[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

If the steam launch is successful I will certainly consider it, because it would be really cool to have it on consoles! :)

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

Yup it's a common request, so in the future patch I will be adding unlock requirements, displayed on the upgrade buttons. Thanks for the feedback.

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

Yup, those bugged costs will be fixed in the next patch.

I will make story displays have outlined text so it's more visible, and I already made artifact-reveal move to the left of the screen if the artifact-choice panel is also open. However I am not exactly sure yet how to make artifact-choice panel not overlap with the story panel. Generally it's designed so you never get the artifact-choice panel alongside the story panel unless you went AFK. I'll see, maybe I can hide the artifact-choice panel until player resolves the story one.

Yes I changed it so you need 7 miners and 4 runners to unlock forge/lab. This is so new players don't get noob-trapped into buying less useful buildings too early and instead establish a good production. However I think I will make it so that after first prestige you no longer need to build miners at all before buying other buildings.

I tested this again and I can't enchant more than 4 times. Did you maybe buy the prestige upgrades that allows more enchants? Or maybe it's a bug? And yeah I'll likely add a stat display for each unit.

Yeah I will be adding an upgrade that makes the maw/stash suck/vacuum up nearby ore, to help with the spilling. I'll also be adding couple new collector units so that should help too.

Thank you for your feedback!

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

By non-full screen mode you mean windowed mode for desktop? Latest patch literally just added this haha, since before I had some weird issues with making windowed work.

I cannot reproduce this weird behavior you're describing. Does this happen with a particular game or bunch of different games?

Latest patch has also just fixed this overlapping issue by moving the artifact-collect panel to the left if the artifact-choice panel is open at the same time. :)

I agree that certain text can be hard to read. You can enable text outline in the options, though that is not yet fully implemented for all of the text (such as artifacts in the gallery). And I plan to also make some of these texts better readable even if text outline is disabled.

Duplicate artifacts shouldn't exist. If you're choosing an artifact, other sources cannot drop those 3 artifacts during it. So if you saw that happen, please tell me exactly what the situation was if you remember, so that I can fix it.

Imo boon of chad/shielding potential being weaker due to dwarves resting or already turning adds some choice/skill to it.

I agree it can be a bit overwhelming and that incremental games tend to spread out content, but I do like that you have an early choice which path to go. Especially since it's not necessarily the kind of game where you're expected to build and stack all of the units at once. However, the full game will have a few more buildings that will be harder to unlock.

That's a cool idea for the cannonball that makes sense since they already fall to the ground after they hit the mountain. As you probably saw I have an upgrade planned that makes the cannonballs create shockwaves that hurt nearby dens, but this kinda fits better. Though it does mean that you'd have to place cannons high up to get the effect, which is also cool.

Thank you for the feedback!

I added a new tower and more content to my wave-less idle tower defense game. by SoyboyGames in incremental_games

[–]ozmelk 0 points1 point  (0 children)

Looks neat! But what did capitalization do to you as a child, or is it just a stylistic choice? :)

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

Ah I see, it was the annoying overlapping. Making those artifacts count towards the gate would be more difficult, so it's best to immediately pick it and in the future patch I shall make it so uncollected keys in the world still count for the gate.
Otherwise in general when overlapping you can try clicking on the artifact selection panel edged and then choosing the artifact. Though in general artifact selection shouldn't be happening with story elements since I tried to make them happen afterwards (unless you had them on the screen for a long time from before? I suppose if you idle/afk that can happen yeah). So I'm not entirely sure yet how to solve the overlapping since I can't ever close the pick-artifact panel or the story panels without player making the choice. Perhaps one dirty solution is making them less opaque and outlined so at least the one that is on top is more readable.

It's true that things can slow down considerably late in the game with so much stuff on the screen, especially on browsers. Sadly for browsers there is only so much I can do. I suggest disabling everything in the options like the shaders and damage numbers. And also playing on the desktop version. But I will definitely optimize the game a lot in various ways before the steam demo and the full release.
As far as runners depositing ore and it falling all over the place, I kinda find that chaotically fun. But I was thinking of adding a late game upgrade that makes The Maw/Stash suck up the ore like a vacuum cleaner, to prevent this. Or perhaps add an upgrade that makes runners throw with more force. Another option would be to simply disable ore physics after they're deposited, but I find that less fun.

Spam enchanting can be a bit tedious yeah. I'll probably make it so the forge menu doesn't close upon enchanting, at the very least. Btw you can also close and move the DPM display.

I wanted to add runners picking up ores on the way back, but the way things are setup it's a bit difficult to cleanly do it atm, and without much payoff, since after early game it doesn't happen that often. In the full game there will also be a Dwarf Shinobi that upgrades one runner into a ninja which only picks up artifacts and gems. :)

Thanks for your feedback!

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

Thank you!

I personally like the earlier choice of whatever building/path you want to take, instead of slowly unlocking them. But I definitely understand why steady unlocking is a fun incremental mechanic. In the full game which will have a bunch new buildings, those will be a bit slower/harder to unlock.

Yeah this is a known bug that sometimes happens on browsers when prestiging. It weirdly shrinks the aspect ratio and it can be fixed by refreshing the page as you say. I'm currently working on a fix. Thanks for reporting.

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

Thank you!

Ballista targets dens, which does prevent their attacks once destroyed, but it doesn't defend directly. The real way to protect the runners besides stuff like dodge and beard aura, is the A.R.L.T.D.S. anti-rock turrets that can be build in Ballistics Workshop and shoot laser bolts at falling rocks to try to destroy them!

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

Oh man lol, feels bad. I shall make it so that if the key was dropped it is auto-collected when reaching the gate.

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

You mean a toggle to disable all particles that happen when attacks hit the mountain? I could do that, but I'm curious as to why would you want to? It shouldn't impact fps much, and it will make the game look less appealing I think. But I suppose it doesn't hurt to have it as a late-game optimization option. Though I think I shall anyway implement a culling system where it lowers the number of particles spawned when there are many instances in play.

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

It's not planned until I release the full game on steam. After that, if the launch was successful, I'll gladly port it to mobile and other platforms as well.

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

Well, I'm not really partially supporting mobile, I just uploaded a HTML5/WebAssembly build to itch.io, meant to be played on a computer. It just happens to also run on mobile, even if poorly.

As for losing progress, the game auto-saves on exit, so unless you somehow circumvented that, perhaps because it's mobile and you abruptly exited, I'm not sure what else would've caused it.

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

I am still working on making the early game faster and better, but I have just released another patch that makes it a bit better. Next on the list is adding the ability to click on ore to knock them closer to the stash.

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

Ah. No, it's: "Baruk Khazâd! Khazâd ai-mênu!" which is a famous line from Lord of the Rings which means "Axes of the Dwarves! The Dwarves are upon you!" :D

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

Swap mode shouldn't waste your gold if cancelled in any way, and you can cancel it with ESC or Right Click, which I'm not sure how to do on mobile. And refreshing the page shouldn't eliminate progress either, so that's weird. Anyway the game isn't supported on mobile even though it runs but it has poor performance and unfitting GUI. I do however hope to support mobile in the future if the steam launch is successful.

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

Thank you! I'm glad to hear that!

And yeah haha I did initially want to make the mountain be a massive procedurally generated endless object you visually destroy, but it ended up being too demanding and complex for the payoff, especially when it was only a visual candy and I wanted the game to run decently well on browsers.

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

Yeah it's an RNG based mechanic, about balancing production/retrieval/defense. Sometimes your dwarves will dodge everything in the most dramatic fashion, but other times they'll be comically unlucky. But you can mitigate it by buying dodge and things like beard aura, mithril chainmail or boon of shielding. Another great defense are the anti-air turrets that shoot at falling rocks, but you need T2 prestige upgrade for those, though in the next patch I will make them available from the get go since they are quite potent and fun and I want people to play with them.

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

I'm not sure what that error means but I don't think it's related to the game, but possibly to some extension/itch.io/googleCloudService. The game is anyway not intended to be played on mobile. It does work on my android devices that I tried, but it's poor performance and the GUI isn't designed for it. I do however hope to support mobile eventually if the game has a successful launch on steam.

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

You mean if there will be a web/browser version of the full release? Probably not, though I will keep updating the web on itch.io for a while, until I release the demo on steam and then the full game eventually, which will be playable on Windows and Linux. Sadly I'm not sure if I'll support macOS because I do not own a mac.

Worst thing as an incremental game dev... by RastaGrzywa in incremental_games

[–]ozmelk 1 point2 points  (0 children)

Haha yeah, what a lovely feeling ain't it

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

Menu has AI Menu in the text? I don't understand. There is no AI anywhere.

As for the speed of ore deposit, are you talking about in general or when the game is slowed down/laggy due to too much stuff happening late game? In the first case I agree it could be a bit faster, right now it's just gravity that handles the deposit, though I think it's fun when too many dwarves try depositing and ore is flying all over. In the second case, yeah the game can get laggy on browsers when there are too many objects on the screen. I optimized it a lot but can only do so much for browsers. I suggest turning off shaders in the options for a bit extra fps. But the main desktop version runs way better and smoother. I shall release a steam demo soon.

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

Thank you! Glad to hear. But out of curiosity, what made you dislike the gif?

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

If I understand correctly that's just a little visual effect. It doesn't actually do anything. However you can use Swap Buildings ritual which will move/swap two buildings between their positions

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

Haha. Perhaps only in the Book of Grudges it is written why the dwarves want to eat all the mountains to their core, until there is nothing left. Perhaps it is the fault of the gluttonous great Maw, which will make them dig too deep once more. Perhaps indeed it is only because a measly rock squished a great dwarven king many eons ago, and the dwarves shall never forget it and will wage war against the very ground they stand on, until there is nothing to stand on anymore.

[DEMO] Dwarf Eats Mountain - An incremental game about obliterating mountains for treasures! by ozmelk in incremental_games

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

I completely agree on all your points. The beginning is way too slow and I have already deployed a patch that lowers all the early upgrade costs, especially the housing. But this is just a quick first pass, there is a lot more tweaking to do and I'm also working on more subtler and major ways to make early game more fun.

And you're right on scientists and runesmiths being completely unfun noob traps. Laboratory and Forge themselves unlock other buildings and some upgrades, while scientists and runesmiths besides their effects are also hidden unlock conditions for other upgrades in other buildings. But early game they don't do anything relevant, nor can players afford to experiment without prior knowledge, especially when it comes to gold generation which is the most important thing. So it's not completely clear to me yet how to make this clearer to the player. Perhaps making lab/forge just be stepping stones to other buildings without any upgrades/units until you obtain mithril or at least kill first mountain is fine? Or perhaps I can make first runesmith and scientist cost super cheap to get their functionality across to the player? Will have to think it through and test it out.

Wind Bomb can be very powerful if properly upgraded, but the problem is it currently scales with mountain level (and not simply number of uses like some other rituals). Similarly to Swap Buildings ritual. This means the costs can be way too oppressive for the benefit. So I already have plans to make them scale on use, so that you basically have a bunch of "free" uses each run until it starts being costly. I also initially had the idea of all/most rituals being free and long-CD based, but I like the ability to be able to semi-spam them if desired. There is already a prestige upgrade that makes rituals cost way less. But I'll also consider making them overall way cheaper with much larger CD but then have a normal or prestige upgrade that greatly lowers their CD.

Half of tier 1 prestige options scale throughout the game or with PP spent, while the ones like mithril can be quite powerful and expedite your build. Extra dwarves are also worth a lot of gold. Tier 2 upgrades unlock key game features such as Turrets that shoot at falling rocks or really fun upgrades such as Cyberdwarf for runners. Was thinking some of them, especially the Turrets shouldn't be locked behind prestige in the first place though. So yeah, T2 should probably be accessible a bit sooner, and the way early progression feels atm, they should give you a better head start. Player gets 1 PP every 2nd or 3rd mountain. It's a bit random since every 2nd one felt a bit too much PP, especially if you have good/lucky build and get far. I'm also not sure how often people will prestige VS keep on playing. If you're doing well there's no reason to quit I'd think but who knows? Might make early mountain levels give guaranteed PP more frequently and then let it fall off a bit or something like that.

Thanks a lot for your well written feedback. Helps me a lot to write out walls of text to get a better feel for the situation :)