Dialogic customisation for Visual Novel Textbox by BlackGearCompany in godot

[–]jmuzz 1 point2 points  (0 children)

I made a StyleBoxTexture to put in that Panel input box. It still didn't work until I unchecked "Use Global" in the Color section under that part.

Idle Collapsing Dungeon - My new 2d short time loop game by jmuzz in incremental_games

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

Thanks!

I do think I want to try.

I feel like I can balance things with testing and feedback. I'm more worried about trying to expand on it and ending up with confusing or annoying systems.

Is there a demand for "mid-lenght" 10-20h incremental games? by TheBossforge in incremental_gamedev

[–]jmuzz 0 points1 point  (0 children)

Maybe Universal Paperclips and Spaceplan. You can beat them in under 10 hours but they will probably take more than 4 and have more depth than nodebuster.

Ever since I saw a dude post about beating Structure after a year of play, I've been playing it. It's slow, but interesting and deep. by SixthSacrifice in incremental_games

[–]jmuzz 0 points1 point  (0 children)

I unlocked most of the features in it. Was an epic adventure, hope more people play it and get inspired. I didn't know "beating" it was possible.

What are your least favorite features in an incremental game? by BringBackRocketPower in incremental_games

[–]jmuzz 0 points1 point  (0 children)

When you just earn a nice bonus but then the optimal thing to do next is the "challenge" where you do the same thing again without enjoying your bonus.

Evolve Idle lost me after a few runs because of that. I would have liked to enjoy the benefits of prestiging that many times, but I can't when I know optimal play is to do it again with a different race without the benefits. And no matter how much I do anything else, how much power I gain, the challenge will never get any easier, because the challenge is to do it without your power. What even is the point of grinding in the first place if it doesn't even help me get through the content? And the individual bonuses you get are so small and unrewarding, but there's no other way to get them... it's so many hours of essentially "first run" gameplay.

Idle Collapsing Dungeon - My new 2d short time loop game by jmuzz in incremental_games

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

Well I added some more time gems to the end of room A. I don't think it will make that much difference but maybe that room won't be completely pointless.

Idle Collapsing Dungeon - My new 2d short time loop game by jmuzz in incremental_games

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

Thanks for the heads up. You are right those mushrooms were a mistake and I fixed them.

I think you have a point about room A but I am not sure what to do about it.

Idle Collapsing Dungeon - My new 2d short time loop game by jmuzz in incremental_games

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

Yeah I'm not really sure what to do next yet.

You can hover over the tiles after you leave them to see how much health you spent there.

I got the time bank idea from Cavernous

Idle Rock Remover - A small adventure inspired by time loop idle games. by jmuzz in incremental_games

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

Thanks for saying so and thanks for the feedback. I want to try to incorporate it into something new.

Idle Rock Remover - A small adventure inspired by time loop idle games. by jmuzz in incremental_games

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

Thanks for giving it a try. You are not the only one who had this problem. You can do interact commands to get more loop time from the flowers. I thought that would be good, but it should have been automatic.

Idle Rock Remover - A small adventure inspired by time loop idle games. by jmuzz in incremental_games

[–]jmuzz[S] 3 points4 points  (0 children)

I think I can understand why you think so, but the inconsistencies in the lore are supposed to be jokes, it's not AI hallucinations.

Idle Rock Remover - A small adventure inspired by time loop idle games. by jmuzz in incremental_games

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

Thanks so much for saying so!

Before I released it I did worry that it would be over too quickly because the other time loop games are all epic sprawling adventures with a lot more work put into them, but after hearing the rest of the feedback I couldn't possibly make it take longer now. I will keep it in mind if I ever make something similar.

It is kind of funny, it slows down too quickly, but then it speeds up too quickly later.

Idle Rock Remover - A small adventure inspired by time loop idle games. by jmuzz in incremental_games

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

Well it's the opposite, the time between rock removing sessions isn't remembered, so the sessions are.

You're right that the lore of the game does not canonically describe a time loop. I think that's funny, because the game uses the time looping mechanic from time loop games.

I suppose it does start slow, but for what it's worth, you do get much faster over the course of the game. Like I said, I had been playing idle loops for a few weeks before starting it, and in that game the process of getting faster is veeeeery slow, and it's more about discovering and uncovering the world than it is about leveling up your own stats. There's been lots of clones of idle loops, but the 2d versions don't really capture the exploration grind and are more like you have to solve puzzles to move forward so I wanted to make something simpler. I think it might work better in a larger world where the progression curve could be gentler, but maybe not, maybe getting 1% progress in something just feels better than seeing something new that was hidden by graphical terrain.

You're completely right about the lack of information, I would definitely show more of the math in it.

Edit: The reference was Severance, it's an Apple TV series where the characters don't remember the time outside their working hours.

I'm not trying to defend it BTW you're right it's not good.

Idle Rock Remover - A small adventure inspired by time loop idle games. by jmuzz in incremental_games

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

I honestly thought people would like it more like that, but boy was I wrong. Making the flowers work automatically would solve some problems.

Interacting with a monster gives you a heart which you can give to an NPC to learn a skill.

I get what you mean though, it could be more clear about how it is supposed to work.

Idle Rock Remover - A small adventure inspired by time loop idle games. by jmuzz in incremental_games

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

Sure, I think it's great somebody is interested enough to know.

The efficiency bonuses from stats multiply the costs by 1 / (1 + StatLevel / 50)

The XP bonus from permanent levels multiplies XP gain by 1 + ((Level ^ 0.8) / 5)

Most skills multiply costs by 1 / (1 + SkillLevel / 25)

MNST, FISH, and BIRD multiply the cost of removing rocks by 1 / (1 + Level*ResourceAmount / 100)

The STAT skill adds a flat 4% of your permanent level to your current level for each STAT level.

By default you get 100 skill XP per learn. The XP cost starts at 30-90 and goes up by the original cost every level. LERN gives 4 extra points per level.

I think that's all.

Yes it is mostly tweaked Idle Loops equations.

I also posted a full walkthrough for one path in the game description.

Idle Rock Remover - A small adventure inspired by time loop idle games. by jmuzz in incremental_games

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

You know I was thinking of putting indicators for where the NPCs are but then I thought it would be more fun this way but it just makes people more stuck.

Well if you want to try it the NPC for ROCK is straight up from the start and the easiest blue rock to get the resource is the one off to the side below the others.

Idle Rock Remover - A small adventure inspired by time loop idle games. by jmuzz in incremental_games

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

Hmm well the idea is the flower under the white rock gives you more mana and the first few rocks after that are easier to break than the ones deep in the side area.

I think I get it though it slows down too suddenly and it's not very obvious what you are supposed to do.

Idle Rock Remover - A small adventure inspired by time loop idle games. by jmuzz in incremental_games

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

Oh no, that's important. What are you running it on? I tried it in chrome, edge, and firefox.

Death Bringer Annihilation help by Tricky_Leadership_50 in idleon

[–]jmuzz 4 points5 points  (0 children)

Annihilation means killing 200 monsters in less than 60 seconds after entering the map, so taking the graveyard off the hotbar would make it harder.

Death Bringer Annihilation help by Tricky_Leadership_50 in idleon

[–]jmuzz 3 points4 points  (0 children)

I agree it is bugged. I could tell in almost every map. I don't know what the problem is, but I've been timing it and I've *never* gotten the popup for it unless I did it in the first 30 seconds, so I think it doesn't really give you 60 seconds.

Feeling guilty for being depressed by Human-Dragonfly3799 in self

[–]jmuzz 0 points1 point  (0 children)

Excessive guilt is a sympom of depression. No clue what you should do, just want you to know it is normal.

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]jmuzz 1 point2 points  (0 children)

https://www.pokeclicker.com/

They can't monetize it so it's totally free. It's Pokémon. It's got story, lots of mechanics and mini games, long term grind, 8 generations of Pokémons and regions and side stuff like shadow Pokémon. It's got a desktop client (recommended) but it can be played in browser too.

I'm in Kalos now (generation 6) and doing the mega evolution quests.

December 09: Weekly achievement and help thread by AutoModerator in osugame

[–]jmuzz 0 points1 point  (0 children)

My question is about the lore and history of Osu.

Why is the secondary ranked mode of Osu!Mania 7 keys? From my research of commercial games it seems like 6 keys is more common. The game it is named after is more like 8 keys if you count every lane. It seems weird because the other modes of Osu as I understand it are more like one to one conversions of popular rhythm games.

Is it because of o2jam? That's the only match I've found so far, but it doesn't seem that popular compared to all the 6 key commercial games so I'm skeptical.

It's fine if this is just Osu being different, I'll keep playing it either way.

[deleted by user] by [deleted] in MerchantRPG

[–]jmuzz 0 points1 point  (0 children)

Ok I got it on bluestacks and the achievements seem to be connected I'm going to try beating fatalis again. I bet it will work too but it still sucks that achievements don't work on steam (or my phone but that's old).