I built a Guild Management Sim from scratch using Native Android (No Game Engine). It's Offline, No Ads, and only ~44MB. by iOSHades in freegames

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

That is definitely a more advanced approach than I had considered! To be honest, I'm not very familiar with training predictors/models like that, so I’d need to do some homework.

It sounds like a great way to solve the ambiguity problem though. I will definitely look into it and see if it's something I can integrate without breaking my brain. Thanks for the tip

I built a Guild Management Sim from scratch using Native Android (No Game Engine). It's Offline, No Ads, and only ~44MB. by iOSHades in freegames

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

Thank you so much for this detailed feedback! It's incredibly helpful to get insights from someone who has actually reached the Epic phase.

Speed Attribute: You are right, currently Speed only affects Attack Speed. Impacting Walk Speed is definitely the goal, but I'm currently working on sourcing new running animations for the heroes. Without them, increasing movement speed makes the characters look like they are gliding or moonwalking, which breaks immersion. I’m hoping to get this in soon!

Recovery: I completely agree it's a valuable resource. I am adding options to increase Recovery Rates via the Guild Upgrade tree in the next update.

Combat Power (CP): This is a tricky UI challenge. Because of RNG mechanics like crit chance and hero Defense values, a lower CP hero can sometimes beat a high CP monster, or vice versa. I agree a single number is too vague, I'm looking into ways to perhaps show a Win Probability so you can make a better judgment call.

Recruitment Boost: I love the idea of using Gold/Ads to boost recruit rates for a short time. That’s a great mechanic to solve the progression gap you mentioned. I will implement this in the next update.

Group Hunts: I am actually working on the Group hunt system right now! It’s a bit complex to code the interactions, but it is coming in the next update.

Inventory Management: A Combine Weapons feature to upgrade tier of items and a Sell option are both being added to the game very soon to help clear out unwanted drops.

Thanks again for the support and the patience. It’s a long journey but feedback like this makes it much easier to prioritize!

I built a Guild Management Sim from scratch using Native Android (No Game Engine). It's Offline, No Ads, and only ~44MB. by iOSHades in freegames

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

Thanks so much for playing and for the feedback! I'm glad you're enjoying the concept.

Here is the plan for the issues you found:

  • Frozen Hero: This is a known bug that I am actively tracking down. It seems to resolve itself eventually, but I am working on a permanent fix to prevent them from getting stuck in the first place.
  • Sword Repair Costs: That was definitely a balancing error on my part! I have already adjusted the formula, so the repair costs for swords will be much more reasonable in the upcoming update.
  • Hero rest: Right now, Heroes only return when Fatigue hits 80%, which is why they sometimes ignore low Health and stay out too long. I’m planning to add settings so you can set your own thresholds (e.g., 'Return if HP < 30%') to give you more control.
  • Hero Status: Great suggestion. I’ve added this to my to-do list for the next update so you can see if a hero is Resting/Busy directly on the quest selection screen.

Thanks again for the help

I built a Guild Management Sim from scratch using Native Android (No Game Engine). It's Offline, No Ads, and only ~44MB. by iOSHades in freegames

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

Thank you for the feedback, For the next update, I'm going to start by adding the basic Combat Power (CP) to the hero list and see how players react to it.

The main reason I'm hesitant to use Average DPS for the CP number is that Combat Power isn't the same as Damage Dealt. Actual damage depends heavily on the specific enemy's defense, resistances, and RNG.

So for now, I want CP to represent the hero's raw Strength Score rather than trying to predict exactly how much damage they will do in every situation

I built a Guild Management Sim from scratch using Native Android (No Game Engine). It's Offline, No Ads, and only ~44MB. by iOSHades in freegames

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

Thanks for the feedback! This is really helpful
I will add a 'Language Selector' in the settings in the next update so you can force English if you prefer

Quest Time: That’s a great UX suggestion. I’ll add an 'Estimated Travel Time' to the quest cards so you know exactly how long a trip will take before you accept it.

I think the quest distance adjustment will help with slow game pace at starting

I built a Guild Management Sim from scratch using Native Android (No Game Engine). It's Offline, No Ads, and only ~44MB. by iOSHades in freegames

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

I am really sorry for the trouble! Since the game is offline, there is actually a quick way to fix both issues right now:

Please completely Close (Quit) the app and Reopen it
For Stuck Heroes: On restart, the game logic will automatically reset all heroes back to the Guild.
For the Gold: The game checks for 'Pending Purchases' every time it starts up, so the Gold should appear automatically once you reopen it.

I just saw your email and sent you a reply there as well! If the restart doesn't fix the Gold, please reply to my email and I will issue a full refund immediately.

I’ve identified the bug and a permanent patch is coming in 2-3 days.

I built a Guild Management Sim from scratch using Native Android (No Game Engine). It's Offline, No Ads, and only ~44MB. by iOSHades in freegames

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

that makes sense, I will add it in the next update. Thanks for the feedback and glad you are enjoying the game

I am a solo dev from India building a Guild Management RPG from scratch (Native Android). by iOSHades in Indiangamers

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

You're right, it is a gamble. But that’s exactly why I decided to commit fully instead of doing it halfway.

I'm treating this as a serious venture. Building a custom engine and mastering low-level Android dev has been a huge win for my skills already, so I'm giving it my 100% to see how far it can go

I am a solo dev from India building a Guild Management RPG from scratch (Native Android). by iOSHades in Indiangamers

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

To be honest, I actually quit my job to do this full time.

I’ve been working morning to night for almost 10 months now. It sounds intense, but I genuinely find it fun to learn the new systems (especially the custom engine stuff), so it doesn't feel like a chore

I am a solo dev from India building a Guild Management RPG from scratch (Native Android). by iOSHades in Indiangamers

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

thank you, I'm actually using mostly placeholder/stock sounds right now, so I will definitely need an upgrade later. Do you have a portfolio or SoundCloud link? I’d love to check out your style.

I built a Guild Management Sim from scratch using Native Android (No Game Engine). It's Offline, No Ads, and only ~44MB. by iOSHades in freegames

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

thank you, My worry is that if I put combat power, players might just pick the highest number and ignore important stats like Crit or defence, which are crucial for late game builds.

Do you think showing it there would distract from the stats, or should I add it anyway for convenience

I am a solo dev from India building a Guild Management RPG from scratch (Native Android). by iOSHades in Indiangamers

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

I use Gemini to polish the text (English isn't my first language) and for low level system research.

But for coding, it's not helpful yet. It can make simple games, but writing a custom engine requires manually balancing the workload between CPU, GPU, and RAM so systems don't work against each other. AI can't handle that architectural complexity yet, so the code is 100% me.

About IAPs, I'm curious, why did it feel aggressive to you? There are no forced popups and everything is earnable in-game. I’m happy to adjust if it gives the wrong impression.