You are the sword! Each of the upgrades in the shop has a picture of either the sword or the hero next to it. Hero upgrades are lost when the hero dies. Sword upgrades last forever
dwhiffing
Creator of
Recent community posts
Fun Game! Took some time to get a feel for it, but satisfying once you do. Would like enemies to appear a bit faster, perhaps something where the enemy timer speeds up when you kill them quickly. Noticed enemies sometimes stack on top of each other when they chase the hive., so some avoidance behaviour when they are too close would be a nice touch. Keep up the good work
Quite ambitious in concept, but well executed! Agree with others feedback, revealing elements one at a time in a tutorial/campaign with predetermined requests would be a nice introduction. Might be nice to change the request system into something more dynamic, where I see my hero fighting in real time and can pivot my circuit based on what they are fighting, but obviously that will increase complexity quite a bit. Then I can be trying to make a board that is flexible and easy to change within a few clicks vs having to do very dramatic pivots between each level.
Great job, very impressive considering the time constraints
Ah no worries, though I'd go all the way and say all RPGs with leveling systems have incremental mechanics! After all, progress quest is probably the first thing we could call a incremental/idle game, and is fundamentally just an RPG that plays itself.
Some genres are just vague. I call this incremental because it scratches the same itch other active play incremental games scratch for me. Us gamers like to call anything with a leveling system an RPG, but when you look at the history of table top RPGs, there's a lot more to it than number go up. Action RPGs on the other hand are very much focused on number go up.
I did want to add a new game+ where the enemies and upgrades keep scaling, but I ran out of time. If that were in place, would it firmly place the game in the genre for you? Don't mean to come across argumentative, just curious where we draw the line
Really cute game! Love the art and level design, was a lot of fun just climbing around and exploring. Found a fun exploit where you can fling yourself really far if you die with your tongue out! Using your tongue to climb around and skip parts of the level makes me feel powerful, reminds me of levitation and jump spells in morrowind. Very fun!
I'm glad you enjoyed it, and appreciate your feedback!
When you buy the upgrades, they have a picture of the sword or the hero next to them. Since you're the sword, you keep those upgrades forever. When your hero dies, you start over with a new one, so those are temporary. I was hoping that would be intuitive but it's always hard to get it right without iteration and testing.
I'm glad the progression felt good to you, I spent awhile tweaking hoping there was enough to motivate you to keep pushing forward, while grinding enough to avoid death.
I appreciate the feedback! I'd love to keep the money moving through nodes, but it just isn't scalable. My vision for this game is for you to have enough nodes to cover the globe, and it simply won't scale to have state for every node. There might be another game concept where you more carefully manage the graph as you're describing, but it would need to have a much smaller amount of nodes to manage, so it won't be this one.
Thanks for the feedback! In the post jam version I'm removing the money moving through the nodes, and having it go straight to your home node as long as there is a path.
I wanted to lean into the graph more for the game, but the bottom line is at global scale, the game will have awful performance if I keep that mechanic. Instead the focus will be on careful growth to avoid FBI detection