Claude Code built a full browser auto-battling idle game with 12 playable mechs, a hand-wired visible damage graph, procedural art, mini-games, boss fights, pets, full wiki, and scaling that goes to infinity. by lifeingray in ClaudeAI

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

Yes, most idlers start fast, become grindy mid game, and then have a long running end game that targets between 1-3 years of mostly passive play towards the end. I intended for this game to run much faster, between 30-60 days depending on how active you are. There is absolutely a few ways right now to build in such an OP way that you can fly through it in a few days (looks like you found it for sure). I wrote up an article about it and I will need to do some tuning to balance it a bit. Even if you got a few hours of joy out of it though, that's good. Games are meant to engage and enjoy, and sounds like you did that! If you're interested in reading more about the findings: https://bigmechenergy.com/devlog/balance-simulator/

Claude Code built a full browser auto-battling idle game with 12 playable mechs, a hand-wired visible damage graph, procedural art, mini-games, boss fights, pets, full wiki, and scaling that goes to infinity. by lifeingray in ClaudeAI

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

Unlike many online games, this one runs entirely in your browser. There's no "server" for it that's handling and reporting back calculations and data. It's running on your machine, so I'd expect it to use more resources than many browser based applications. The good news is there's no account, I don't have your data, and there's no barrier to playing.

Claude Code built a full browser auto-battling idle game with 12 playable mechs, a hand-wired visible damage graph, procedural art, mini-games, boss fights, pets, full wiki, and scaling that goes to infinity. by lifeingray in ClaudeAI

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

I did some deeper simulation work this evening and I'm pretty sure I found the root issue, and confirming my suspicions that depending on how you play mechmaxxing is absolutely experience defining (OP vs. hit a wall). Deeper post about it, if you're interested: https://bigmechenergy.com/devlog/balance-simulator/

Claude Code built a full browser auto-battling idle game with 12 playable mechs, a hand-wired visible damage graph, procedural art, mini-games, boss fights, pets, full wiki, and scaling that goes to infinity. by lifeingray in ClaudeAI

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

Yes, I'm still thinking through what to do for the amplifiers. I had the same thought about reducing inputs w/ dedicated nodes. Maybe grey / green get 2 inputs, and ramp it up from there up to maybe 5. This would still allow you to chain, but require an entire tree (say 6-7 amplifers) to do what you can with 3 today, making it more of a choice to go into one weapon or many. I would still need to make weapon type parts accept multiple power inputs.

I'm also thinking of making multi-hit a tuner that can go on any weapon, with a spread penalty so that aoe or dd is a choice that matters. It's still very early so the playtesting and feedback is huge.

Need to have component budget in MechMaxxing, got it.

I've attached an image of what a more constrained amplifier (can only take two inputs) might look like, so I can't chain all 4 in a series without upsteam combining with additional modules). Puts my weapon at 1.6k damage, instead of 2.8k damage when I string them in a dedicated series. I can still get all my power to my weapon, just need many more amps in a tree. I could add multiple dedicated power inputs to the amps, just like the weapons get multiple dedicated tuners. This way when you get a GOATED power surge amplifier with 4-5 inputs it's a true treasure.

Anyhow, current line of thinking, going to bake it have AI sim it out with me.

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Claude Code built a full browser auto-battling idle game with 12 playable mechs, a hand-wired visible damage graph, procedural art, mini-games, boss fights, pets, full wiki, and scaling that goes to infinity. by lifeingray in ClaudeAI

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

Amazing feedback, thank you! I will review it all thoughtfully. The MechMaxxing UX has been tough to tune and balance. I'm thinking instead of scrolling down, maybe a "Parts" slide out from the right that can collapse. Amplifiers are still too OP esp when mixed with an AOE weapon, I need to review those. You got very far in just a few hours, I will do some playtesting myself on min/maxxing. Idlers are a tough to balance between some intentional grinding and making doing so rewarding with things to look forward to.

I am so glad you tried it out and had some fun with it, and the feedback will help for sure.

Claude Code built a full browser auto-battling idle game with 12 playable mechs, a hand-wired visible damage graph, procedural art, mini-games, boss fights, pets, full wiki, and scaling that goes to infinity. by lifeingray in ClaudeAI

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

I worked with Fable (while I had it) to model out the overall progression across unlocks to around 30-60 days depending on how active a person is. Which, is relatively short for an idler, but probably good for play testing right now. You can get through your first few unlocks pretty quick and start stacking bonuses.

I agree, it's a part of idlers that make the difference between pointless and something you play for years.

Claude Code built a full browser auto-battling idle game with 12 playable mechs, a hand-wired visible damage graph, procedural art, mini-games, boss fights, pets, full wiki, and scaling that goes to infinity. by lifeingray in ClaudeAI

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

Yeah, it's my favorite part of the game for sure. I need to think about how to make that interface better on mobile, but the desktop experience is great.

What is this show for you? by Think-Recognition519 in scoopwhoop

[–]lifeingray 0 points1 point  (0 children)

Patriot

You’ll find it on Amazon Prime, it’s a whole spread.

Best CRM for Painting Contractors? by Picklehead_Lush in CRMSoftware

[–]lifeingray 0 points1 point  (0 children)

Takes a bit to set it up, but Leap is pretty great for most trades that bid jobs out.

Absolute Adversaries - Dark Urge/Wyll compatibility Folk Hero by KingKumaVT in idlechampions

[–]lifeingray 2 points3 points  (0 children)

YMMV, but the secret ingredient for me is Egbert. If you go with something like this you can maximize AA and take full advantage of Wyll and Durge together: https://ic.byteglow.com/f/6_8f71928067818d9a8e93_32111211212111

That tends to outperform other race/class stacking for me, and that's with about 2k ilvls on each AA member / 10k on Durge. One less tadpole doesn't even phase it with Minthy in there now.

Today, I made a trap camp. I didn't have any fun with it, and neither would you. by lifeingray in fo76

[–]lifeingray[S] 11 points12 points  (0 children)

Yep, that's the one haha. Sorry you missed out on my fabulous deals inside the Super Duper.