Interlude - WEEK 18 : Plan The Future (Analysis Of Feedback)


[DEVLOG] Week 18

 

Patch Notes [18.0]

  • Rewrite of in-game text's by Abyssal Novelist
  • Save File Import & Export Feature by Alex Munoz
    • EDIT [18.1] : this is a bit cursed, clipboard (copy/paste) does not work in Godot Web project so I had to make a Javascript app inside the Godot app for this feature... at least it works now ๐Ÿคท
  • Tiny fixes by me

Coming Next: Boss Battle ๐Ÿ‘€

   

Plan For The Future (Feedback)

Building an incremental game is a lot of more work and depth than I anticipated! 

After finishing the base mechanics of the prestige system last week, I went to look for feedback on /r/incremental_games/.

"Overall, I like the game and think you have the general progression right here in terms of your core loop of getting to Infinity on all the resources, then resetting to achieve faster progression. I think you could smooth things out for the player by making it more clearer what the player should be focusing on achieving next, maybe breaking up gameplay into more phases/milestones, and reduce the amount of clicking required to advance at various stages."

Below is a a new summary list of TODO features and Open Questions based on feedback comments. Let me know if I overlooked something?

 

TODO

New Content

  • Finale Boss Battle & Ending
  • Cat dialogue after subsequent prestige's

Ambience

  • New Font that looks good in full-screen
  • Refine the story, lore & dialogue
  • Integrate new music tracks

Quality Of Life

  • Export & Import save file data
  • Filter Resources & Diary lists by categories
  • Setting mute music should be clickable right away
  • Setting to disable unlock animation, not to be confused with shake effect
  • "Click All" button, but sometimes you don't want to make swordsmen
  • "Infinity" resources can be decreased which is a bit tedious to manage

Accessibility

  • Warning that the save file will be reset if local storage is disabled
  • Credits in-game (Contributions, Assets, Supporters)
  • Some text coloring (gray, blue) may be difficult to read on some screens
  • Some UI/UX design choices should be reworked / improved
  • Move all text's to CSV file(s) & Localization

Bugs

  • Spellcheck the game text's & integrate spellcheck plugin
  • Lag spikes when shaders are loading for the first time
  • Leaving full-screen without in-game settings de-syncs the setting
  • Some MacOS devices, shaders crash the game (related to game engine itself)
  • Game does not load in Incognito Chrome (not sure why yet)
  • Game pop-outs on Firefox (related to game engine itself)
  • Offline calculations not capped at "Infinity", e.g. Masons -> Swordsman -> Soulstone interaction 
  • Some people losing save data? (was not able to replicate yet)

Game Design

  • Early Game
    • RNG of early resource gathering can be a bit frustrating
    • Flint & Fiber are not used after early game
  • Population Management
    • Lot of clicking before first prestige (before smart assign charm effect)
    • Farming infinities with Population management gets repetitive
  • Darkness Content
    • Pre-Darkness section unfolds a bit too fast
    • Darkness section is made irrelevant by "Housemaxxing" strategy
    • Spirit & Essence substances are not impactful after first prestige
  • Prestige Content
    • Subsequent prestige's can be completed a bit too fast
    • Prestige is not intuitive, players use it without collecting all infinities
    • Diary loses meaning after first prestige (repeats same entries)
    • Clicking Charm effects are much stronger than AFK Charm effects
    • Charm descriptions / effects are not clear to some players
  • Endgame
    • "Craft Soul" needs to be reasonably reachable

Mobile

  • Mouse hover information is not easily accessible when playing from phone


That is a lot to think about!

The two biggest problems, I think... are the facts:

  • the scope for this project is too big, given my limited free time for gamedev
  • the development process it currently not optimal, as discussed in WEEK 6

Perhaps the game will never be perfect, but the development continues!  โค๏ธ

Comments

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(2 edits)

Small bug I noticed on re-playing, the diary event for slaying Death does not trigger if done offline. (Still triggers if done at any point while in-game.)

Also, "... to next infinity (0/16) ..." would be a better description on Heart screen, for starters.

(+2)

I've reached the end of what's currently reasonably achievable in about 10.5 hours of playtime. I may throw myself at the currently-unreasonable grind towards crafting a Soul, but otherwise I'm "done."

My main feeling about the game as compared to other "discover the mechanics" incremental games, like The Candy Box 1&2, A Dark Room, or Universal Paperclips, is that there's just not quite enough to discover after Darkness. You know that much already, though, so just call that a +1. Don't be afraid to throw a massive curveball at the player's assumptions and/or completely change the main genre.

The Hermit, Strength, Temperance, and The Magician seem to be the only charms you really need to start grinding. The Emperor is an obvious first choice for housemaxxing, but Strength seems to overshadow Population management, especially if you also have The Heirophant. I really quite like the charm system, but they definitely spiral on themselves rather quickly.

I definitely agree with every point in the TODO list. I think that giving the Heart a tally of how close the other resources are to Infinity alongside food might make it more intuitive that you should attempt to max out all 16/18 resources to get the maximum benefit. Also, a button to exit from the game to the save selector would be nice, unless there is one already and I just missed it. 

10/10 game, can't wait to start a new save file on a future versions.

(+1)

I started the game yesterday, prestiged the first time this morning. My first took 18 hours, my second took about 1.5 hours, and then less and less time. I appreciate how quick the prestiges go after the first one. It makes me happy that the game speeds up and gets more efficient instead of slogging down so you have to wait longer and longer between upgrades. That's how a clicker game should be! Show me the progress by making me faster and stronger instead of simply throwing bigger numbers at me, that's what I say! 

My favorite part of the game was on my first cycle balancing all the different workers. It was cathartic and then it gave me a sense of completetion to be able to automate it with a charm after the first prestige. 

(+1)

Hey, not sure if you saw but godot 4.3 came out with a fix for MacOs web exports

Thanks! This latest version 18.2. should run on 4.3. if I'm not mistaken.

there is a couple of steps needed to get it to work, mainly checking a box on project export and changing the audio to use samples I think.

More info in the blog post: https://godotengine.org/article/progress-report-web-export-in-4-3/#single-threaded-web-export

Ohh, I was not aware. Thank you. I will keep this in mind when I get to that part of the TODO list.

(+1)

The game was kinda confusing at first for me, maybe do a quick tutorial on how to manage ressources

Will add to the infinitely growing TODO list ๐Ÿ‘€

(+1)

I managed to get my cycle timer down to 20 seconds. lo

you crazy