Did you get that far? You will unlock a new mechanic after killing walking inventory for the first time, so I didn't even test it past that point yet.
sczuka
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The current idea I have in mind is that you will be able to get orb as a rare drop from mobs, you will be able to use those to upgrade certain things and when you upgrade skill or job, you will be able to run it all the time.
I would like to avoid adding a system like queue or something similar to ngu, because I think they can become anoying very easily e.g. you spend a lot of time optimizing the queue and then you unlock new things which makes it less efficient.
Honestly I don't really want to implement anything like queue for actions. I understant that the game right now is pretty repetetive, but I hope the addition od passive gain based on your max will help with that, since you wont have to repeat the same runs over and over again, and you will be able to just wait and than do run, which will take you further than the last one.
But if this doesn't help, queue might be something I would consider.
I kinda fixed this problem later in the game, where you can get a lot of multipliers to mastery xp gain, so longer runs are much more worthwhile than the shorter ones, but I'm aware there is a gap, where short runs are more efficient. Maybe I swap store and tavern unlocks, so you would get access to some mastery gain multipliers sooner. And this could also help with the other problem you commented on before.
Thanks for the feedback!
I really like the idea of passive mastery xp, I'm thinking I could make it, so you get some % of your best gain while dead, so If you wanted to play more idle, you could just do runs once in a while to increase your best gains.
And speaking about the drinks is the problem, that they are annoying to refresh all the time or is the bigger problem getting enough money to sustain them for a longer time?
Thanks for playing and providing feedback!
For the idle part, t depends on how you define idle games, but yes, I know that the start of the game requires a lot of active play, but it slowly enables you to do longer and longer runs and eventually, you will be able to idle on meaningfull things (or at least thats my goal with the game).
And for the shop upgrades, I don't really want to make them permanent, but I can make them cheaper or more powerfull, if it feels bad to buy them.
Thanks for the feedback. I can see how it can be annoying to switch between almost empty tabs. However, when you progress through the game, these tabs start to fill more and more and eventualy there wont be enough screen space to put everything in one tab, unless it's scrollable, which would be even more anoing to navigate throug in my opinion.