Just completed my first run since the update and I feel mage is by far the easiest character to get far with. Throughout the entire run, the primary upgrades I used were energy regeneration, minor healing, and gold gain. I changed my training past the first few zones to be a 40-60 split between defense and intelligence. It didn't matter how much damage I dealt as long as I out-healed the damage of the enemy. While I don't think it's overpowered, it did feel like it removed a fair bit of interesting choices in regards to upgrades. I've never had to upgrade mana regeneration nor the active skills for zero cost spells since my mana never dipped below half.
Overall, I did enjoy my time with the game and look forward for new updates in the future.
I'm being told I can't rebirth until Zone 11, but Zone Control is saying "You have conquered all the lands and defeated the Demon King!" and it won't let me go to the next zone.
Hi I've just gotten to the first quest, but I can't do anything cause I'm playing on the phone and I can't accept nor close the tab. I hope you can add something like auto accept the quest or close outside the screen to close and then accept the quest space at the bottom of the, adventure tab? I don't remember xD.
I'm really liking this bit I played so far, so it'd be awesome if I could continue playing your game
Ty for your time and work, even if you cba to something about this, I wish you gl and that your game continues to improve
Thanks for the kind words. Yeah I'll figure something out. I think that might be a good next step making sure it works a bit better on different screen sizes.
What's the point of active skills when you can't get them before you beat the game completely? I guess if not for being a mage, a swordsman would have to afk grind for days or something, but a mage just easily beats it in less than 30 minutes with equipment. (with good luck and a good build you could prob beat the demon lord in under 10 minutes)
(Only beat the demon lord 5 times cause I didn't realize mage could beat it at rebirth 2, could've been 7 times, rip.)
Fair enough I did a pretty heavy nerf on them but still might be enough. I need to create a few more dev cheats to be able to test the game a bit better - probably one to speed up the gameplay significantly just to see whats happening.
I was selling items during a boss fight. I clicked outside the quest window by accident and lost the quest. Now I can't get the quest again until I rebirth, which requires the demon lord's castle. Talk about punishing. There should be a retroactive way to accept quests instead of declining them forever. There's few enough in the game as it is. At the very least a faster way to rebirth would be nice. It's impossible to grind for rebirth points.
You need to make Health more valuable. Because Defense is a flat damage reduction, and it is perfectly possible to outscale enemy damage at every stage with every class, Defense is wildly more valuable than Health. To the point it is not worth putting Health higher than maybe 5%. The difference in value is just that big. Add a derivative stat to Health like passive HP regen or something that helps bring it more in-line with other stats, or maybe add skills that scale with Health.
Areas shouldn't be unlocked after a rebirth. You should be able to progress as far as you can and not be arbitrary forced to rebirth if you've beaten the boss of the "last" area
I agree, I stopped playing because of the forced rebirths. It really just makes all the time spent training pointless, and with the new Defense update, that means you spend even MORE time training just to be forced to rebirth when you could keep going. I think thats the biggest failure in this game, forced rebirths.
I've removed that part completely now, and added a leaderboard to let you see how fast it takes you to beat the final boss at a certain rebirth e.g. took you x time with 0 rebirths, y time at 1 rebirth and so on to give you the ability to do that. Feel free to give it another shot and see if it helps at all if not, I'll do a heavy rethink of how I go about it. If that fails I think toning down the monsters by 20% for example and then having you unlock harder difficulties on first completion would be a good alternative.
Thanks for the feedback either way, gave me a lot to think about. Part of why I posted it here is to get it in the hands of people even if it risks getting a negative reaction to be able to start balancing and seeing what works and what doesn't/
Well, it's a double-edged sword. Forced rebirths waste training, but on that token, training for long enough can just run straight through without the need to rebirth.
Taking out forced rebirths is a good step forward, for just a simple test. When/If you release on steam, I'd try to have more levels to play through. Higher numbers don't mean much if there's a ceiling that's easily reachable.
Overall, you have a good concept, and the framework is good, you just need to build upon it now to make it not only something that offers long term play, but also marketability so you can make money for your hard work.
There should be another way to increase energy regeneration. Since energy is needed to buy skills and spells the rate you can increase them is bottlenecked by how much energy you can generate and since the energy conduit upgrade scales at the same rate as the neural amplifier they effectively cancel each other out. The consequence of this is that the only way to upgrade skills is to keep sacrificing more and more training which is necessary to progress
Rebirths are straight up punishing. The bottleneck in this game isn't XP gain. It's training speed. The area after the Sunken Grotto is a giant leap in difficulty and requires hours spent AFK to progress, every single rebirth that is. With no way to speed up rebirths, each play-through gets longer and longer, with your progress in the previous rebirth just basically deleted, since rebirth points are almost meaningless in this game. Even the unlocks you get each rebirth don't seem all that meaningful or game changing since the bonuses are very small.
sorry but i have to agree with the chat here. the amount of rebirth points needed for me to upgrade is going to take me many many rebirths apart from that this game is awesome! i sure hope to see it released on steam at some point as i would happily wishlist it
They were asking if rebirth 1 = 10, rebirth 2 = 12, or does lvl, gold, etc have any influence on how many points you get.
I think the amount of rebirth points should be MUCH higher considering their cost. That being said, the cost for each upgrade (2% item bonus for like 20 rebirth points) isn't equivalent.
Legit a very fun game. But imo needs some big balance changes. Also adding stuff like, 5-10% attack or defense, or int, or health into the Rebirth upgrades. Only having 4 very, very expensive and poorly scaling upgrades for rebirths kinda means once you unlock classes.. Not really much of a point to rebirth anymore.
Ah fair enough - yeah will need to do a big balance patch at once lol. Already got a bit of a list but want to do them all at once. Lmk if anything else needs tweaking or any qol things.
Or maybe with each new rebirth you get twice as many points as you did from the previous. Either way. The amount needed per upgrade is very, very high, and the amount rewarded is very, very low.
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Came back to play and the game had reset.
Lost all my data. Need an export/import save file option. Or something.
The mage skill minor heal shows healing values in the combat log but do not actually heal.
Noted will fix next patch. Thank you.
Minor heal doesnt do anything, except reporting big heal numbers in log, but not healing anything.
Just completed my first run since the update and I feel mage is by far the easiest character to get far with. Throughout the entire run, the primary upgrades I used were energy regeneration, minor healing, and gold gain. I changed my training past the first few zones to be a 40-60 split between defense and intelligence. It didn't matter how much damage I dealt as long as I out-healed the damage of the enemy. While I don't think it's overpowered, it did feel like it removed a fair bit of interesting choices in regards to upgrades. I've never had to upgrade mana regeneration nor the active skills for zero cost spells since my mana never dipped below half.
Overall, I did enjoy my time with the game and look forward for new updates in the future.
I'm being told I can't rebirth until Zone 11, but Zone Control is saying "You have conquered all the lands and defeated the Demon King!" and it won't let me go to the next zone.
Should be patched - let me know if not. Appreciate you playing it :)
Hi I've just gotten to the first quest, but I can't do anything cause I'm playing on the phone and I can't accept nor close the tab. I hope you can add something like auto accept the quest or close outside the screen to close and then accept the quest space at the bottom of the, adventure tab? I don't remember xD.
I'm really liking this bit I played so far, so it'd be awesome if I could continue playing your game
Ty for your time and work, even if you cba to something about this, I wish you gl and that your game continues to improve
Thanks for the kind words. Yeah I'll figure something out. I think that might be a good next step making sure it works a bit better on different screen sizes.
Pushed a fix out now so you can continue playing and trying it out.
Nice, thank you :D
What's the point of active skills when you can't get them before you beat the game completely? I guess if not for being a mage, a swordsman would have to afk grind for days or something, but a mage just easily beats it in less than 30 minutes with equipment. (with good luck and a good build you could prob beat the demon lord in under 10 minutes)
(Only beat the demon lord 5 times cause I didn't realize mage could beat it at rebirth 2, could've been 7 times, rip.)
So are mages overpowered currently?
I would say overpowered is an understatement. They just scale so much better and faster than Swordsman does, both offensively and defensively.
Fair enough I did a pretty heavy nerf on them but still might be enough. I need to create a few more dev cheats to be able to test the game a bit better - probably one to speed up the gameplay significantly just to see whats happening.
I think mages arent broken i think every other class is just very weak and instead of nerfing mages just buff the other 2 classes.
I was selling items during a boss fight. I clicked outside the quest window by accident and lost the quest. Now I can't get the quest again until I rebirth, which requires the demon lord's castle. Talk about punishing. There should be a retroactive way to accept quests instead of declining them forever. There's few enough in the game as it is. At the very least a faster way to rebirth would be nice. It's impossible to grind for rebirth points.
You need to make Health more valuable. Because Defense is a flat damage reduction, and it is perfectly possible to outscale enemy damage at every stage with every class, Defense is wildly more valuable than Health. To the point it is not worth putting Health higher than maybe 5%. The difference in value is just that big. Add a derivative stat to Health like passive HP regen or something that helps bring it more in-line with other stats, or maybe add skills that scale with Health.
Also, can I please get a "Sell All" button?
Areas shouldn't be unlocked after a rebirth. You should be able to progress as far as you can and not be arbitrary forced to rebirth if you've beaten the boss of the "last" area
I agree, I stopped playing because of the forced rebirths. It really just makes all the time spent training pointless, and with the new Defense update, that means you spend even MORE time training just to be forced to rebirth when you could keep going. I think thats the biggest failure in this game, forced rebirths.
I've removed that part completely now, and added a leaderboard to let you see how fast it takes you to beat the final boss at a certain rebirth e.g. took you x time with 0 rebirths, y time at 1 rebirth and so on to give you the ability to do that. Feel free to give it another shot and see if it helps at all if not, I'll do a heavy rethink of how I go about it. If that fails I think toning down the monsters by 20% for example and then having you unlock harder difficulties on first completion would be a good alternative.
Thanks for the feedback either way, gave me a lot to think about. Part of why I posted it here is to get it in the hands of people even if it risks getting a negative reaction to be able to start balancing and seeing what works and what doesn't/
Well, it's a double-edged sword. Forced rebirths waste training, but on that token, training for long enough can just run straight through without the need to rebirth.
Taking out forced rebirths is a good step forward, for just a simple test. When/If you release on steam, I'd try to have more levels to play through. Higher numbers don't mean much if there's a ceiling that's easily reachable.
Overall, you have a good concept, and the framework is good, you just need to build upon it now to make it not only something that offers long term play, but also marketability so you can make money for your hard work.
There should be another way to increase energy regeneration. Since energy is needed to buy skills and spells the rate you can increase them is bottlenecked by how much energy you can generate and since the energy conduit upgrade scales at the same rate as the neural amplifier they effectively cancel each other out. The consequence of this is that the only way to upgrade skills is to keep sacrificing more and more training which is necessary to progress
Rebirths are straight up punishing. The bottleneck in this game isn't XP gain. It's training speed. The area after the Sunken Grotto is a giant leap in difficulty and requires hours spent AFK to progress, every single rebirth that is. With no way to speed up rebirths, each play-through gets longer and longer, with your progress in the previous rebirth just basically deleted, since rebirth points are almost meaningless in this game. Even the unlocks you get each rebirth don't seem all that meaningful or game changing since the bonuses are very small.
That's fair I think I'll do a quick patch now to fix that.
sorry but i have to agree with the chat here. the amount of rebirth points needed for me to upgrade is going to take me many many rebirths apart from that this game is awesome! i sure hope to see it released on steam at some point as i would happily wishlist it
So is the amount of Essence static, or can you earn more on a run by playing longer, leveling more, and so on?
You earn essence on rebirths, but if you think this should be a bit different - feel free to suggest.
They were asking if rebirth 1 = 10, rebirth 2 = 12, or does lvl, gold, etc have any influence on how many points you get.
I think the amount of rebirth points should be MUCH higher considering their cost. That being said, the cost for each upgrade (2% item bonus for like 20 rebirth points) isn't equivalent.
Legit a very fun game. But imo needs some big balance changes. Also adding stuff like, 5-10% attack or defense, or int, or health into the Rebirth upgrades. Only having 4 very, very expensive and poorly scaling upgrades for rebirths kinda means once you unlock classes.. Not really much of a point to rebirth anymore.
Ah fair enough - yeah will need to do a big balance patch at once lol. Already got a bit of a list but want to do them all at once. Lmk if anything else needs tweaking or any qol things.
Or maybe with each new rebirth you get twice as many points as you did from the previous. Either way. The amount needed per upgrade is very, very high, and the amount rewarded is very, very low.
Let me know of any changes, recommendations e.t.c.