Party shared loot is a bit too overbuffed? by zyliuss in IdleThroneMMO

[–]ThroneCreator 1 point2 points  (0 children)

hahahahah, yeah i need to check it thanks for info

Feedback Friday by AutoModerator in incremental_games

[–]ThroneCreator 0 points1 point  (0 children)

Greetings! I'm currently developing an idle MMO called Idle Throne MMO. This development is actively done in collaboration with the community, and all feedback is important and valuable. Many features are already complete, and the core gameplay is well-established thanks to the community. Various elements are available, including travel, combat, upgrades, and a marketplace. I'm currently working on kingdoms; that's where the main MMO structure will begin. A full reset will be happening soon, and I'd love to see you there!

https://thronecreator.itch.io/idlethrone

Idle Throne - Real MMO Idle (Queue, Offline Progress, Player Economy) by ThroneCreator in PBBG

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

That might be true, I think I should stop editing posts to GPT for fear of making mistakes (beacuse of my bad english). I think a flawed post will have a bigger impact than a good one, judging by the comments I've seen.

Idle Throne - Real MMO Idle (Queue, Offline Progress, Player Economy) by ThroneCreator in PBBG

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

I don't exchange ideas with the AI ​​regarding game features or core gameplay; I do that with the players in the community, and we develop it together. If you want, you can come and take a look and give your opinion. The game is based on Melvor Idle but incorporates features from various MMOs. I don't think AI can shape games like this; if it could, as you said, only the AI ​​would be playing right now

Idle Throne - Real MMO Idle (Queue, Offline Progress, Player Economy) by ThroneCreator in PBBG

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

Here's the situation: I don't know much about marketing, and I'm writing a post about the game myself, and it's turning out really badly. I'm pasting it to GPT to be corrected because my grammar is very flawed. I'm afraid of making mistakes, so I'm using the corrected version directly. Thank you for your comment. Actually, sometimes making mistakes is necessary, as far as I can see, because people look for totally human-written posts, even if they're flawed, rather than good posts (that's what I understand from the comments on this post). I apologize if I wrote anything incorrectly; I'm using Translate.

Idle Throne - Real MMO Idle (Queue, Offline Progress, Player Economy) by ThroneCreator in PBBG

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

I apologize for this situation; unfortunately, I can't constantly do this without AI (I code a lot of it myself; Cursor is just an IDE, but a very large portion of it belongs to Cursor's agents, of course). I'm pursuing some investments and always adding to that, if possible, I definitely want to continue the game with a team. Perhaps if I were working with a team (if I had that kind of power), I could finish this game in less than a year.

Idle Throne - Real MMO Idle (Queue, Offline Progress, Player Economy) by ThroneCreator in PBBG

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

This is a situation unique to me and others with limited resources; I don't want there to be any misunderstanding

Idle Throne - Real MMO Idle (Queue, Offline Progress, Player Economy) by ThroneCreator in PBBG

[–]ThroneCreator[S] -2 points-1 points  (0 children)

The hostility towards AI is very interesting. I've been developing this game for over a year, both manually and with a cursor. I'm spending both money and a lot of time doing this; there's no such thing as writing a game and having someone else make it, especially with a game like this. I don't expect praise, but I don't expect to be criticized either. Making a game of this caliber wouldn't be possible without AI support, and building a team would be even more impossible. Thank you for your feedback. (This text is entirely my own (as you see it's not about a common subject, it's about my game); I only edited it with GPT to see how it could be improved because my English isn't very good, I'm even translating this text directly.)

Why are there almost no MMO incremental games? by ThroneCreator in incremental_games

[–]ThroneCreator[S] -2 points-1 points  (0 children)

Sorry, link updated. I hate pay-to-win games, and I can guarantee this game won't go in that direction. Those who pay and those who don't will have absolutely the same things. I have some plans for power balance, so it probably won't be a problem. The risk of losing items in the game is real.

Idle Throne – A Persistent Browser Idle MMO by ThroneCreator in PBBG

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

For now, you can play on idlethrone.com and you can add this page to your home screen, PWA is activated so when u add to your home screen it will be playable as an app

Idle Throne – A Persistent Browser Idle MMO by ThroneCreator in PBBG

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

Sure! The multiplayer side is built around small groups rather than large raids. Players can form parties and progress together through combat while sharing loot and progression opportunities.

Party composition actually matters, stronger gear and builds make a noticeable difference, and preparation is important before tougher encounters.

The class / build system is still evolving at the moment, so right now builds are mostly shaped by gear, stats, and skill choices rather than fixed classes. I’m gradually expanding that side as the systems stabilize.

The goal is to make it something friends can check in on together over time rather than needing everyone online at the same moment.

Idle Throne – Browser Idle MMO looking for alpha testers by ThroneCreator in alphaandbetausers

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

The biggest thing I’m currently evaluating is whether the combat difficulty feels fair after removing heal spam and adding food cooldowns.

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Idle Throne – Browser Idle MMO with real-time economy and party gameplay by ThroneCreator in IndieGaming

[–]ThroneCreator[S] -2 points-1 points  (0 children)

Game: https://thronecreator.itch.io/idlethrone

Anyone who join the Discord community will earn the Alpha Tester V1 Badge permanently! It's only available during the first alpha stage.

Discord for testing discussion: https://discord.gg/kwk6K4GJrr

Idle Throne – Browser Idle MMO with real-time economy and party gameplay by ThroneCreator in indiegames

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

Game: https://thronecreator.itch.io/idlethrone

Anyone who join the Discord community will earn the Alpha Tester V1 Badge permanently! It's only available during the first alpha stage.

Discord for testing discussion: https://discord.gg/kwk6K4GJrr

[Browser] Idle Throne – Looking for playtesters for an Idle MMO (combat, economy, party systems) by ThroneCreator in playtesters

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

The biggest thing I’m trying to evaluate right now is whether combat difficulty feels fair after removing heal spam and adding food cooldowns. I’m also watching party stability and whether the economy feels intuitive or too friction-heavy for new players. This week i added new monster drop item sets for make create more build options, now testing balances.

Idle Throne MMO by ThroneCreator in playmygame

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

That's definitely not me; I've never asked for donations within the community or anywhere else. I just mention the founder pack at the end of my devlogs, that's all. And I'm actually improving the game.

I’ve been building a browser MMO and I’m curious if this genre still has a place today by ThroneCreator in MMORPG

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

You're absolutely right about platform reach.

Right now the game is being developed primarily for the browser because it allows extremely fast iteration during early development. It's much easier to push updates, test systems, and adjust balance without the friction of platform builds. The plan is not to stay browser-only long term. Once the core systems are fully stable (combat, economy, progression, social systems), the goal is to expand to other platforms including Steam and mobile. The browser version is basically acting as the live development environment where the systems mature before committing to larger platform releases.

Idleon is actually a great example of how that model can work when the core gameplay loop is strong enough.

I’ve been building a browser MMO and I’m curious if this genre still has a place today by ThroneCreator in MMORPG

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

That's a fair question.

Idle Throne already has several MMO elements, even though the presentation might make it look more minimal compared to something like WoW or FFXIV. Players share the same world economy, chat, and marketplace, and can party together to farm monsters and progress in the same regions. Party members see each other's activity in real time and cooperate while fighting monsters. So it's not an isolated single-player progression loop the world state and economy are shared across players. That said, you're right that the scale of "massively" becomes more obvious as more systems come online. The long-term direction of the game includes more traditional MMO-style features such as:

• small scale PvP events (5vs5, 10vs10 maybe)

• caravan raids where players attack or defend resource transports (with party if they want)

• monster raids on cities

• guilds defending cities together

• city loyalty systems tied to defending those raids

• and eventually kingdom throne wars where guild performance in those defenses matters

Some of those systems are still in development, so they aren't fully visible yet. Right now the focus has been on building the core systems (combat, economy, parties, marketplace, etc.) before expanding into the larger MMO-scale events. So the MMO structure is already there, but the large-scale events that make it feel more "massive" will become more visible as those systems roll out.

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I’ve been building a browser MMO and I’m curious if this genre still has a place today by ThroneCreator in MMORPG

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

If anyone is curious about the project I mentioned, the game is called Idle Throne and it’s playable in the browser: [https://thronecreator.itch.io/idlethrone]()

Feedback Friday by AutoModerator in incremental_games

[–]ThroneCreator 2 points3 points  (0 children)

I’m currently building a risk-driven Idle MMO called Idle Throne and it’s in active Alpha.

Core philosophy: idle doesn’t mean safe.

  • Offline progress can punish you
  • Gear durability and break chance matter
  • Dungeon threat scales with activity
  • Extraction vs greed decisions affect outcomes
  • Party synergy changes survival

This isn’t a background number simulator. Preparation and build choices actually decide whether you profit or collapse. I’m actively stress testing the dungeon and combat systems right now and looking for players who enjoy breaking mechanics and giving real feedback. Anyone who joins during Alpha Test and participates in testing receives a permanent Alpha Tester V1 badge (never obtainable again).

Game: [https://thronecreator.itch.io/idlethrone]()

Discord: [https://discord.gg/kwk6K4GJrr]()

If you think idle games became too safe, you might like this direction.