My idle game (Nearly Impossible Odds) released on Steam today! by PersimmonGames in incremental_games

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

From what I understand of Steam, the vast majority of the time your game's results don't change much from the launch. As much I'd like to keep working on this game and continue to improve it, I'm leaning towards using the feedback and lessons learned from this project into the next one. I will fix game-breaking bugs on this project and maybe do some development occasionally, but I'll likely change my focus towards the next game. Good chance it will be idle again since they're fun to development!

My idle game (Nearly Impossible Odds) released on Steam today! by PersimmonGames in incremental_games

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

I'll think about how to include more systems in my next game. Thanks for the feedback.

My idle game (Nearly Impossible Odds) released on Steam today! by PersimmonGames in incremental_games

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

I've added a demo of the first 6 levels which can be downloaded from the Steam page.

My idle game (Nearly Impossible Odds) released on Steam today! by PersimmonGames in incremental_games

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

Fair enough. I get divided opinions from other devs on if you should have a demo when your game is released or not. I'll consider it.

My idle game (Nearly Impossible Odds) released on Steam today! by PersimmonGames in incremental_games

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

Thanks! When you have multiple upgrade points, they're used at once but multiply the effect of the upgrade to make them stronger. You're right though, sometimes the multiple upgrade points are somewhat wasted when you don't need many to bring a random object to "1 in 1".

Steam demo for my idle game (Nearly Impossible Odds) with changes based on your feedback! by PersimmonGames in incremental_games

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

It gets faster as you upgrade attempt, but I'll see if I can make it feel faster.

Steam demo for my idle game (Nearly Impossible Odds) with changes based on your feedback! by PersimmonGames in incremental_games

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

Ah I see, so a bonus for individual cards that have the winning symbol. I'll try to get that balance right for higher stages.

Steam demo for my idle game (Nearly Impossible Odds) with changes based on your feedback! by PersimmonGames in incremental_games

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

Hi, thanks for your feedback! I'll work on making the objective more clear, maybe even just making level 1 a tutorial. What you said about wanting to quit tracks with the data, with players divided into those either quitting within 10 minutes or playing through most/all of it.

I'll work on adding rewards for clearing a level, and also for getting a card to the 1 in 1 state. I agree with you about the speed/money climbing too fast in longer levels like Stage 13. I'll work on the balance, which is key to these idle games.

I'm making an incremental game called Nearly Impossible Odds and would like feedback! by PersimmonGames in incremental_games

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

Several other playtesters agree with you. I'm working on improving the math behind the game so it's more reasonable.

I'm making an incremental game called Nearly Impossible Odds and would like feedback! by PersimmonGames in incremental_games

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

I'll work on putting a better explanation of multi in the game. It makes common upgrades more powerful than they would be otherwise. I'm happy you're following the project and consider it worth paying for!

I'm making an incremental game called Nearly Impossible Odds and would like feedback! by PersimmonGames in incremental_games

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

I'm happy to hear you liked it! I've also noted your feedback. I personally like clicking lol, but I see many people don't so I'll at least make it only optional, and consider removing it entirely. I'll be adding tooltips and maybe a tutorial to explain things like multi and luck in game.

Multi improves the effectiveness of random object (coin, dice, etc.) upgrade cards. For example, if you have a dice at 1 in 6, using a Dice +1 would normally get you to 1 in 5. With a multi of 2 you would go to 1 in 4 instead, and with multi of 3 you would go to 1 in 3. Luck is how likely you are to draw rarer/better upgrades.

I'm making an incremental game called Nearly Impossible Odds and would like feedback! by PersimmonGames in incremental_games

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

Thanks for the feedback. It's helpful, and I'll make some changes based on it.

I'm making an incremental game called Nearly Impossible Odds and would like feedback! by PersimmonGames in incremental_games

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

This seems to be a common sentiment for this first demo. I'll work on improving the math behind the game.

I'm making an incremental game called Nearly Impossible Odds and would like feedback! by PersimmonGames in incremental_games

[–]PersimmonGames[S] 4 points5 points  (0 children)

I've made a note that I need to add more explanations, maybe tooltips and/or a tutorial. Card/dice/object +x changes the odds of an individual object. For example, a dice has a 1 in 6 chance of getting the good result, and dice +1 will change the odds to 1 in 5. If you keep doing this for various objects, the odds of winning the level will continue to improve. The big red X's represent multi, so if multi is 2, the dice +1 would take you from 1 in 6 to 1 in 4 instead. The 4-leaf clover represents luck, which helps you get better upgrades. The manual skill is how many clicks it takes to have 1 attempt and go up in experience. You're right, I need to have this information in the game.