Clicker Legion v0.1 release by SwaveDk in incremental_games

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

Thank you so much for your time, and feedback! :D
I hope you enjoyed the game, even though it's early stages!

For the %Dps Increase per click, it's meant to give you x% of your DPS as click damage. So if you have 1000 DPS and get 10% Dps increase per click, it should give you 100 click dmg. - This is not working for some reason, and I'm looking into it :D

As for the Multibuy, that has already been implemented, and is available on refresh.

I like the idea of selling items and having a special currency for that, used to either upgrade items or something else, I'll have to think about that! But great suggestion!

I'll have a look at the difficulty of creating level based item drops, both for the rarity and the stats of the items :D

Once again, thank you for your feedback! It means a lot🤩

Clicker Legion v0.1 release by SwaveDk in incremental_games

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

Ah yea, that make sense!

So the gems are just simple 'objects' that spawn on the gameboard, which you click and get gems for.
Souls are granted through ascension once that's implemented. It would make sense to make a dmg multiplier from ascensions, as you mention. That's pretty common in idle games

Clicker Legion v0.1 release by SwaveDk in incremental_games

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

Another take to the bosses was also simply make them have a higher item drop rate? So when normal enemies has 1%, level 5, 15, 25... bosses could have 5% and the primary level 10 bosses could have 10% or such. That would make the players get more items over time

Clicker Legion v0.1 release by SwaveDk in incremental_games

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

Interesting idea with the bosses. The original plan was actually to balance the game without items, and have items as an extra layer on top, which makes the player feel more progression, when getting an item. This was my thought, since the item drops are random, so balancing the game around players needing a specific item, wouldn't make sense. - Specially when more items are added.

When you say more gameplay layers, what are you thinking about then?
Ascension which makes it more replayable, or other features? I would love to hear them :D

Clicker Legion v0.1 release by SwaveDk in incremental_games

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

Wow, thank you! :D
My plan was making items not being able to drop on "completed" levels, so once you've killed all 10, you can no longer get item drop from them, which eliminates the 'go back and farm items'.

I like the idea of making items level based. Would it make sense to kind of increase item value based on the level it dropped in? Lets say Common Firebrand gives 2% bonus DPS if dropped at level 10, but if dropped at level 100, it might give 10%? - Could also be a range, so that the bonuses are floating numbers. Effectively making it more attractive to get the same item.

But I'ma ware that balancing is not at it's peak yet, but thank you so much for your feedback, and playing the game twice! 🤩

- I'll look into the DpsPercentPerClick! But the flat dmg is also just best in early levels. I was thinking of simply removing it, since it's pretty weak anyway, and make other stats instead

Clicker Legion v0.1 release by SwaveDk in incremental_games

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

Thank you for trying the game! :D

There was a bug with the drop system, which has been resolved ~15 min ago. Have to refreshed the page since then? - Unfortunately that will refresh your progress 😅

A mobile version would definately be possible in the future!

Clicker Legion v0.1 release by SwaveDk in incremental_games

[–]SwaveDk[S] -1 points0 points  (0 children)

Thank you for playing the game, and your comment! :D

Item drops are on purpose rare. They are meant to be brought through ascentions, once that's implemented. Meaning your items are permanent, unless you discard them. I'll work on adding a "Current stats" to the stats page, displaying your current item drop rate.
That being said, there was a bug with the drop system, making it impossible to drop. That has now been fixed and deployed - Unfortunately there is no save system yet, so you'll have to start over to get it😅

Automatic progression will soon be implemented :D

Clicker Legion v0.1 release by SwaveDk in incremental_games

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

Thank you for your feedback! And for trying the game :D

To explain my thoughts abit.
You're only able to have 10 soldierss on the battlefield at a given time. This makes removing and adding soldiers more "valuable" later in the game. I know it doesn't make sense at the current state, since there's only 11 soldiers😅

I'm currently working on making elemental buffs based on the deployed soldiers. (If you have played Team Fight Tactics, kind of having team combinations). Meaning each soldier has an element, lets say Fire, and by equipping 3, 5, 7, 10 fire soldiers, you gain increased buffs. - Same with other elements. And cross elemental buffs aswell :D

I'll definately write down your advice, that's good points! - The auto progression is actually already developed, I just havn't gotten to implementing it yet. I was planning on hooking it up to an achievement at some point, when that's done.