to increase my mana, and that would reduce the time used in the start to summon the first slime, which meant I could focus on increasing my max mana until the cost outgrew the amount it gave (And by my final run, I could do all that and have a new slime for the trap before the first fight took place). It may not have been optimal all things considered, but it was what I thought would be most effective in the situation.
I plan to have the amount of enemies reset to 1 once you capture the first village to 1, while increasing the "quality" of ennemies. I'll probably have to find a solution about the fact that it will make player want to delay as long as possible the capture of the village though. Maybe by making some kind of "time pressure" I'll see.
As for the "save" points they will be at key point. At the end of 0.4 content, you'll unlock an upgrade that set up a spawn point and is a requirement for future upgrades so for now you'll have only one. When you die, you can either reset to day1 or to the point. Reseting from day 1 will be usefull sometimes to get your save point "earlier" in the game, but you won't be able to get a late save point (at least for now).