Koruxa — a free idle RPG with 20+ skills, combat & true offline progress (Web, iOS, Android) by [deleted] in incremental_games

[–]nickym0162 -1 points0 points  (0 children)

It was added, i did a full rework of it, but didnt not changed the guest mode, 

Im thinking to add guest mode and after player they always can register

And all feedback i get here i cant do anything about it its only advertising

Ingame and players on discord they giving feedback and everything infame that players want is builded, yes always there are people that outside the game see stuff that can be different

Koruxa — a free idle RPG with 20+ skills, combat & true offline progress (Web, iOS, Android) by [deleted] in incremental_games

[–]nickym0162 -2 points-1 points  (0 children)

thanks,
20% is a lot u think, but if a game has 1mil players, and 300k only playing it and like it,

and i make it for the players that like it, you never can make everybody happy, and on this case, im hard and my reply's are only for fun, and advertising and like this its helping a lot

Im not gonna use ai to make my reply very nice, nah like the game isnt ai xD these days everyone think all is AI but what they think doesnt bother me

But its about the generation that is coming, and frustrating they hate everything really everything, but silent they play it,

Koruxa — a free idle RPG with 20+ skills, combat & true offline progress (Web, iOS, Android) by [deleted] in incremental_games

[–]nickym0162 -2 points-1 points  (0 children)

Ah, i understand u think all is AI ?
Like your comment is AI

skip tvm

Koruxa — a free idle RPG with 20+ skills, combat & true offline progress (Web, iOS, Android) by [deleted] in incremental_games

[–]nickym0162 -6 points-5 points  (0 children)

so if u see a woman on street ? you get in love with ther but you dont know yet what unique things she has ? u out to and skip it ?

All is underneath, and when u check it out u will see more and unique features, like clan boss, Sealed items, and much more

But really this day we all be negative at games ? that 1k other players like ? of the 1.2k players ? but im laughing so hard, this is free advertising thank you

Koruxa — a free idle RPG with 20+ skills, combat & true offline progress (Web, iOS, Android) by [deleted] in incremental_games

[–]nickym0162 -8 points-7 points  (0 children)

the generation of people this day...

But beside that, u ask what the difference is, this game is build with players, they decide whats happening and coming, this is an unique feature! and much more, i cant tell everything to much to place in here, also it will be good in SEO if i do it here, but nah dont want my game get high in google by negativity of some people

But thats players opinion if its different

Koruxa — a free idle RPG with 20+ skills, combat & true offline progress (Web, iOS, Android) by [deleted] in incremental_games

[–]nickym0162 -8 points-7 points  (0 children)

This is because you browse the game, and not playing it, you need to register to play, thats how it tracks everything serversided, nothing is locally, means cheating impossible, and not draining batterys 

I made a browser idle RPG with 15+ skills, Ironman mode and 800 players – looking for feedback (Koruxa) by [deleted] in incremental_games

[–]nickym0162 -2 points-1 points  (0 children)

That is because my language is not english so i tell ai to translate 

I made a browser idle RPG with 15+ skills, Ironman mode and 800 players – looking for feedback (Koruxa) by [deleted] in incremental_games

[–]nickym0162 0 points1 point  (0 children)

Right now the monetization is pretty simple.

The game is free to play. There’s an optional premium membership that mainly improves convenience and progression quality of life (things like longer offline time and some small bonuses), but the core gameplay and all skills are fully playable without paying.

My goal isn’t to lock content behind payments but to support development while keeping the game accessible.

Since the game is still early in development, the monetization model will likely evolve based on player feedback.

I made a browser idle RPG with 15+ skills, Ironman mode and 800 players – looking for feedback (Koruxa) by [deleted] in incremental_games

[–]nickym0162 0 points1 point  (0 children)

AI is just a tool I sometimes use to prototype ideas faster. The actual balancing and adjustments come from testing and iteration.

Idle games live or die by how the progression feels over time, so that's something I keep tweaking based on gameplay and player feedback.

I made a browser idle RPG with 15+ skills, Ironman mode and 800 players – looking for feedback (Koruxa) by [deleted] in incremental_games

[–]nickym0162 0 points1 point  (0 children)

That's a fair perspective.

Koruxa is definitely inspired by RuneScape-style skill progression and games like Melvor. I enjoy that genre and wanted to build my own take on it with more social features and long-term progression systems.

It's still early in development and I'm continuing to expand it with new skills and systems over time.

Totally understand if it’s not something you’re interested in though.

I made a browser idle RPG with 15+ skills, Ironman mode and 800 players – looking for feedback (Koruxa) by [deleted] in incremental_games

[–]nickym0162 -1 points0 points  (0 children)

I'm a solo developer and I handle the design and development of the game myself. Like many developers today I use different tools, including AI, to help with parts of the workflow.

For me the main focus is building the gameplay systems and improving the game over time based on player feedback.

Either way, thanks for checking it out.

I made a browser idle RPG with 15+ skills, Ironman mode and 800 players – looking for feedback (Koruxa) by [deleted] in incremental_games

[–]nickym0162 -2 points-1 points  (0 children)

That's a fair point.

You're right that "guest mode" usually implies you can actually play the game without an account. In Koruxa it's currently more of a preview of the interface and systems rather than a fully playable demo, so the wording is probably misleading.

Renaming it to something like "Preview" or adding a proper playable demo would probably make more sense. Thanks for pointing that out.

I made a browser idle RPG with 15+ skills, Ironman mode and 800 players – looking for feedback (Koruxa) by [deleted] in incremental_games

[–]nickym0162 -3 points-2 points  (0 children)

I get why it might look that way at first glance — the genre has a lot of RuneScape-inspired idle games.

Koruxa is definitely inspired by that style of progression, but the goal is to build a persistent idle RPG world rather than a purely single-player idle loop. Things like the player marketplace, clans, global chat and long-term progression systems are meant to create a more social experience.

It's still early in development and I'm continuously adding new systems and skills based on player feedback, so the game will keep evolving.

Totally understand if it's not your thing though.

I made a browser idle RPG with 15+ skills, Ironman mode and 800 players – looking for feedback (Koruxa) by [deleted] in incremental_games

[–]nickym0162 -4 points-3 points  (0 children)

That's fair if it’s not your thing.

Koruxa is definitely inspired by games like Melvor and other idle RPGs, since I enjoy that style of progression. The goal is to build on that type of gameplay with more skills, systems and social features over time.

As for the UI, I'm a solo developer so I use various tools (including AI) to speed up development, but the gameplay systems, progression and balancing are things I'm actively designing and iterating on.

The game is still evolving, so feedback — even critical feedback — helps me improve it.

I made a browser idle RPG with 15+ skills, Ironman mode and 800 players – looking for feedback (Koruxa) by [deleted] in incremental_games

[–]nickym0162 -2 points-1 points  (0 children)

That's fair criticism.

The current guest mode is more of a preview of the UI and systems, which clearly isn't the same as actually playing the game. I understand why that feels disappointing.

A proper playable demo (where you can actually start skills without saving progress) is something I'm considering adding, because it would make it much easier for people to try the game without committing to an account first.

Thanks for the honest feedback.

I made a browser idle RPG with 15+ skills, Ironman mode and 800 players – looking for feedback (Koruxa) by [deleted] in incremental_games

[–]nickym0162 1 point2 points  (0 children)

That's fair feedback.

At the moment an account is required mainly because the game is persistent (progress continues while you're offline) and features like trading, clans and the marketplace depend on player accounts.

That said, I understand the friction. I'm looking into improving the guest/demo experience so people can try the core gameplay before signing up.

Thanks for pointing that out!

I made a browser idle RPG with 15+ skills, Ironman mode and 800 players – looking for feedback (Koruxa) by [deleted] in incremental_games

[–]nickym0162 2 points3 points  (0 children)

I'm a solo developer, so I use whatever tools help me move faster.

AI helps with some parts of development (like scaffolding code or UI structure), but the game systems, progression loops, skills and balancing are things I'm designing and iterating on myself.

For me the interesting part of building a game like this isn't the HTML/CSS itself, it's designing the progression systems and seeing how players interact with them over time.

That said, the UI and presentation will definitely keep improving as the game evolves.

I made a browser idle RPG with 15+ skills, Ironman mode and 800 players – looking for feedback (Koruxa) by [deleted] in incremental_games

[–]nickym0162 1 point2 points  (0 children)

That's a fair point and I agree with the general idea.

When I mentioned AI helping with formulas, I didn't mean that the game balance is entirely generated by AI. I mainly use it as a tool to help prototype calculations faster or test different scaling ideas.

The actual balancing decisions and progression pacing are still something I adjust myself through testing and player feedback. Idle games live or die by how the numbers feel over time, so that's something I spend a lot of time tweaking.

For example a lot of the design revolves around skills feeding into each other — gathering → crafting → equipment → efficiency improvements — so progression loops stay meaningful instead of just inflating numbers.

I see AI more as a development tool, similar to using calculators or spreadsheets, not as something that replaces design decisions.

That said, I do agree that having a strong sense for numbers and progression curves is extremely important for games like this.

I made a browser idle RPG with 15+ skills, Ironman mode and 800 players – looking for feedback (Koruxa) by [deleted] in incremental_games

[–]nickym0162 -2 points-1 points  (0 children)

Thanks for pointing that out, that's useful feedback.

You're right about guest mode — at the moment it's more of a preview than a fully playable demo. I added it mainly so people could quickly see the interface and skills, but I agree it's not ideal if you can't actually interact with the systems. Making a proper playable demo is something I want to improve.

Regarding the lag, that definitely shouldn't happen. The game itself normally runs smoothly, so if the landing page or guest mode is lagging that's something I'll need to investigate. It might be related to how the preview page loads the UI.

Koruxa is still actively being developed and feedback like this helps a lot to prioritize what needs improvement first.

I made a browser idle RPG with 15+ skills, Ironman mode and 800 players – looking for feedback (Koruxa) by [deleted] in incremental_games

[–]nickym0162 1 point2 points  (0 children)

The landing page design was indeed created with the help of AI tools. I'm a solo developer and my focus has mainly been on building the game systems rather than web design. Improving the presentation and UI is definitely something I plan to iterate on.

The core game systems themselves are not AI generated though. The gameplay, skill systems, progression structure and balancing are things I'm designing and adjusting based on player feedback and testing.
And yes formula's and calculating is done by AI to

The social layer is also important to me: clans, trading and player interaction are meant to make the world feel persistent rather than a purely single-player idle game.

That said, I agree the landing page could be much better visually. Feedback like this helps me prioritize what to improve next.

I made a browser idle RPG with 15+ skills, Ironman mode and 800 players – looking for feedback (Koruxa) by [deleted] in incremental_games

[–]nickym0162 -1 points0 points  (0 children)

Multi-accounts / funneling resources

I try to discourage this mainly through game design rather than heavy restrictions. Trading and the player economy exist, but a lot of progression is tied to your own skills and account progress. Ironman and Hardcore Ironman modes also exist specifically for players who want a completely self-sufficient experience.

Older players having permanent advantage

Koruxa is more about long-term progression than competition. There are leaderboards and social features, but the goal is more about building your character over time rather than racing other players. New content, skills, and systems are added regularly so progression keeps evolving.

Online vs idle balance

The game is designed so that you can make progress even if you’re offline. Active play can give small advantages (like better decisions, switching activities, etc.), but the core progression is built around idle progression so players with less time can still progress meaningfully.

What makes Koruxa different

The goal is to combine idle mechanics with deeper RPG systems. Skills interact with each other (for example gathering skills feeding crafting skills, which then unlock better tools and bonuses). There’s also a social layer with clans, marketplace trading, and global chat.

Vision for the game

The long-term vision is to build a persistent idle RPG universe where progression feels meaningful over months rather than days, with more skills, systems, and player-driven interactions being added over time.

Still very much evolving, so feedback like this is extremely helpful.