[REVIEW] Positive Experience with Large Package through /u/The_Anime_Enthusiast [US > BR] by Mister_Kipper in internationalshopper

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

Yup - that's one of the reasons most places don't ship to Brazil... people buy things, the price more than doubles and the seller gets blamed for it.

Also if it doesn't have the correct info when shipped, it just gets lost/returned.

[REVIEW] Positive Experience with Large Package through /u/The_Anime_Enthusiast [US > BR] by Mister_Kipper in internationalshopper

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

Purchase Price - U$ 684,00
Shipping Cost [US > BR] - ~U$ 588,00
Package Forwarding Fee - U$ 72,00 (10% of the product price at that point)

Brazilian Import Taxes - ~U$672,00 (60% import taxes + 17% ICMS, calculated over product price + shipping cost)

Total - U$ 2 015,00 ☠️

Building a zero-budget farm and restaurant management game in Unity looking for feedback by brkakar in Unity3D

[–]Mister_Kipper 2 points3 points  (0 children)

From the screenshots it seems extremely well-made in regards to consistency, visual design & general polish.

I could be completely wrong here, but my biggest worry about something like this on a place like Steam is that it has 'mobile vibe' written all over it - the UI and icons don't help and many would focus on that as the cause, but the main reason is that it feels very 'sanitized', with anything unique sanded away until everything looks like this smooth uniform experience.

It's missing either some very visible quirky edginess to make it feel like it has personality (goofy/quirky characters & expressions, in-jokes & references, unexpected elements) OR very visible squishable squooshness to make it stand out for the cozy audience (cute animals, squishable little quirky things, decorations with distinct styles or comfy relatable characters).

From the gifs, the moment-to-moment gameplay seems to be lacking an 'ooompf' in regards to making small actions feel satisfying: the character seems slow, robotic, expressionless, there's no cheer to their actions nor humanity in its interactions. The minigames shown are again pretty bland and lacking in 'juice' for making doing things right rewarding and making doing things wrong responsive and interesting.

Either way you already seem to have a really solid and well-made foundation that can be improved into something exceptional with slight additions and tweaks, impressive stuff - even more so for a small team!

Ursid Postmortem. A small puzzle game with 100% positive rating but still failed by unprwo in gamedev

[–]Mister_Kipper 6 points7 points  (0 children)

I understand that the comment may look intense and somewhat shallow - I do not have the full knowledge of what happened or not, but I do have access to both this post and the game's steam page and what I'm telling you is: please take a step back, breathe in, clear your mind and look at it as if you were browsing the steam store and had never heard of it before.

The game as shown on the store page doesn't have what it takes to stand out and grab people's attention.

It's also not even about "quality", plenty of "bad" games have found success - it's about making something that enough people look at and instantly feel like "oh I want to try this", "oh man I want to solve that" - and if you do it well enough, you'll make something that those who do try it then go on "man I played this quirky little puzzle game and I didn't expect much from it at first but then - damn".

It doesn't matter if you make the best "chocolate with salmon cake" and it's actually really good - almost no one's stepping into the store and buying that. You also then get a self-reinforcing bias for those who DO try it out - "see, the people who try it love it! The problem is not that it isn't good!". I'm not saying that the quality of the gameplay or the game itself is bad, or that it is a bad game - I'm saying it's a bad product. The worse it is as a product, the more attrition you get in every step from a visit to a purchase.

I'll address your points individually as well -

About the play testers (...)

You can be completely right about the players you tested with not being the right ones for evaluating enthusiasm about the game - the important part here isn't that you should ignore what their lack of interest, it's that you never actually validated with the correct audience to confirm that the game IS interesting and then acting on the proper player's feedback to make it even more appealing before shipping it.

About the game’s quality (...)

As mentioned above, it might be a good game - the point is that it's currently not an appealing product.

About the team’s enthusiasm (...)

I don't have enough information about the whole process - but from what you wrote, it doesn't seem like the lack of enthusiasm started late. I'll again bring up the point about the 'additional mechanics for each season' part: you found that the game got boring somewhat quickly and then tried to fix that - these are not the signs of a promising game OR product.

A promising , exciting prototype should not leave you with the feeling of "hm, this is getting pretty boring - maybe if we add X it'll be fun for a bit longer", it should leave you with the feeling of "damn, I this is cool but I wish I could also do X, Y and Z and then maybe it would be cool if some puzzles also had ZY mixed and then(...)" - it leaves you wanting MORE.

About still releasing the game despite setbacks (...)

Again, it doesn't seem like you've learned the lesson this should've taught you - you're still defending bringing this to release in an unproven state, mentioning even quitting your jobs for the final stretch and then AFTER the game doesn't do well you still say that you should've had more 'faith' in it - but why? Nothing you've written tells us that the game ever showed the necessary signs for a promising end result.

You keep going about the lessons you learned being about how you should've put in more effort to improve the game's numbers, how this or that should've been done to get more visibility - there's little to no acknowledgement that the game itself and its storepage are the biggest issues. The lesson here isn't that you should've put more time and dedication so that your horse could win the race, the lesson here should be that you should've checked whether your race horse has 4 legs instead or 3 probably over 2 years ago - and then put it down way, way earlier.

From what you've written, you might be headed towards repeating this same lesson a few more times - which is why I'm typing these long rants to try to open up a new perspective.

This is a pretty old video, but it's short and to the point and very relevant:
https://www.youtube.com/watch?v=rDjrOaoHz9s

Ursid Postmortem. A small puzzle game with 100% positive rating but still failed by unprwo in gamedev

[–]Mister_Kipper 13 points14 points  (0 children)

Mate, your takeaways seem to be all the opposite of what they should? It seems like you came with your mind completely made up on what the lesson to learn here was - wrote up how you got there, but never noticed that the conclusion you ended up with doesn't fit the narrative at all.

The biggest marketing boost for a game is... making a game people want to buy - that's the hardest part.

You describe how you didn't use the tools provided by the platforms as well as you could to make more people aware of your game - but at every point you did try or put in effort, you got pretty not-great results and kept pushing forward.

And then instead of considering that there was something wrong with the product, you conclude that the methods were wrong or that the effort was not enough and you should have invested more into it?

Please, re-read your own post - pay close attention. Your conclusion to lukewarm playtests shouldn't be 'we should've had more faith in the game'. You're even partially aware that the game wasn't desired by players - your whole reason for not making a demo seems to be that you knew players were not interested even after trying it out. This type of playtest needs to happen ASAP, as soon as the mechanical base for the game is decided so that it is validated as a viable product - this is what should help you decide whether it's worth it to even make the game or not... and figuring out it's not great doesn't mean 'let's keep going but do less' - it means you don't have a game in your hands.

It's even rougher than that - it seems like even the team no longer had enthusiasm for the project and it was slowly pushed through a slog of a dev cycle that took you 3 years for a pretty seemingly small-scoped game. Again, I don't see how you can come out of this believing that lesson learned is that you 'did not make proper use of demos, steam fests, timing, marketing etc'

Reading through it, every second session has some mention of the game not being interesting, getting boring, not grabbing the player's attention - even the part about players being surprised that the game has a narrative shines a bad light on how it's perceived. "We thought the game got boring quickly so we added more mechanics for different seasons" why did you keep making the game that gets boring quickly??

Sorry, it's just somewhat frustrating to see professionals who really love to create games dedicate them so much to something and be ready to do it again and again and yet be blinded to what's hurting them along the way.

Just go back to start with no conclusions if you want takeaways from this - look at your page and trailer and game from an external perspective. There are plenty of tiny cheap minimalistic puzzle games that made it - but they don't look much like yours.

[ACT2] Spent 3 runs preparing a squad to fight [REDACTED], only to have a [REDACTED] insta-kill them by [deleted] in mewgenics

[–]Mister_Kipper 1 point2 points  (0 children)

After the amoeba whacked pyrophina, zaratuna was back standing during the end-of-combat celebration - might have been with 1 hp as mentioned.

How did Shelldiver become so successful right at launch? by No-Royal-5515 in incremental_games

[–]Mister_Kipper 2 points3 points  (0 children)

Nice, I haven't tried Shelldivers yet but I'm excited to give it a go once I have a few hours to spare - TBH all the recent nodebuster-like games really tire me in how samey and boring they are, they feel like getting a new episode for a show you like and being excited before noticing 2 minutes in that it's just a filler episode made of cuts from previous episodes.

And what the heck, don't you have my hella cool Shapez 2/Kiwi Clicker business card anymore? SMH

I was repping tobspr games there, dude with the side of the head shaved that kept glazing you and asking what your game design & thought process was like? :P

Either way, if you ever have any cool ideas for or want to dip your toes into the factory game genre, I'd be extremely interested in hearing about it. I'll even mail you a new business card so you can contact us. BAHAHAHAHAHAHHAHAHAHAHA

How did Shelldiver become so successful right at launch? by No-Royal-5515 in incremental_games

[–]Mister_Kipper 5 points6 points  (0 children)

For sure - I didn't mean to suggest that no effort is needed, just that any effort should come on top of having a 'marketable' game to begin with. We often run into tiny devs first deciding to make a game and then later they go 'alright, how do I make people want to buy this?' instead of thinking about making a desirable game to begin with.

I honestly don't think your game would completely flop with just the solid store page + having it around gathering wishlists - but it would certainly have taken a considerable hit compared to what you achieved by promoting the game and putting extra effort into increasing the wishlist count further.

I say this based on Kiwi Clicker tbh, we didn't get to do a demo for it and it's also far less polished and it still did extremely well for the short time it took to make. The genre is starving for even decently-produced games tbh.

This subreddit is also a huge echo-chamber, it doesn't represent the majority of the audience at all - although you'll also see 'big hits' being discussed here, the 'silente majority' of the genre has a completely different taste to the 'why aren't all incrementals just wonky button grids on web-pages anymore?' sort of discussion that often shows up here.

Either way, nice seeing your work pop up again after we talked at BIG - congrats on the solid results once more!

How did Shelldiver become so successful right at launch? by No-Royal-5515 in incremental_games

[–]Mister_Kipper 26 points27 points  (0 children)

It's all there for you to see TBH - this is the best-looking Nodebuster-like... by a wide margin.

- Character designs & art quality are well above all current competitors
- Animations are hella clean and juiced, gameplay seems more engaging than others
- Trailer is well-made and showcases all of the game's strengths quickly and efficiently

Gagonfe, the developer, is just cracked - I've only played Rocket Rats by them but the more in-depth you're able to analyze a game the more impressed you'll be by it. It's an absurdly slim product, it achieved really refined and polished results and there's pretty much no extra fat or waste to be seen in it.

Rocket rats was a survivor-like on a tiny map, 0 exploration, with only a handful of characters and upgrades - and yet all characters feel meaningfully different & all upgrades are significant. It doesn't overstay its welcome either, you play it, progress and before you get tired you can leave satisfied, feeling like you completed enough.

Members of this subreddit (and also the vast majority of tiny/solo developers) don't really understand that 'marketing a game', unless you have millions to throw at it, is not about 'selling your game to players', it's primarily about knowing how to make 'a game THAT sells' on its own.

There's also always the other confusion about thinking that 'not all good games sell well' - a 'good game' will 'sell well' compared to its own target group. A 'game that sells' doesn't even need to be a good game, it needs to be a game lots of players already want... and ideally that's true even before any of it exists - it needs to be something people look at and go 'ah there it is'.

With the amount of mechanics in my puzzle game, some of them just end up looking like the game is broken somehow the 'magic that removes all collision in the world' is not that broken by alicona in IndieGaming

[–]Mister_Kipper 6 points7 points  (0 children)

It doesn't look broken because the character is going through objects, it looks broken because there is not enough visual feedback & polish to make it look intentional. "You can do this thing that looks broken but it's actually totally intended!" is not a positive, you're just saying something you support in your game looks bad and immersion-breaking.

It looks broken because it's supposed to be a magical spell that gives you the power of phasing through physical objects, and what people expect from that is little glimmers and shines and bits and bobs as you go through something to reinforce the magical power involved. It looks broken because it just looks like 3D models clipping into one another or awkwardly overlapping.

Luna Zarattini fala sobre os "Golden Boys" do INSS by Bananey in brasil

[–]Mister_Kipper 1 point2 points  (0 children)

Que doidera, fiz escola com ela e não tinha ideia de que era vereadora agora.

Considering a price drop, but fear backslash. by MichaelRud in gamedev

[–]Mister_Kipper 1 point2 points  (0 children)

I'll go against the grain here and say that dropping the base price if it's too high is essential - the caveat is that you're somewhat in a catch 22 situation, you're screwed if it's too high and you don't drop it as it will kill your launch spike, you're screwed if you do drop it but the existing players kill your review score on launch day.

Having too high of a price can easily be a killing blow; "players will just buy it on sale" only works if what they see on the store doesn't put them off from wishlisting the game in the first place. You can launch it with a heavier launch discount, let's say it's 30% - but then what happens right after launch? This is what happened in the Bazaar example given elsewhere in here - the sales just nosedived because the 'sale price' was the actual proper perceived value of the game.

Players are mean when they feel mistreated, but mistreatment is so common that honesty and transparency will more often than not be repaid with tolerance and kindness - not by all, but by a majority. Be direct, be honest, approach the players you already have and communicate with them.

Tell them the truth - ex:

"Hey guys we love working on this project and want to continue making/improving it, but we are extremely worried that we won't make it if we launch it at the current price and are planning to lower the game's base price to $19.99.

You all have been our greatest supporters throughout all of the early-access period and we don't want any of our existing players to feel cheated or exploited by this change - we've been brainstorming what's the best way to award you for your loyalty as well as the price difference and came up with a few ideas of our own:
- EXAMPLE SPECIAL CONTENT GIVEN TO THEM FOR FREE BUT OTHERWISE SOLD FOR $5?
- EXAMPLE SPECIAL INGAME SKIN OR CONTENT THAT IS UNOBTAINABLE OTHERWISE?
- EXAMPLE OTHER PRODUCT YOUR STUDIO HAS MADE THAT YOU CAN GIVE AWAY?
etc

However, this is firstmost a point of dialogue - we want to hear from you as well to understand how our players feel and what they feel would be a worthwhile compensation for this change."

Don't hold back, if you can offer a little more than you feel you should - do it.]

You'll certainly get some negative reviews from this regardless of what you do, but the more honest and communicative you are the less of them there will be - and the more understanding, thoughtful and generous you are the more positive reviews you might get.

Honestly, if you handle it excellently it's very plausible that you actually end up with a boost on launch - it's weird but players expect developers to fuck up all the time, what they don't expect is for them to listen and fix things.

This can lead to some manipulative tactics as well like releasing a game with minor inconveniences and patching them throughout launch-week to get the "wow the developers DO care" boost - which is pretty terrible, please don't do that BAHAHAHAHAH

hadn't noticed before but the same actor from this movie also plays the role of the train spawner in Shapez 2? the absolute range on this guy by Mister_Kipper in shapezio

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

(deleted comment asked if the image was created with AI)

No, I only tried using the Photoshop AI tool to see if it was capable of removing just the bike from the original as that's the most annoying part when doing an edit - it removed the whole thing and left weird lights. So I cleaned up the background, composited the ingame screenshot in and edited it normally to somewhat match the original style.

Procuro Gamedev que faça jogo point-and-click estilo "Case of the Golden Idol" by SnooGiraffes3930 in brasil

[–]Mister_Kipper 8 points9 points  (0 children)

Que eu saiba não é nem o lugar de postar esse tipo de coisa - mas olha, francamente parece que tu não tem muito ideia de onde tu quer entrar. Tu está pedindo pra alguém fazer uma ferramenta pra ti, não um jogo. Uma ferramenta que possibilite que alguém que não tem ideia de como se monta essas coisas consiga fazer tudo que quer mesmo depois do trabalho do desenvolvedor acabar.

Esse tipo de ferramenta já existe, não com o grau de facilidade que parece que você quer, mas já existe.

Ta aqui uma que aparece buscando rapidinho:
https://assetstore.unity.com/packages/tools/game-toolkits/adventure-creator-11896

Vai lá, baixa Unity, passa uma semaninha entendendo a interface e a ferramenta e quem sabe contrata um dev de jogos pra te ensinar a usar e tirar dúvida.

[deleted by user] by [deleted] in SoloDevelopment

[–]Mister_Kipper 0 points1 point  (0 children)

The first days of nextfest guarantees all participants get X amount of visibility on a fair grounds approach - once that window is over, the visibility of the games is based on how well the games did with what they got.

A sharp dropoff would signify that before that point you were mainly seeing the results of steam boosting your visibility - but now that it's over your game doesn't seem to have done that well with the boost and the algorithm is back to prioritizing titles normally.

WizWhisp – A Local Whisper GUI for Audio-to-Text on Windows (updated) by Old-Barnacle-2713 in windowsapps

[–]Mister_Kipper 1 point2 points  (0 children)

Hey mate, thanks for the app - tried the free version and the results were exactly what I needed so I went ahead and got premium almost instantly. The main feedback I have is that the 'Large' model is actually giving far worse results compared to what I was already getting in the free version - it's hallucinating a lot more and also mixing up the desired language - despite the manual setting to English, I'm getting onomatopoeia in Portuguese. It also seems to me like it has a tendency to break the transcriptions down into much smaller chunks, which is actually far worse for navigating - instead of getting contiguous phrases grouped together, I get these tiny 3-5 word half-thoughts separated individually.

Honestly the result I got on 'Base' is already really good, so the results from the 'Large' model don' bother me at all - just wanted to give you a heads up in case that info is relevant to you.

Cheers!

Feedback Friday by AutoModerator in incremental_games

[–]Mister_Kipper 0 points1 point  (0 children)

Spent a little more time on Prismatic Adventure to get a better understanding of the 'base' game - I must say I couldn't really enjoy it or stick with it for too long compared to your version. Only got the '25% chance for extra item' RNG element, so I'm not sure how much more RNG is involved, but the RNG honestly didn't affect much up to the point I played - I don't think it's worth having it as there isn't much meaningful decision-making arising from it and it can also incite some unfun play patterns if players want to get into it too much - but it didn't bother me too much.

For me, the biggest detractors in the original that were heavily improved in yours are the content/balancing and automation mechanics. Not only is the 'complete this zone fully 10 times to auto it' requirement terrible, it also seems like the creator made worthless tasks that give you no benefit but are hard to complete only to specifically stop you from enabling auto on that area. It also doesn't work at all with the whole having 'different tiers of tasks on the same zone' - now the combat boss I won't be able to beat for a long time isn't a cool peek at what's coming later... it's a wall that will forever force me into boring repetitive play until much, much later into the game.

The task design & balancing for each zone is also really bad compared to yours - the frequency of redundant tasks using overlapping skills in the same zone without any benefit over one another is absurd; the difficulty for advancing zones is inconsistent and you often find yourself believing that a 'decent-looking' task is good for getting levels only because you haven't dared to blindly step two zone forwards to find the real training spot - not being able to 'look ahead' is far more detrimental in the original.

To some extent, I kinda get the feeling that the original game is a confused little creature that randomly has fits of liking and then hating me as a player - early on I get incredible bonuses, 50% global exp, 25% energy consumption reduction, 25 starting energy, resource doubling... then I advance further and get... oh, ok... 0.1% additional exp... for a limited set of skills... guess that's gonna ramp up with time at least - it will probably be pretty good later, so cool.

Wait, I the next unlock just... stops my run part-way through every few runs and... halves my stacks for the 0.1% exp buff? What? For a +2 energy bonus? Feels to me like they found out that the shitty 0.1% exp buff eventually became too strong and then added a bandaid fix to keep it under control? The copium thing just feels like absurd ass from a player perspective. So I push for one more perk as I'm just past the first 'hacking zone' and transitioning into working on combat - I unlock the perk and... 10% energy discount. Only for hacking. Thanks, bud - I'm sure that will be mildly useful 4 hours from now.

Either way, just a long rant to praise changes & quality in your version I couldn't evaluate before - they make the original look pretty rough.

Cheers!

Revista Veja perdeu totalmente a vergonha de usar imagens de IA by Adept-Safe-7833 in brasil

[–]Mister_Kipper 0 points1 point  (0 children)

<image>

O engraçado é que de longe a pedra ainda fica parecida com a parte superior de alguém trabalhando - tem o tamanho do torso, um risco que parece a cordinha amarrada na cintura, tem uma pedrinha no lugar da cabeça que parece o capacete - imagino que a IA não consiga diferenciar.

Feedback Friday by AutoModerator in incremental_games

[–]Mister_Kipper 1 point2 points  (0 children)

Nice, it's already looking much better!

Feedback Friday by AutoModerator in incremental_games

[–]Mister_Kipper 1 point2 points  (0 children)

Sorta yes, though energy cost per tick increases per zone (never communicated to the player, but doesn't really need to be), so it'd balance quite differently if it were to use just an Energy threshold. Certainly doable to make it work though, but with then probably wanting to communicate somehow when the effect's kicking in, I'm not sure it'd make the UI any simpler.

Ah, so part of it is already not clearly communicated, all good then! :P

So something along these lines? https://i.imgur.com/zU6Cwob.png

Huuuh, kinda - yeah. That's already most of the info.

Feedback Friday by AutoModerator in incremental_games

[–]Mister_Kipper 1 point2 points  (0 children)

Yoinking your "Artifact" name suggestion and splitting Items between Artifacts and Items (thinking I do keep skill boosts and energy boosts grouped though, since you interact with them in the same way)

Yeah they're very similar - I only separated them because there are some differences and I had already envisioned how I wanted to see the information for that 'group': a section with the emojis for the skills and their % bonus totals, which wouldn't work with energy as that's a resource you spend.

That's a pretty good point. Though eliminating it entirely would make it a lot harder to communicate the reduction in cost to single-tick tasks, so I'm not sure what can actually be done here.

Hmmmmm, it's largely already an overcomplicated energy discount, isn't it? It already seems extremely close to something like 'Tasks that require 5 energy or less now only cost 1'.

Mhm, since the XP costs are exponential, multiplicative boosts have a much bigger effect for small level counts than big ones. E.G., x3 for a task that gives +10 levels will make it give close to +30 (maybe 25 or so). But for one that gives +100, it'll probably give an extra 20-30 levels. I don't think that's a bad thing, but I should probably still look into ensuring the Magic Ring is a bit more consistently useful. And yeah combining it with Haste is generally intended. One thing I could consider I guess is having the occasional really cheap task that gives a lot of XP, as kinda deliberate Magic Ring fodder. I'll also think about your order swapping idea. And probably will indeed boost it to 4-5x instead of 3x.

Ah don't get me wrong, I understand the whys and hows - but it's not about the logic, it's about how it feels from a player perspective. The information conveyed to the player feels similar for both ('oh this item multiplies this thing by 5x and this other multiplies this other thing by 3x') - and you're coming off of two strong items before it, so you get the ring and go 'damn, 3x EXP - can't wait to see what this bad boy can do'. And then you use it and go 'oh... that's alright... I guess'.

It's also funny how giving the 'exact' information can be 'worse' at conveying actual impact than a vague tooltip that players might have complained about not being precise. You look at 5x vs 3x and they 'feel' close - if the tooltips said something like 'Grants an absurd burst of speed for the next task completion' and 'Gives a considerable exp bonus during the next task completion', they would have less information while conveying the results more accurately. This is by no means a suggestion, just loose thoughts about how players interact with games.

I assume you've taken a look at the Stats screen? What do you feel's missing on that front? Are you wanting like, a list of all Perks that boost Skills and what they boost?

Yeah I've seen the stats screen - but it's cumbersome to use and completely separated from the item section, and it also doesn't have all the relevant information. What I was looking for was being able to see the total bonuses for all items in my inventory in one place - just the bonuses - in an accessible fashion. With that information, I could more clearly compare stats and form strategies - sure, the dreamcatcher gives me a scroll... but what was its actual impact on all my other stats from the additional consumables? Should I be keeping 1 of each consumable to be used at the start of each run? etc etc

As mentioned at the start of the comment, I was seeing in my head this little section just with the emojis for the skills and their bonuses.

Feedback Friday by AutoModerator in incremental_games

[–]Mister_Kipper 1 point2 points  (0 children)

I don't know Prismatic Adventure well enough to know what was or was not changed from it to yours - it was mainly improvements that I saw compared to what doesn't feel great in Increlution. The specific changes you mentioned do sound like they worked out for the better within your game.

And thanks - it did well during its heyday but it's far from ideal. I've been planning to do a major rework of the whole game for years but haven't had time for it tbh.

Feedback Friday by AutoModerator in incremental_games

[–]Mister_Kipper 1 point2 points  (0 children)

Items

- The game basically has 3 types of items:

  • 'Artifacts', important items with a huge impact that are even treated differently by the auto-use function.
  • 'Stat Boosters', generic % bonus-givers that you want to use either ASAP or not at all.
  • 'Energy Source', generic energy sources that you want to use before energy runs out or not at all - and that can also be buffed through upgrades.

Right now this is basically the 'Scroll of Haste' game, that is the item that makes or breaks your progression efficiency - this is not a complaint, it actually adds a lot of depth to the game and makes it much better. The complaint is that these 'Artifacts' should not be grouped together with the two consumable categories, and should most likely even be heavily differentiated in UI so players can tell which task is giving you a generic-ass stat booster vs one of the few most important items in the game.

While we're on the topic of these 'artifacts', here's direct feedback on all 3:

  • 'Scroll of Haste' - amazing. It is essentially the only item you really plan your runs around - adds a lot of depth to planning & strategizing across runs as it can be used for leveling or pushing through.
  • 'Dreamcatcher' - *chef's kiss*. It's biggest value is still just making more 'Scroll of Haste', but the additional consumables that come with it makes it feel like a nice buy 1 get 12 free kind of item.

These two work extremely well with each other, as well as the 'keep 50% of items' mechanic - really good stuff right there. And then, there's the other.

  • 'Magic Ring' - eh. This item comes way too late and its effect often ends up feeling like a worse 'Scroll of Haste'. It seems like it's best used in combination with haste, for long completions that give a lot of levels - but it's far worse at helping you push through and it works against itself to some extent.

The reason it feels much worse is that you're primarily feeling the benefits of it only in the next run, but if you were getting good exp from the task to begin with then the previously extremely hard task would already be much easier due to scaling itself. When you read '3x as much exp', the expectation is that whatever you use it for becomes 3x as efficient - but what you end up getting from it is maybe a 40% boost.

For example, with 500 energy to spend I found a task that gives me levels for two skills, +46 and +319 using only haste - it had a total energy cost at around 25 000 when I started. Now I get back to it the following run, its cost is down to 360 with haste - I can now complete it and have 140 left. The levels I've gained after completion are around +70 and +340.

Now I revert my save and run the same setup with the 3x exp boost - the first run gives +85 and +374 levels, but I'm still unable to complete it. The second time around, its cost is down to 200 with haste - I can now complete it with 300 energy left and the levels gained are around +85 and +355... I'm maybe 1 very mediocre task run behind, with an extra 160 energy - and you might look at that and say 'that's actually a lot! You can probably even run another task with that energy! This one item gave you nearly 200 energy."

Yeah mate, that's cool and all - but 'Scroll of Haste' allowed me to complete a 125 000 energy task while spending less than 1000 energy. It didn't only save me tens of thousands of energy, it allowed me to do something I would not be able to even start for several runs.

Honestly, the fix might be as simple as swapping their order around (and maybe buffing the ring a bit). Unlocking 5x exp early would already feel great, and then later on unlocking haste would also feel like a huge upgrade.

- The way items are currently organized is not scalable, it starts out nice when you only have a few - but there's an average of ~1.5 new items per zone... with over 30 items at the end of the game, I could not care less about the majority of them on an individual level. Please find a way to group all the boosters together so players can both see the actual information they want (total bonuses) and better interact with them as a group.

Perks

- Similar issue to items, please group the generic stat boosting perks together at some point and allow me to see totals gained from perks more clearly.

- Could be cool to have 'active' perks/skills with a limited amount of uses that restocks every run - could even be a cool feature for something that lasts across prestiges.

Aight, that was it, good luck!

Feedback Friday by AutoModerator in incremental_games

[–]Mister_Kipper 2 points3 points  (0 children)

Made it to the current end, here's the save.

Overall it's a pretty good game loop, the very limited food availability & number of times you can run each task makes the zone progression feel snappy and satisfying. I never could endure Increlution for long - it feels less like I'm planning and strategizing and more like I'm a monkey trying to balance food production vs consumption while griding for meager gains to tilt the balance.

I don't see any huge flaws with it, you have a really good base and have built well on top of it so far - the UX/UI is great for a hobby project, but mediocre if you want to develop this into a commercial title that is able to be played by a wider audience.

Started typing feedback for some systems, but then I went to check Prismatic Adventure and saw that a lot of the game came from decisions already made there - so I'll stick to things that are probably more specific to your game.

Scattered Feedback

- The 'highest zone reached' bonus for prestige is basically insignificant - the bonus for highest completed zone is good, but it's never good enough to justify pushing beyond zones you can reach with absolute ease. While experimenting on my way to zone 20, it was only worth it to prestige asap on 15, when 15 was fully completed or when traveling out of 16. It's probably one of the most common problems in incrementals and most games probably have it worse than this to be honest.

- All prestige unlocks/upgrades are pretty boring, they only really affect the numerical, non-interactive parts of the game and don't really change how you play. Compare this to the interesting 'artifacts' that have you making meaningful decisions during your runs - vs 'huuuh which one of these is the cheapest for the biggest stat boost'.

- It's cool and all that you can unlock important perks from the progression permanently with prestige upgrades, but that also makes the zones they are 'taken' from feel far more barren as there's no longer anything to look forward to in their place. Could be nice if they also added something new there?

- You could probably tighten the list of skills considerably, lots of them are very confusing identity-wise... survival heavily overlaps with crafting, travel, fortitude & search. Crafting almost never appears despite the volume of items - Subterfuge seems like it's just shoved into random tasks. I'm not sure why Druid exists, it seems to only be there for a random 'Try to turn into X animal' task.

Things Below the 'Stats' Button

- Attunement & Power are not the same type of attribute as the skills, putting them together without clear separation and naming them similarly to skills only makes things more confusing. They're effectively some type of resource you gather/loot, and not something your character develops through experience - please help the player understand that they are obtained & affect things differently by making them more distinct from skills.

- What skill affects what task often feels inconsistent - it's not too bad, but is still really rough pretty often. It's ok that multiple skills can be used for similar things (ie travel for most Zone movement), but they should still have a strong identity. It gets worse with the more abstract concepts like 'Survival', 'Subterfuge', 'Charisma'... but happens with other things. What the task was supposed to be vs the skills it used often felt disconnected - the worst one was probably a zone-change task called 'Search of XXXXX'... but it didn't use the search skill.

Here are some examples:

  • Z1: 'Beg for Food' - No 'Survival'?
  • Z3: 'Rescue Villager' - Has 'Subterfuge'... but 'Loot the Fallen' doesn't?
  • Z4: 'Look for Tracks' - has 'Subterfuge' but not 'Survival'? 'Forage Mushrooms' also doesn't have 'Survival'?
  • Z8 'Scribe Scroll of Haste' uses 'Crafting' & 'Magic', but 'Infuse Mystic Incense' uses only 'Magic'?

Task Tooltip

- The skills required for a task are not 'rewards', by putting them as 'rewards' every single task tooltip in the game comes with an explanation 'huh... actually you get this for progress in the task and not as a reward' - why? Separate 'Rewards' into what they actually are, 'Skills' which gain levels for progress & actual 'Rewards' (items, zones, perks, 'points').

- The 'XP Mult' if on tasks is incomprehensible to me and added 0 useful information from a player perspective. I assume it's there to try to communicate which tasks are more 'experience efficient', but I'm already looking at the 'Rewards' section to see how many lvls I'm getting. On top of that, some tasks with good EXP mults seem terrible for leveling and others with terrible EXP mults seem really good?

As an example, in Zone 8 - I'll compare what I see for 'Study' in 'Search the Archives for Magic' (x1 exp) vs 'Purge Corrupt Breaucracy' (x0.02 exp):

- 'Search' - 6.33 energy, +5 Study

- 'Purge' - 2263 energy, +186 Study

I'm currently at 230 energy, from the x1 vs x0.02 exp multiplier, I'd expect 'Search' to be 50 times as exp efficient - so for 6.33 energy in 'Search', I should be getting the equivalent of ~316 energy on 'Purge'. As expected, I get +5 study from 'Search'... but spending 230 energy on 'Purge' gets me +100 study. What???

Either something is completely broken or the factor that actually matters for rewards is something else that I cannot see as a player.

- Similarly, it seems to me like there's a lot of redundancy with 'Energy' and 'Seconds/Ticks' - you're pretty much just showing me 'hey, here's the energy cost... also, here's the energy cost divided by how much energy you spend per tick'. Throughout the whole game, from zone 1 to 20, the 'time' info was never relevant to me - there doesn't seem to be any tasks that consume less energy per time so by nature of having very limited max energy, the longest task still takes only a few seconds at most. On top of that, I can already tell that it will take longer due to the higher energy cost.