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Adventurers' Guild Incremental

Simple game where you act as a guild owner and hire adventurers · By Cyphe Mercury

Potential features in next update!

A topic by Cyphe Mercury created Jun 22, 2023 Views: 225 Replies: 9
Viewing posts 1 to 4
Developer (3 edits)

This requires more feedback, as this was just a fun project for me, but the more people like it, the more I will work on it :). Here are some ideas I came up with for what I could add, if you have and suggestions please feel free to comment on this, it’d be greatly appreciated!!

  • Continue hunting until no more monsters nearby. Then sell
  • Add more monster ranges (difficulty++)
  • Better sprites (Less low quality, maybe even no pixel art)
  • Better world generation
  • Saving world gen seed
  • Random stuctures:
    • Abandoned guild (zombie generator)
    • Abandoned castle (skeleton generator)
  • Settings:
    • Show/Hide tiles (Performance)
    • Monster Entity Limit (1k Limit) (Performance) (May reload save to apply changes asap)
    • Show monster names
  • Fix hoard monsters (Monsters grouping and doing nothing for some reason)
  • Animated Buildings and adventurers(and more atmospheric changes)
  • Guild levels: (Cheapen hire cost, but increase base cost)
    • Tent (3 adventurers) (Only materials are sold)
    • Shack (7 adventurers) (Gear can be sold, if outdated on adventurer)
    • Small Building (15 adventurers) (Adventurers get stuff on every new level, IE. potion (+3) or something small)
    • Medium Building (22 adventurers) (Trader tent unlocked)
    • Larger Building (New)
  • Trader entity, level up from selling and depending on their level can sell/craft better stuff to trade
  • Trader Tent: (adventurers give them random materials, get something back, and depending on the material they
  • can craft something new to sell)
    • 1 Trader
  • Bonfire levels: (already done, just new images)
    • Small campfire (0.016/s 1hp/min)
    • Medium campfire (0.1/s)
    • Large campfire (0.5/s)
  • Weapon Shop levels: (Purchases strongest available)
    • Wooden sword (10gold) (Durability 15 -> 25)
    • Stone sword (25g) (Durability -> 50)
    • Metal sword (50g) (Durability -> 150)
    • Murumasa (150g) (Durability -> 500)
  • More armor based equipment
  • Armor Shop levels: (Hats and Body armor considered different, armor comes first then hats, if theres anything to spare)
    • Wooden Helm (1 def)
  • Adventurers check if their selling will get them over x instead of how many things they sell being over x
  • MoveSpeed increases more per distance moved
  • Traveling state: when moved too far away from homeGuild, adventurers will “travel” back to their guild.
  • More movement stats (Adventurers and Monster):
    • Walking
    • Hunting
    • Traveling
  • More sellable items from goblins and tough slimes (and future monsters)
  • Better Adventurer Inventory:
    • Item types (better item creation in the future)
    • Item images (Equiped, and item form)
    • Monster drop chances randomized, and some randomly removed.
  • Multi Select, be able to see the stats of two entities at the same time
  • Keybind adjustment
  • Ability to take over and play as an adventurer. (Would need a lot of balancing/planning)
  • Guild rankings (Sort the list of adventurers highest-lowest, Gold donated, Level, and which one is the richest)
  • More info, be updated on everything that happens in the info tab (Adventurers finds rare item <1%, buys item, sells items and how much gold gained) and be able to sort through for specific adventurers, also including the time that info was set and info about the adventurer at that time (A copy of their stats panel at that time), most detail if not all would be erased on exit of program, due to the possibility of complexity.
  • Clicking on info of an adventurers sends you to focus on them, info includes the info tab and the guild and anything in the future that refers to and adventurer
  • Boss monsters (Boss monsters that are pre-made and only come around once, once the game calculates you can maybe handle it with a custom name like “Bart The Angy Rooster”)

These ideas are in no order, some are unfinished, not because I ran out of ideas or don’t have any, just becuase… yes. But if anyone has an idea for them please comment. I’m also keeping this list updated with any new ideas I come up with or are likely to add.

(+1)

Suggested implementations:
-Adventurer classes. Gives access to base stat adjustments and abilities. Adventurers can be sent back to the guild and have their class changed.
-Class levels. Classes can level up and provide more base stats and new abilities. More advanced jobs require levels in lower tier jobs (Eg: Fighter 10+Priest 10=Paladin)
-Partying: Assign adventurers to stay within a small range of other adventurers and fight/explore together. Some classes could be focused on exploring farther away from the guild (Be a Scout/Partied with a Scout to increase range the adventurer/party can explore away from the guild)

Bugs:
When the game is first opened the Adventurer Guild menu is opened but upon closing it you are no longer able to open it back up by M1 on the Guild or any other constructed guilds. Thus you cannot recruit new adventurers.

Developer

Adventurer classes sounds like such an interesting idea. There are a few issues with this idea like how the stats multiply with certain classes and I don’t get what it’d be used for other than another visual stat, but I guess that depends on how I make it..

Class levels seems redundant or overused of the leveling system for an adventurer to have 2 leveling things 1 for class and one for their base level, but I think having it as a proficiency, and just having whatever they do the most be what their class is (IE. if someone moves more than they hunt by level 10 (more or less) then they are a scout, or if one doesn’t move nor fight they are wizard, and if they fight they are a warrior)

Partying sounds like a great idea, but the conditions that make them move around (very simple ai) would make adding this pretty difficulty, but I have a few ideas.

That is a somewhat known issue that the guild menu doesn’t open, by somewhat I mean I was only able to get that to happen by trying to make it disappear, but I think if you’re playing it at a resolution less than 1980x1080 it breaks for some reason

Thanks for the suggestions they sound like really good ideas and I’ll see what I can add, and thanks for pointing out the bug, I didn’t realize it’d be such an issue.

(1 edit) (+1)

 No problem.

The class levels things was in order to allow class progression and also to make it so people who have been in a class for so long are more proficient at the job. But the main point is so that adventurers can advance in different classes and unlock higher tier classes. Like Paladin like I described or Fighter+Wiz=Mage Knight or something like that, there's tons of potential things you could do and material to draw from for this.

Also like you said it depends on how you make it. The main thing that appeals to me for it is so that you can create actual party compositions (Tank/Healer/DPS) as well as have people that perform different functions (like the Scout allowing further distance from the guilds) and then have them partied up in order to allow adventurers to be specialized. 

Having adventurers earn classes based on what they tend to do the most could be interesting but without having direct control/influence I could see this becoming problematic because most adventurers will tend to become the same thing (IE: No one would wind up a wizard because they are always moving around and fighting/having to return to places to heal/deposit gold and that sort of thing.) Ultimately like you said it all depends on how you want to do it because it's your game but yea just some suggestions! I love party management games and there's basically no/little idle games that do it well so here's hoping you create something fun to play!

Developer

Ok, you kinda sold me on your idea, there are a few systems that need revamped or the whole idea of these are pointless, like combat is basically whichever has the better stats wins instantly, and to make a party system, like a tank take damage (or distract) while a fighter can get in and attack, then comes the problem of an overly one-sided party where the fighter would be the only one getting XP. There are a few other issues as-well, working on this would definitely take a while, but I’ll try adding it.

I just updated the game with some of the features like event referring, and fixes that bug you were having. Saves have been kinda reset unfortunately, something I had to change for the future of the game kinda messes with current saves.

I’ll probably work on some of the more technical or user experience things next update. Along with party systems, it sounds really fun and painful to try and make hahaha.

(+1)

I'm not trying to sell you on a idea or convince you, I'm just suggesting things that I think would be interested to see implemented. However I'm glad to see you are considering my feedback! I look forward to what you do with the game in the future!

(+1)

Oh: Being able to click on a event in the Info Tab and have the Adventurer that is being discussed be highlighted/camera followed.

Developer

This is one I was planning on adding haha, adding on to this I plan on making it so you can see when an adventurer finds a rare item or makes a purchase in the event logs

(+1)

Oh.. New Game option in the menu as well. Multiple saves.

Developer

I think I could get this one to work pretty easily and have save file info (Ie. how many adventurers, how many buildings, and/or playtime, or some other things), thanks for another good idea.