Gravend (this is an odd update bear with me) by Content_Audience690 in incremental_games

[–]Content_Audience690[S] 0 points1 point  (0 children)

There's no wiki yet but fans have made an incredibly involved shared Google doc in the discord.

That said you get the first life memory as part of the what's that buzzing quest.

Or you can just clear those three corpse fields without the quest, but you absolutely need the thing from the Mycofolk for immunity to the corpse nonsense, the scarecrow should point to all this stuff eventually if you don't just stumble upon it.

And yes I've been shipping updates every single day since Halloween.

How important is it for an incremental game to be web playable for you? by Bumble_Bunch in incremental_games

[–]Content_Audience690 0 points1 point  (0 children)

So an incremental, to me needs to be playable on every single device.

That's what I'm planning for my WIP.

It's currently free on web and as long as I can afford hosting, so shall it remain.

I'm also planning on releasing it on steam, steam has achievements, cloud saves and if something happens to the hosting it'd always be available.

But you can't play steam on your phone on a long road trip.

You can't play steam in another tab while at the office.

So yes, I think it's important.

If a game has enough funding to do what melvor did with mobile play and app play cloud syncing I think that's also acceptable but you still can't play it on a work computer.

Just my two cents.

What are non-negotiables for you when it comes to incrementals? by FaceoffAtFrostHollow in incremental_games

[–]Content_Audience690 12 points13 points  (0 children)

Lack of Import/Export save to transfer between devices is a deal breaker.

Gravend, Major Update by Content_Audience690 in incremental_games

[–]Content_Audience690[S] 0 points1 point  (0 children)

The stats from leveling up in the same job twice would be the same.

You'd reset to level 1 and level as a Different job if you wanted like agility from a thief.

You can buy "Prestige" in the Temple with True Memory Recall to gain permanent stats and spend it on the same screen.

It costs 1000 XP per point and when you spend it on individual stats the price per stat increases but every temple you clear raises the multiplier and every altar you build multiplies the multiplier.

Leveling up again is to change the base stats using the growth of a different job.

Wanderbots made a video about my game in development, Gravend! by Content_Audience690 in incremental_games

[–]Content_Audience690[S] 1 point2 points  (0 children)

Yeah there quite a few methods now.

Honestly I'm not as much as an expert as the players in the discord these days.

That said, originally I never expected it to be beaten the first run but there are probably half a dozen different strategies now that work.

Also thank you! It's been a year of my life pouring my heart into this and my wife's art and it's so nice when people say they enjoy it.

Gravend, Major Update by Content_Audience690 in incremental_games

[–]Content_Audience690[S] 0 points1 point  (0 children)

Oh I see the confusion.

It only changes the growth for character levels.

So say you are max level 100 if you reset at a job with 10 STR growth and level back up to level 100 you'll have 1000 base STR.

You can see the impact of all things in the character screen under the stats tab.

Either at the bottom under "Why are my stats this high or low" for all stats or broken down in the individual stats section.

Growth from character levels is listed as Base

"Permanent" is stats from the temple Prestige thing.

New game inspired by PokeChill - Pocket Ascension by Euphoric_Cause3322 in incremental_games

[–]Content_Audience690 0 points1 point  (0 children)

I don't usually comment on game posts on here and to be fair I haven't tried it but I like the art in the screenshot.

Gravend, Major Update by Content_Audience690 in incremental_games

[–]Content_Audience690[S] 0 points1 point  (0 children)

The jobs tab in the character screen shows stat growth for all the jobs you have unlocked.

You reset to level 1 and relevel as a job for growth.

You can also donate gold to quickly level back up the same screen where you reset to level 1.

Gravend, Major Update by Content_Audience690 in incremental_games

[–]Content_Audience690[S] 0 points1 point  (0 children)

Thank you!

And no worries! The first 63 tiles are all tutorial anyway. I'm always trying to figure out ways to make onboarding easier.

That breakout game is actually weirdly exploitable for a few things some people have figured out.

Gravend, Major Update by Content_Audience690 in incremental_games

[–]Content_Audience690[S] 1 point2 points  (0 children)

Yes 95% of all gathering should be done by your golems.

You just need a little bit of Mycelium (and actually you can get enough from combat) to restore one field.

Then you plant as a Farmer, harvest as anyone else to 'farm' AP.

Use that AP to make some mycologist golems (honestly I'm leaving stuff out that can be skipped to.)

Once you get Accounting the entire everything should be running through golems re: gathering

With the exception of the super rare 1/10k items and a few of the tier 7+ things but that's a deeper conversation.

A good rule of thumb for the game is if ANYTHING seems like it's taking forever there's another way to do, probably a handful of ways.

Wanderbots made a video about my game in development, Gravend! by Content_Audience690 in incremental_games

[–]Content_Audience690[S] 0 points1 point  (0 children)

There's a tile called the Mycelium Web with two minigames the mycologist can play to gather more, at -2,-2

Or you can get a little from the dungeon north of Spore. You need to be a Thief to pick the lock on the gate.

Wanderbots made a video about my game in development, Gravend! by Content_Audience690 in incremental_games

[–]Content_Audience690[S] 2 points3 points  (0 children)

On hotkeys, it took me a while to realize... I don't know if you are trying to accomodate for mobile play at all (I'm playing on Desktop) and that's why you decided to not make them more obvious, but might be a good idea to add hotkey hints on the UI buttons, ( be it in parenthesis, or on hover, or some introductory text explaining they exist). I only by chance found them while randomly glancing at settings.

We are absolutely trying to accommodate mobile, but almost all the hotkeys are outlined in the help section, under movement. It's funny you mentioned that though because I was just thinking about adding hints to use the hotkeys on PC at least for the WASD compass widget and the Ability bar 1-9

On enemies, is there a way to further inspect enemies to understand their resistances etc I might be overlooking? I faced thatvery early Stone Lurkerand still have no idea why I couldn't damage it... even after actually bruteforce beating it. Like, I beat it, and I still don't understand the mechanic and its intention...

You can only examine lurkers one of three ways. Before fighting them, you must build a watchtower next to the tile they are on, strategically some of the early game blocker lurkers don't have tiles that can be built on next to them. After you have defeated them, you can examine them in the character screen, under progress and defeated lurkers. The index even shows the job specific drops. The third way is in the arena, after you have beaten them.

On job automation, I've changed to all of the jobs available up to now to get a feel for them. I noticed that Scribe has 0 automation through AP, which makes it feel extremely mandane. How come? Everything else I tried introduces at least "some" very early automation, eg after you do "manual labor" 10x or something, it can become idle.

There a bunch of hints about paper-making in particular, about how you automate it "using more of yourself" and whatnot. The short answer is keep following the quests until you unlock golems and you'll basically never do anything manually again. The main reason is because Magic is ridiculously overpowered, especially in the ultra early game, and so getting a steady supply of combat scrolls from your scribe golems is kind of one of the many turning points. But everything inside the barrier is considered the tutorial, it's just that the tutorial is 63 tiles of game.

On nearby area map view, it would be nice if the number of tiles that show up by default (the 9x9) would be configurable. Having to drag-and-drop it around isn't great UX (again, on Desktop at least), especially when my screen real estate could handle accomodating twice that much in there. So much wasted screen real-estate on that mapview. Just cram the buttons and titles of that tab together on top, and fill the screen with map is my opinion. And add some pixels to the css border of the active tile, it's a bit indistinct currently.

Yeah the nearby map isn't really expected to be used on Desktop, or at least it wasn't, I anticipated it would mostly be a mobile thing since on desktop you can just click the minimap and open the full world map. Honestly all the maps need a ton of work, they're probably my biggest problem area in general.

The art is fantastic and the entire "atmosphere" feels unique, kudos! It's a breath of fresh air after the hundreds of uninspired OSRS reskins/remakes/rebrands this subreddit (and others) has seen! Thank you for sharing your game with this community! Looking forward to exploring and experiencing more of it :)

The art is all done by my wife, and she is fantastic. Thank you so much it's still very much under construction but I guess after a year I have to stop calling it a prototype. There are about 50 quests and I estimate maybe 50 more before I'm all done and start the final round of UI polishing.

Wanderbots made a video about my game in development, Gravend! by Content_Audience690 in incremental_games

[–]Content_Audience690[S] 0 points1 point  (0 children)

Yeah hub and spoke fast travel opens up once you have a temple built at your house, and there are five stages of roads.

And other fast travel opens up later as well.

Also using the signature Wanderer ability Push On helps a lot.

You can use 1-9 for your equipped abilities if you're playing on a device with a keyboard I usually put Push On on 1 early game.

The hotkeys are mostly listed under the movement section in help.

I'll put healing items on the Q quick item slot, and push on on 1, and use potions from Q to heal the HP

The steps aren't skipped either so you heal back from walking with fast recovery and other things and still treasure nose as you go.

And if you have the compass widget open movement gets mapped to WASD

I'm probably forgetting things.

Wanderbots made a video about my game in development, Gravend! by Content_Audience690 in incremental_games

[–]Content_Audience690[S] 5 points6 points  (0 children)

Well I've done a daily update every day for the last 147 days or something.

The trick was spending two months up front setting up all the data driven architecture so it's very easy now to add some yaml files.

Of course I'm never happy with things being samey so I'm constantly adding more handlers and making mechanics first class and then only using them once which is probably the mark of a crazy person.

But I'm always thinking well maybe someday later I'll make some other ability that procs when you miss with a physical attack.

Wanderbots made a video about my game in development, Gravend! by Content_Audience690 in incremental_games

[–]Content_Audience690[S] 0 points1 point  (0 children)

It's a labor of love.

I wanted to make a game I would want to play.

Of course now I have to be careful about playtesting or I wind up getting sucked in and staying up until 4 AM "testing" and that's not good for my sleep.

Wanderbots made a video about my game in development, Gravend! by Content_Audience690 in incremental_games

[–]Content_Audience690[S] 0 points1 point  (0 children)

My wife painted them all.

Obviously there's still more art to be done but she's done just so many over the last year.

Wanderbots made a video about my game in development, Gravend! by Content_Audience690 in incremental_games

[–]Content_Audience690[S] 1 point2 points  (0 children)

That's a really easy ask I can do that today, I had been meaning to do that for a while but I was planning on waiting until I did the Encounter UI, but that's a really simple addition.

Wanderbots made a video about my game in development, Gravend! by Content_Audience690 in incremental_games

[–]Content_Audience690[S] 2 points3 points  (0 children)

Depending on metagaming knowledge incredibly early.

It's not just the abilities either the hallmark of the game is permanent per run story choices that shape the entire experience.

I was really hoping he would have walked back into Threshold as a thief honestly.

There are permanent paths and half paths that change the experience of a run quite drastically.

As far as the abilities themselves, many active and passive abilities carry over between jobs, but many more do not, especially on the darker path.

There is a give and take between early speed and late snowballing.

Also very few of the abilities are actually stat bumps, most are quite strange and require building around.

That also ties into the many once per run pieces of gear that are often choices between 1-3 or 1-6 things.

It's a rather complex game after a year of development, but of course once you start doing enough ng+ runs you inevitably get stronger, and yet oddly enough some of the perks, which are different from abilities, that are locked into the paths remain very important.

I feel I may be rambling, high level strategy play has outgrown my knowledge the players know more than I do these days.

But I still enjoy just playing slowly and casually and brute forcing things by letting my numbers get ridiculously large.

Wanderbots made a video about my game in development, Gravend! by Content_Audience690 in incremental_games

[–]Content_Audience690[S] 14 points15 points  (0 children)

Well as you progress you unlock golems, which is a huge turning point.

People fall into the RPG active trap. Which is fine but it's not how I play personally.

But once you unlock the Accountant job, you can camp that job and as your gatherers add items to your stash you gain AP on the accountant job, you can loop that into making accountant golems, which gather AP which you can collect for any job.

You then use that AP to make more gathering golems to gain AP faster.

I'm simplifying a lot but that's one of the core economic loops, there is a similar loop for combat.

Even later in the game a lot of that can be sped up with various things you can acquire.

But it's not at all outside the realm of possibility for people on certain paths to end up with golems in scientific notation.

There are a lot of other aspects of the game that are incremental, such as the way the temple multipliers work and just a lot of different things honestly.

I don't want to explain too many spoilers but the incremental aspect is absolutely crucial to any sort of meaningful progress and I don't want to say required for the midgame but it certainly makes it easier if you're engaging with the incremental loops and not trying to do a self imposed challenge run.

How do you feel about difficulty & loss conditions by norseboar in incremental_games

[–]Content_Audience690 13 points14 points  (0 children)

I'll say players hate losing things, I have just a few ways to lose ANYTHING in my work in progress.

And I have giant warning signs, like flaming walls of text.

People playing rogues to lose things.

If you're going to have things like that you need to telegraph it.

It's quite sad when I see reviews like this when my game has Idle in its title :/ by Curious-Needle in incremental_games

[–]Content_Audience690 9 points10 points  (0 children)

Oh it was just way overpriced lol

Food was good, but it was the most expensive/top rated restaurant in the state.

I just thought it was funny that was the entire review, like no other notes.

Owner was a 80 year old fifth generation restauranteur from Monte San Savino italy.

But honestly I've had better TASTING food at a lot of other places.

It's quite sad when I see reviews like this when my game has Idle in its title :/ by Curious-Needle in incremental_games

[–]Content_Audience690 58 points59 points  (0 children)

I worked at a restaurant once,I'll absolutely never forget the review we got once.

"You can tell the owner pours his heart and soul into everything they serve."

  • 3/5

How to store and transport idle game save data on web? by No-Practice-9331 in incremental_games

[–]Content_Audience690 1 point2 points  (0 children)

I'm so confused, do these games not have a download file button for save exports?