Sorry, I currently don't plan on doing a mobile version.
I am currently trying to turn this into a whole game, but that takes it's time. And it is sort of designed with a big screen in mind, so that you can see the whole interface all the time.
I will most likely try to make the finished game good for tablets. But a full mobile version would most likely mean that I would have to split the interface up into tabs, and I don't quite know how that would turn out.
And it would be a good chunk of extra work...
ponito
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That is basically a bug. Certain actions (like Forage) get added automatically to your action queue when it is empty. If you remove Forage from the queue, it gets put there again.
I hope this isn't bothering you too much (you should be able pause, it is just a lot of micromanaging). The current version is only intended as a 1h (to 2h possibly) prototype/showcase. I am still slowly working on the game, but it takes time because I want to do it justice.
Also, I know that I have gotten things right when people stop having to ask "dumm questions", because every one of these questions shows to me that I haven't added enough Quality of Live and explainations to the game (or that there is a bug/unintended feature, like in this case) :)
Hi, i'm glad you enjoyed my game. This is still an early prototype, and more mechanics/content/UI/QoL are in development.
IdleLoops was also to grindy for me, I also like more evenly paced and engaging incremental games. I had feedback that people felt there is too much micromanaging in the game, so it will maybe become a bit more idle, but only when I cut down on micromanaging. I want to try to have an even pace. Increlution and Loops Odyssey are good games to look towards in that regard IMO.
In his version, being very fast creates slowdown (the reason being because for all actions and skills, the tooltips are actually never deleted, only hidden, so they are constantly updated). I removed that (in my development build), and hope that the fps drops/freezing shouldn't be a problem going forward. I try to have an eye on performance, and addressing it when it becomes a problem.
Charisma currently stands a bit out in terms of stats, and I don't think I will be able to address that too much. There will be some things that use it some more (there are "classes" planed (sort of already in via different weapons/skills like scouting for the ranger, only not noticable), and I guess the priest/paladin archetype will have some skills that use CHA. But otherwise, talking to people will always be a chore.
Also, begging was more of a thing I added because it felt funny and sort of right (also toying with the idea of adding "loop titles" just so you can be a beggar in a live, and you get treated poorly by guards). But I guess it's currently not very viable.
So, I think I found what caused the bug, and fixed it. I will still need to do some code cleanup to make sure such things can happen again, but with the fix, it shouldn't happen again I think.
If there was another reason the bug happened than the one I found, then the save-guards I'm going to add should prevent it anyway.
Didn't search for the thing with the meat yet. It is possible to die with meat while fighting with the wolf, because of the eat cooldown, so maybe that is what happened to you.
So, should be fixed now. Was able to replicate it, and it didn't happen again (though in a use case which should not happen during normal play, the game started lagging hard for a few seconds. Have to still look into that.
If you want to catch up to your progress, I enabled a cheat code. It will give you some items and unlock all actions upon using it (can also use it multiple times to give you more items). You can also speed up the game ten times. Items disappear on loop, and you can enable/disable the speedup. You can force a loop by disabling auto on all food! This code will stay up for around 20 hours I guess. Code is below.
Just hold ctrl and press c
Thank you for being able to show the repeatable scenario
Here, two things clash: You can't do a combat, because the staff does no damage without the spell. But Goblin is repeatably queue-able, so it tries to queue it, then can't, then tries again. That's my bad, I will try to fix it as soon as possible.
If you lost your save because of this, I can enable a cheat combination if you want. Would allow you to catch back up if you want to continue playing.
Thank you for posting this bug. I think I never check for below zero to correct it, and I can think of some scenarios where this can happen. And as soon as you are below zero, you can just keep going. I will try to fix it in a few hours.
I will also look into why you died with the meat. I guess I will update this post when I know more.
Hm, that doesn't sound like a small bug. Every game crash is bad, especially without a save system.
I sadly wasn't able to reproduce the bug so far. I tried a few things, but it always just threw me out of the fight, as it is supposed to. I also haven't found why this could happen by looking at the code.
(EDIT: Maybe to clarify again: The staff in game is supposed to be a wizards staff, so it is exclusivly used for casting spells, and does nothing on its own. When you go into a fight with no way to damage the enemy, the fight just gets removed from the queue. I need to make that clear in game)
Maybe I missed something, or maybe you found another bug that triggered at this point, but has another cause than the stated one. But I will try to be on the lookout!
If you have more details, I would love to hear them. Also, if you by some chance encounter the bug again, it would be really helpful if you could open the developer console (by holding ctrl and shift and pressing I) and screenshot the error that should plop up.
Thank you for the feedback.
I think I will not go down the route of bulk queuing, as I think I can get the same results with better methods.
I will add it that when you are on SearchTracks, you will will automatically queue Rabbit/Wolf when your SP/food stored becomes to low (before the point where you would take guaranteed HP damage when you do not do it).
I also will add a sort of "expected SP return (per second or per SP spend)" on actions, which will more easily see the break points, and also enable that you switch from SearchTracks back to Forage when SearchTracks becomes inefficient.
Then, your optimal path in Forest would most likely be Forage (+CraftSling, which is auto anyway) -> SearchTracks(which then will do a few HuntRabbits and so on)->Forage again (because it now became efficient again) -> HuntRabbit->HuntWolf -> Alden. But the Forage again should also trigger automatically, so you basically just have to queue every action one time and than can continue.
I will want to add a mechanic that automates the start of the runs (most likely 1/3 to 1/2, but still have to see), so that in some shape or form coming. But there will be no detailed templates! You will most likely be able to chose which actions to automate, but the actual amounts and order of execution will be decided by the game. It was the main feature in idle loops, but here, I think it would just distract from the other game mechanics, and be a tedium to constantly update.
There should pretty much never be diminishing returns. That's why level ups are multiplicative (for stats, it's 1.05^level. For skills, the stat synergy is actually more important). Also essentially, the later in a run it is, the more worth it it is to train a skill.
I do track some stats internally (like SP spend/action completions/items looted per loop). I will most likely display those in a "loop results" log. I also want to add a story log and a unlocked log.
There will be branching paths, so I'm not sure if i should give you specific comparisons in terms of actions completed or items found. But I will most likely give you things like total SP/MP (or just total stats exp, which is pretty much synonymous), and I can try something like Gold spend on equipment, combat progress, unlocks, progress on unlocks or such things. Like I said, I want to do them in a sort of log, which would be a text window in the bottom right corner most likely, so you could consult those things and start planning your next loop while the auto progress at the start of the loop ticks by.