Skill based features in auto-battlers, hot or not?

Skill based features in auto-battlers, hot or not?

Hi r/AutoBattler ,
I'm solodev of "Blade Rising" ( bladerising.com/play ), It's new incremental pixel RPG.
Conquer 1000 Floors of Evil as a Dachshund Knight on the road to Ascention!

Combat is at core auto-battler.
Long story short Floor is a series of 10 battles:
- 7 common
- 2 elites
- 1 mini-boss

There are many ways to upgrade idle combat like:
- upgrades gear up to 100th level thru 6 tiers
- Prestige Ascention boons, over 100 unique with inner progression

Things like that. But there is also an active aspect.
Weak Spots are those target practice on a screenshot.
There is a chance it drops, you can tap it for extra damage.
At first you unlock just 1 but with game progression and boons you can unlock up to 9.

There is also Laughting Skull, bottom right which alters time speeding it up.

So the question is:
Do you like active skills as addition to AutoBattler?
Or if you play auto-battlers, idlers you'd rather stick to that without skill based mix?

In Blade Rising I'm designing it in a way that player can choose which features to upgrade.
So if you're autobattler you can improve those aspects and keep core gameplay idle.

What is your opinion on that?
Hot or not?
If you have a feedback or some examples from other games you like please share it.

I develop Blade Rising in close relation to players feedback and early community (discord: https://discord.gg/fCU29JUYt ), updates weekly and it's going well so far!

You're also most welcome to try it out, would be cool if you play it. It's free

u/WickedMaiwyn — 5 days ago
▲ 3 r/AutoBattler+3 crossposts

"Blade Rising", Conquer 1000 Floors of Evil as a Dachshund Knight on the road to Ascention! it's an incremental

Hey r/MobileGames ,
I'm solodev of "Blade Rising" ( bladerising.com/play )
Conquer 1000 Floors of Evil as a Dachshund Knight on the road to Ascention!

It's new incremental pixel RPG. A main quest is simple, defeat all Floors of Evil to save the world.
Each floor is harder and harder, there are common, elite and mini-boss fights.
Gather Prestige for permament boons to make your Doggo awesome and upgrade gear, unlock skills and spells on the way.

Game is designed in a chilly way, that means:
- you play at your own pace, time
- no predatory monetization
- solo oriented with optional global events if you want to engage

It's incremental in all it's meaning, that means each feature of a game has some progression, unlocks and ways to enhance.
You can develop things you like, so game addapt to your style!

r/BladeRising is free, currently available on google play.
I develop it in close relation with players and early community is growing ( reddit: https://discord.gg/HKjqfZfbX ), so far so good!

It'd be cool if you give it a try ;) Evil awaits your Blade to rise!

u/WickedMaiwyn — 12 days ago

My approach to "How to Play" for "Blade Rising" new incremental rpg

"Beyond the gates lie 1,000 Floors of Evil, where only the bold dare to climb. Fall, Ascend, and return mightier than ever until even darkness remembers your name."

Check this out: bladerising.com/play
I'm solodev of r/BladeRising, would be cool if you give it a try! ;)

u/WickedMaiwyn — 15 days ago

Evil awaits your Blade to Rise! What's your opinion on this art capsule for pixel incremental RPG? Does it gives a Slayer of Evil vibes as a Dachshund?

Hey r/MobileGaming ,
i'm solodev and artist of "Blade Rising" ( bladerising.com/play ).
Conquer 1000 Floors of Evil as a Dachshund Knight on the road to Ascention!

Soo.. does this art makes you wonder to know more?

I sneak in a bit of humour or abstraction like he's a knight but also likes to surf on giant pepperoni pizza slice on an ocean or there is wood, iron.. and catnip from space chonk cat as resources.

But the main core design I want it to be a slayer of evil and a cult of a sword.

Blade, Ash vs Evil Dead, Blue Eye Samurai, Zorro, Buffy the Vampire Slayer, He Man, Kill Bill.
Things like that but in a comic, more casual form.
A bit of slasher horror mixed with rpg, knight fantasy doing knighty things.

Project itself isn't horror or dark fantasy, but is kinda inspired by.

It's quite a standard that pixel art games does not do branding/marketing pixel art. It's rather an opportunity to tell a story a bit more detailed or in other art style.

- So what do you think about this art?
- How do you approach pixel art projects steam capsules and such?
- Does it encourage you to find out more?
- What fantasy does it give you?
- Is it knighty, blady, bloody enough?

Any pro tips or even roast is more than welcome. I want to do as good art for a project as I can!

I dev it in close relation to players and early community:
discord: https://discord.gg/GVM7A99jW
reddit: r/BladeRising
If you're interested in game itself it's free at google play.

u/WickedMaiwyn — 19 days ago

Does this knighty-slashy art capsule works well for Blade Rising?

Hey r/MobileGames ,
i'm solodev and artist of "Blade Rising" ( bladerising.com/play ).
Conquer 1000 Floors of Evil as a Dachshund Knight on the road to Ascention!

Soo.. does this art makes you wonder to know more?

I sneak in a bit of humour or abstraction like he's a knight but also likes to surf on giant pepperoni pizza slice on an ocean or there is wood, iron.. and catnip from space chonk cat as resources.

But the main core design I want it to be a slayer of evil and a cult of a sword.

Blade, Ash vs Evil Dead, Blue Eye Samurai, Zorro, Buffy the Vampire Slayer, He Man, Kill Bill.
Things like that but in a comic, more casual form.
A bit of slasher horror mixed with rpg, knight fantasy doing knighty things.

Project itself isn't horror or dark fantasy, but is kinda inspired by.

It's quite a standard that pixel art games does not do branding/marketing pixel art. It's rather an opportunity to tell a story a bit more detailed or in other art style.

- So what do you think about this art?
- How do you approach pixel art projects steam capsules and such?
- Does it encourage you to find out more?
- What fantasy does it give you?
- Is it knighty, blady, bloody enough?

Any pro tips or even roast is more than welcome. I want to do as good art for a project as I can!

I dev it in close relation to players and early community:
discord: https://discord.gg/GVM7A99jW
reddit: r/BladeRising
If you're interested in game itself it's free at google play.

u/WickedMaiwyn — 19 days ago

Does this knighty-slashy art capsule works well for Blade Rising vibe?

Hey r/AutoBattler ,
i'm solodev and artist of "Blade Rising" ( bladerising.com/play ).
Conquer 1000 Floors of Evil as a Dachshund Knight on the road to Ascention!

Soo.. does this art makes you wonder to know more?

I sneak in a bit of humour or abstraction like he's a knight but also likes to surf on giant pepperoni pizza slice on an ocean or there is wood, iron.. and catnip from space chonk cat as resources.

But the main core design I want it to be a slayer of evil and a cult of a sword.

Blade, Ash vs Evil Dead, Blue Eye Samurai, Zorro, Buffy the Vampire Slayer, He Man, Kill Bill.
Things like that but in a comic, more casual form.
A bit of slasher horror mixed with rpg, knight fantasy doing knighty things.

Project itself isn't horror or dark fantasy, but is kinda inspired by.

It's quite a standard that pixel art games does not do branding/marketing pixel art. It's rather an opportunity to tell a story a bit more detailed or in other art style.

- So what do you think about this art?
- How do you approach pixel art projects steam capsules and such?
- Does it encourage you to find out more?
- What fantasy does it give you?
- Is it knighty, blady, bloody enough?

Any pro tips or even roast is more than welcome. I want to do as good art for a project as I can!

I dev it in close relation to players and early community:
discord: https://discord.gg/GVM7A99jW
reddit: r/BladeRising
If you're interested in game itself it's free at google play.

u/WickedMaiwyn — 19 days ago
▲ 5 r/AutoBattler+2 crossposts

"Blade Rising" | 1000 Floors of Evil waits for you to Slay! it's New incremental

"Blade Rising", it's an incremental pixel RPG. I'm solodev, artish and self-publisher of it.

google play: https://play.google.com/store/apps/details?id=com.bogigames.bladerising
www: bladerising.com/play

  • Conquer 1000 Floors of Evil as a Dachshund Knight on it's way to Ascention!
  • enhance gameplay to your liking
  • global events like 'Weekly Boss Hunt' or Seasonal
  • no pressure at core
  • gameplay first approach

it's free, if you wanna try it ;)
A video clip is a raw gameplay how does look first minutes of Blade Rising gaming.
No cuts, just a mastershot covering resources, upgrades, combat loop and unlocks.

There is also massive Ascention Prestige tree with 100 permanent unique boons to adjust and enhance aspects of game you like. For example if you're into idle, boost passive stats, if you prefer skill-based manual combat enhance weak points etc.

I develop game close with players and early community, direct contact, weekly updates, live ops events. If a feature is cool for all players or it's a bug you spotted I'll do it right away!

Reddit: r/BladeRising
Discord: https://discord.gg/cJXtBjdzB

Pure Evil awaits your Blade to Rise!

u/WickedMaiwyn — 25 days ago

Chonk Cat as the final resource, is it crazy enough?

Hey r/PixelArt ,
Soo my general approach in a current design is to start from a classic fantasy RPG themes and over progression go into some crazy stories.
It's a story from zero to hero of a Dachshund Knight on it's way to Ascention!
He's doing knighty things or a RPG-like things.

To craft things he needs resources, so he gathers.
Starts with Wood => Iron => Catnip

There is a story behind finding some unknown, lost-for-ages labolatory with a distress call from space. I won't tell much as it's a part of a mystery lore but the point is...
player unlocks new resource Catnip.
Can automate or gather it manually, kinda long finger to tap up to space and aim at floating cat but hey, it's a fantasy, ok? ;p

Gif shows a full progression thru 10 stages, by design those are 2 sets of 5 starting with a beige one and ending as some space alient blue cat, it's fine for him to float in space, no harm.
He's a friendly fellow that manage a space station which we help to repair and upgrade up.

So what do you think?
Is chonk chonk enough?
Any tips or tricks for a cat?
Is a rocket fire fine?
Is it absurd enough or you'd go even more crazy with some space, alien suit etc or 3rd eye, double tail fantasy? ;p

I don't want it to be creepy. An overall motive of a project is positive. WTF? kinda jokes not i'm-out-of-here scary mutants ;p but there is Pure Evil that needs to be stopped! Cat is not one of them. He's a good, friendly fellow that needed help stacked in space and growing up.

u/WickedMaiwyn — 25 days ago
▲ 14 r/AutoBattler+4 crossposts

"Blade Rising" | Conquer all 1000 Floors of Evil in NEW incremental pixel RPG!

"Blade Rising", it's an incremental pixel RPG. I'm solodev of it.
google play: https://play.google.com/store/apps/details?id=com.bogigames.bladerising
www: bladerising.com/play

Conquer 1000 Floors of Evil as a Dachshund Knight on it's way to Ascention!

  • enhance gameplay to your liking
  • global events like 'Weekly Boss Hunt' or Seasonal
  • no pressure at core
  • gameplay first approach
  • gameplay first approach

it's free, if you wanna try it ;)

u/WickedMaiwyn — 1 month ago
▲ 3 r/gamemarketing+1 crossposts

Is game wiki still a thing? Do you use it for players or SEO?

Hey r/gamemarketing ,
So long story short i'm solo dev of "Blade Rising" ( bladerising.com/play )incremental RPG, currently ~4 weeks after release.
I do it in early access in close relation to players and early community.

Game is growing, so does the content to explain to new players.
BIG Prestige Ascention Tree,
over 100 boons,
upgrade'able equipment with 6 tiers,
automation,
resource airdrops,
seasonal Battle Pass, 7 Days Claim etc.
customization,
events like Weekly Boss Hunt

there is more and more big picture systems and detailed things like what is 'Floor of Evil',
how does 'Critical Strike' works, what is a spell 'Laughting Skull'.

I do daily tik toks/yt shorts, some articles but it's not permanent.
Covering 100% with in-game popups is a struggle on mobile.

I recently added to website the whole sections of:
- FAQ
- Knowledge Hub
- Guides & Articles
- Patchnotes

things like Beginner's Guide, Idle Progression Guide.
Or articles on spicific topics so I can relink if some1 want to know more or check info.

I just wonder what is your way of that?
Community managers are always great to attend current issues, but the source of knowledge is good to have somewhere available in video or text form.

Do you focus on custom infrastructure or go outside to medium, socials, fandom wiki etc.?
And do you use it as a promo ASO awareness strategy or only to cover player's informations?

Best regards and let's talk. How do you do it?

u/WickedMaiwyn — 1 month ago

What is your trick to balance MASSIVE Prestige/Talent trees in incrementals or RPGs?

Hey r/RPGdesign ,

So long story short i'm solo dev of incremental RPG, currently ~3 weeks after release.

I do it in early access way from beginning so the scope won't creep me out or to do it with players' feedback and early community.

So the first MVP version was very small. Just a few boons. Easy ones like +% dmg, +%HP.

For incrementals that was fine at that stage, incrementals like buffs up to crazy numbers.

But let's be real. Incrementals are all about dynamic of play vs permanent buffs + reset, so this is like the core of that gaming experience.

Now I've got small, but steady playerbase active so I wanted to give them cool things for some mid, long progression.

Recently I've done total redesign.

100 Boons, 10 unique regions, some boons with inner progression.

A central design path-of-exiles-like where you can start at any region and explore it further, start another one or go from one line forward as connections works both ways.

Warrior's Path,

Blood Sanctrum.

Fortress of Steel,

Temple of Presion,

Wild Frontier,

Golden Market,

Prestige Nexus,

Region Mastery,

Arcane Archives,

Conquest.

Each has it's own unique fantasy, theme, ability/system/resource.
I won't go into details cause it's a discussion not a show off, I just want to describe my struggle and question at this point.

Just as an example:
Warrior's Path introduces Rage and bonus damage,
Temple of Precision unlocks Weak Points that changes auto-battler to skill-based things.

All is great, as a concept. I want to give players ability to find what they like. Or to give players a choice to focus one season on automation, another on passive income or unlock different spells & skills.

But..

Guys i'm solo dev ;D 10x10 boons it's kinda a limit to what I can do myself.
Probably 1000 boons would be just too much, an design overkill.

My goal is not to go the biggest tree ever, I want it to be special, avoid passive upgrades of stats or at least mix it with something more interesting.
Even 100 boons I've devided to comming soon as a promise to unlock it over time.

So how do you approach grand designs? By grand I mean big systems.
Do you plan a general plan then go details section by section?
Or just do a lot of plays, QA, and just hope for the best until it feels right to release?

With 100 boons (+ some has inner progression) it's like 57298572954807425 combinations.
One thing is to deliver a region of 10 cool boons.
Another is that for example Warrior's Path can be fine but in mix with Arcane Archives overpowered?

It's still a solo game at core so broken builds are sometimes great. Worse are dull, useless perks just to upgrade further. But I run live ops for it so there is Weekly Boss Hunt as a global event etc.

I find it good that now I have a framework.
A structure to focus on regions, or specific boons.
Looks big but not yet overwhelming.

Another great thing is that I've got my custom data-driven backend.
So I know EVERYTHING. who unlocks what, when, can do some funnels or compare results.
Compare different patches to each other like 1.1.1 vs 1.1.2.

But so far the best thing is my early community. Friends at first, then first players joined. Data-driven is great but some info from Bug Report fixed some problems for everyone.
Or the general feeling.
I avoid releasing untested things, but there is always something I can miss.

I'm happy that yesterday community said that current resource gathering progression feels right, that's promising as it's like totally much better game each week.

So what are your tricks&tricks to do big talent trees or prestige systems?
What to avoid, what to do?
Or just release all and test on PROD, right? ;p
Let's talk!

reddit.com
u/WickedMaiwyn — 1 month ago

What is your trick to balance MASSIVE Prestige/Talent trees in incrementals or RPGs?

Hey r/gameideas ,

So long story short i'm solo dev of incremental RPG, currently ~3 weeks after release.

I do it in early access way from beginning so the scope won't creep me out or to do it with players' feedback and early community.

So the first MVP version was very small. Just a few boons. Easy ones like +% dmg, +%HP.

For incrementals that was fine at that stage, incrementals like buffs up to crazy numbers.

But let's be real. Incrementals are all about dynamic of play vs permanent buffs + reset, so this is like the core of that gaming experience.

Now I've got small, but steady playerbase active so I wanted to give them cool things for some mid, long progression.

Recently I've done total redesign.

100 Boons, 10 unique regions, some boons with inner progression.

A central design path-of-exiles-like where you can start at any region and explore it further, start another one or go from one line forward as connections works both ways.

Warrior's Path,

Blood Sanctrum.

Fortress of Steel,

Temple of Presion,

Wild Frontier,

Golden Market,

Prestige Nexus,

Region Mastery,

Arcane Archives,

Conquest.

Each has it's own unique fantasy, theme, ability/system/resource.
I won't go into details cause it's a discussion not a show off, I just want to describe my struggle and question at this point.

Just as an example:
Warrior's Path introduces Rage and bonus damage,
Temple of Precision unlocks Weak Points that changes auto-battler to skill-based things.

All is great, as a concept. I want to give players ability to find what they like. Or to give players a choice to focus one season on automation, another on passive income or unlock different spells & skills.

But..

Guys i'm solo dev ;D 10x10 boons it's kinda a limit to what I can do myself.
Probably 1000 boons would be just too much, an design overkill.

My goal is not to go the biggest tree ever, I want it to be special, avoid passive upgrades of stats or at least mix it with something more interesting.
Even 100 boons I've devided to comming soon as a promise to unlock it over time.

So how do you approach grand designs? By grand I mean big systems.
Do you plan a general plan then go details section by section?
Or just do a lot of plays, QA, and just hope for the best until it feels right to release?

With 100 boons (+ some has inner progression) it's like 57298572954807425 combinations.
One thing is to deliver a region of 10 cool boons.
Another is that for example Warrior's Path can be fine but in mix with Arcane Archives overpowered?

It's still a solo game at core so broken builds are sometimes great. Worse are dull, useless perks just to upgrade further. But I run live ops for it so there is Weekly Boss Hunt as a global event etc.

I find it good that now I have a framework.
A structure to focus on regions, or specific boons.
Looks big but not yet overwhelming.

Another great thing is that I've got my custom data-driven backend.
So I know EVERYTHING. who unlocks what, when, can do some funnels or compare results.
Compare different patches to each other like 1.1.1 vs 1.1.2.

But so far the best thing is my early community. Friends at first, then first players joined. Data-driven is great but some info from Bug Report fixed some problems for everyone.
Or the general feeling.
I avoid releasing untested things, but there is always something I can miss.

I'm happy that yesterday community said that current resource gathering progression feels right, that's promising as it's like totally much better game each week.

So what are your tricks&tricks to do big talent trees or prestige systems?
What to avoid, what to do?
Or just release all and test on PROD, right? ;p
Let's talk!

reddit.com
u/WickedMaiwyn — 1 month ago
▲ 27 r/AutoBattler+5 crossposts

"Blade Rising" - conquer all 1000 Floors of Evil in NEW incremental pixel RPG!

Hey r/MobileGames ,
I'm solo-dev of "Blade Rising" incremental pixel RPG ( bladerising.com/play )

Conquer Floors of Evil as a Dachshund Knight on the way to Ascention!

- 1000 Floors of Evil

Your main quest is to defeat ALL Floors of Evil.
Each gives you Prestige that you can Ascend for over 100+ permanent Boons.
10 unique regions of Prestige Tree, each with inner progression. Secrets to explore.

- Global Events

"Weekly Boss Hunt" is currently running to grab up to 100 Prestige each week

- Gameplay First

I'm indie solo dev. I value game design as a core, most important thing.
Games should be fun, engaging and intresting from first session till meta progression.

- Truly Free

No paywalls. No ads in core gameloops. No pay to win.
"Start with One Strike, Hit for Millions!"

google play: https://play.google.com/store/apps/details?id=com.bogigames.bladerising
www: https://bladerising.com/play
discord: https://discord.gg/yeZmD7tDc

I've released it in early access ~3 weeks ago, currently available for FREE at google play (iOS and PC soon, but not yet)
I develop it from beginning with close relation to players and early community ;)

Currently I'm teaming up with an awesome artist Hunter Art ( https://hunter-art.itch.io/ )
to step up art in "Blade Rising".

Feel free to ask anything and ofc go save the world of "Blade Rising"!

u/WickedMaiwyn — 25 days ago

What is your trick to balance MASSIVE Prestige/Talent trees in incrementals or RPGs?

Hey r/gamedev ,
So long story short i'm solo dev of incremental RPG, currently ~3 weeks after release.
I do it in early access way from beginning so the scope won't creep me out or to do it with players' feedback and early community.

So the first MVP version was very small. Just a few boons. Easy ones like +% dmg.
For incrementals that was fine at that stage, incrementals like buffs up to crazy numbers.
But let's be real. Incrementals are all about dynamic of play vs presting permanent buffs so this is like the core of that gaming experience.

Now I've got small, but steady playerbase active so I wanted to give them cool things for some mid, long progression.

Recently I've done total redesign.
100 Boons, 10 unique regions, some boons with inner progression.
A central design path-of-exiles-like where you can start at any region and explore it further, start another one or go from one line forward as connections works both ways.

Warrior's Path,
Blood Sanctrum.
Fortress of Steel,
Temple of Presion,
Wild Frontier,
Golden Market,
Prestige Nexus,
Region Mastery,
Arcane Archives,
Conquest.

Each has it's own unique fantasy, theme, ability/system/resource.
I won't go into details cause it's a discussion not a show off, I just want to describe my struggle and question at this point.

Just as an example
Warrior's Path introduces Rage and bonus damage,
Temple of Precision unlocks Weak Points that changes auto-battler to skill-based things.

All is great, as a concept. I want to give players ability to find what they like.
Or to give players a choice to focus one season on automation, another on passive income or unlock different spells & skills.

But..

Guys i'm solo dev ;D 10x10 boons it's kinda a limit to what I can do myself.
Probably 1000 boons would be just too much.
My goal is not to go the biggest tree ever, I want it to be special, avoid passive upgrades of stats or at least mix it with something more interesting.

Even 100 boons I've devided to comming soon as a promise to unlock it over time.

So how do you approach grand designs? By grand I mean big systems.
Do you plan a general plan then go details section by section?
Or just do a lot of plays, QA, and just hope for the best until it feels right to release?

With 100 boons (if some has inner progression) it's like 57298572954807425 combinations.
One thing is to deliver a region of 10 cool boons.
Another is that for example Warrior's Path can be fine but in mix with Arcane Archives overpowered?

It's still a solo game at core so broken builds are somethings great. Worse are dull, useless perks just to upgrade further.
But I run live ops for it so there is Weekly Boss Hunt as a global event etc.

I find it good that now I have a framework.
A structure to focus on regions, or specific boons.
Looks big but not yet overwhelming.

Another great thing is that I've got my custom data-driven backend.
So I know EVERYTHING. who unlocks what, when, can do some funnels or compare results.
Compare different patches to each other like 1.1.1 vs 1.1.2.

But so far the best thing was my early community.
Friends at first, then first players joined.
Data-driven is great but some info from Bug Report fixed some problems for everyone.
Or the general feeling.
I avoid releasing untested things, but there is always something I could miss.

I'm happy that yesterday community said that current resource gathering progression feels right, that's promising as it's like totally much better game each week.

So what are your tricks&tricks to do big talent trees or prestige systems?
What to avoid, what to do?
Or just release all and test on PROD, right? ;p

reddit.com
u/WickedMaiwyn — 1 month ago

What are the most fun skills in incremental RPGs? Idle, active skills or it's all about synergies? What do you think?

Hey r/gamedesign ,
I'm looking for fun skills, spells, consumables to enhance fun factor of combat so it keeps getting more interesting longterm until the end.

I'm solo indie dev fetching for your cool experience and brainstorm ideas here.
In my freshly released incremental game I've got the core features, now it's time for a fun part.

So the question from a title stands:
What are the most fun skills in incremental RPGs? Passive, active or automation growth?

At this point I've got Prestige Ascention permaments buffs to:

- increase stats

- unlock new skills

- automate

- power up combat power

- increase resource gathering operations

We all know that simple stat increase +% dmg it's useful but it's boring, right?
Game is released early so I can develop it according to early players feedback.

Combat starts as idle auto-battler 1 vs 1 pve.

Very quickly there are skills to unlock:

A) Weak Spots

Randomly appears a Target to tap it for extra hit.
It changes gameplay from idle to idle + tapper.

B) Laughing Skull

A spell that speed up everything 200% for a period of time.
The main goal to finish my game is to beat 1000 Floors of 10 enemies with elites and mini-bosses, some random events on the way. Speed up seems fun as all goes puff away much faster.

C) Shortcut

Each 5 floors you get a checkpoint. You can start your next fights from that point instead of 1st level. It was a feature requested by a player and for incrementals it's kinda classic. Over time player gets really powerful so it's good to just skip the easy first levels unless you're into farming gold resource.

I won't go into gathering resources, crafting and eq upgrades in this post.

Do you remember from other idle, auto-battler or incremental games something that clicked for you?

So far I've got 30 unique Prestige Ascentions (with it's own upgrades too) for permanent buffs.

But this is a part that I think can get much better, so I'm fetching ideas before going into my cave to dev all new cool stuff.

I've got prepared for combat backpack inventory, spellbook, active/toggle skills slots.

So there are many ways I can go further.

My point is to start as auto-battler but then give players a way to evolve into gamestyle they prefer, find broken or overpowered. And ofc fun decks to make crazy things.

Sooo:

What would be cool new skills, abilities or consumables that you find attractive and fun?
What to avoid, don't do, was a bummer in your opinion?

Let's brainstorm it out!

reddit.com
u/WickedMaiwyn — 2 months ago

What are your favourite skills in incremental RPGs? Skills, spells or consumables? Active, passive? Or whatever it takes to make those DMG numbers go insane?

Hey r/gameideas ,

I'm looking for fun skills, spells, consumables to enhance fun factor of combat so it keeps getting more interesting longterm until the end.

I'm solo dev and my recent project is an incremental rpg.
'Start with One Shot, Hit for Millions!' a crazy daschund knight zero to hero story.

I've got the core features, now it's time for a fun part.

So the question from a title stands:

What are your favourite skills in incremental RPGs? Skills, spells or consumables? Active, passive? Or whatever it takes to make those DMG numbers go insane?

At this point I've got Prestige Ascention permaments buffs to:

- increase stats

- unlock new skills

- automate

- power up combat power

- increase resource gathering operations

We all know that simple stat increase +% dmg it's useful but it's boring, right?
Game is released early so I can develop it according to early players feedback.

Combat starts as idle auto-battler 1 vs 1 pve.
Very quickly there are skills to unlock:

A) Weak Spots

Randomly appears a Target to tap it for extra hit. changes gameplay from idle to idle + active.

B) Laughing Skull

A spell that speed up everything 200% for a period of time.
The main goal to finish my game is to beat 1000 Floors of 10 enemies with elites and mini-bosses, some random events on the way. Speed up seems fun as all goes puff away much faster.

C) Shortcut

Each 5 floors you get a checkpoint. You can start your next fights from that point instead of 1st level. It was a feature requested by a player and for incrementals it's kinda classic. Over time player gets really powerful so it's good to just skip the easy first levels unless you're into farming gold resource.

I won't go into gathering resources, crafting and eq upgrades in this post.
They also has buffs and things to increase or automate but for now I explore ideas around combat to make it cooler.

Do you remember from other roguelites, roguelikes, rpgs, idlers, auto-battlers or incremental games something that clicked for you?

It's a mobile game so keep in mind it's scope that Path of Exiles style is kinda not within my range ;p but for sure I can do much more to give my game a best shot to be fun.

So far I've got 30 unique Prestige Ascentions (with it's own upgrades too) for permanent buffs. Some of them unlock things, some enhance, some are passive. Some unlock skills and abilities. It's a way to grow and to specialize you gameplay.

This is a part that I think can get much better, so I'm fetching ideas before going into my cave to dev all new cool stuff.

I've got prepared flow for combat:

- backpack inventory,

- spellbook,

- active/toggle skills slots.

So there are many ways I can go further.

My point is to start as auto-battler but then give players a way to evolve into gamestyle they prefer, find broken or overpowered. And ofc fun decks to make crazy things.

Sooo:

What would be cool new skills, abilities or consumables that you find attractive and fun?What to avoid, don't do, was a bummer in your opinion?

Let's brainstorm it out!

reddit.com
u/WickedMaiwyn — 2 months ago

What are the most fun skills in mobile roguelites? Passive, active or automation growth?

Hey r/roguelites ,
I'm looking for fun skills, spells, consumables to enhance fun factor of combat so it keeps getting more interesting longterm until the end.

I'm solo dev and my recent project is mix of roguelite and incremental rpg r/BladeRising .

'Start with One Shot, Hit for Millions!' a crazy daschund knight zero to hero story.

I've got the core features, now it's time for a fun part.
In case you're interested here is a link, it's free at google play:

https://play.google.com/store/apps/details?id=com.bogigames.bladerising

So the question from a title stands:

What are the most fun skills in mobile roguelites? Passive, active or automation growth?

At this point I've got Prestige Ascention permaments buffs to:

- increase stats

- unlock new skills

- automate

- power up combat power

- increase resource gathering operations

We all know that simple stat increase +% dmg it's useful but it's boring, right?
Game is released early so I can develop it according to early players feedback.

Combat starts as idle auto-battler 1 vs 1 pve.
Very quickly there are skills to unlock:

A) Weak Spots

Randomly appears a Target to tap it for extra hit. changes gameplay from idle to idle + active.

B) Laughing Skull

A spell that speed up everything 200% for a period of time.
The main goal to finish my game is to beat 1000 Floors of 10 enemies with elites and mini-bosses, some random events on the way. Speed up seems fun as all goes puff away much faster.

C) Shortcut

Each 5 floors you get a checkpoint. You can start your next fights from that point instead of 1st level. It was a feature requested by a player and for incrementals it's kinda classic. Over time player gets really powerful so it's good to just skip the easy first levels unless you're into farming gold resource.

I won't go into gathering resources, crafting and eq upgrades in this post.

Do you remember from other roguelites, roguelikes, rpgs, idlers, auto-battlers or incremental games something that clicked for you?

So far I've got 30 unique Prestige Ascentions (with it's own upgrades too) for permanent buffs.

This is a part that I think can get much better, so I'm fetching ideas before going into my cave to dev all new cool stuff.

I've got prepared flow for combat:
- backpack inventory,
- spellbook,
- active/toggle skills slots.

So there are many ways I can go further.

My point is to start as auto-battler but then give players a way to evolve into gamestyle they prefer, find broken or overpowered. And ofc fun decks to make crazy things.

Sooo:

What would be cool new skills, abilities or consumables that you find attractive and fun?What to avoid, don't do, was a bummer in your opinion?

Let's brainstorm it out!

u/WickedMaiwyn — 2 months ago
▲ 32 r/AutoBattler+4 crossposts

ROAST my art of incremental pixel RPG. Looking forward to make it better

Hey r/PixelArt ,
I'm solo-dev one man army working on incremental pixel RPG.
Art is not my main spec but it's so fun to do. I just like the symbolism it requires.
So frame by frame animations, enemies design, attacks, UI, icons etc. I've done it all.

I may not look like, but the design and coding part was huge here. It's already done, project is available in early access to smooth things out.

So I'm at the stage when finally I can focus more on ART!
Before I go to more enemies etc. I want to upgrade current assets.

- For sure a combat summary looks poor.
- Some icons are in different resolution like Prestige Point Crown vs Coin.
- Ascention has a little photo-story sequence of lore, which is nice, but the overall UI needs some love.
- Prestige Buff info popup is weak.
- I re-use a label art, just stretching it with unity 9-slice and with colors.

For sure you're better experts on art and pixel style so any feedback would be golden for me.
Roast it, give tips and tricks, give ideas, you name it.
I don't mind it because my goal is to upgrade the overall quality.

So far in scope of first 300 players no one complained on art yet.
Genre is also more focused on the incremental upgrade progression than art so some things are forgiven to me.
But well, it's far away from perfect yet ;p
I don't want to do the minimal effort, I want to give my best shot.

Let's talk it out folks!

u/WickedMaiwyn — 2 months ago

What are the most fun skills in incremental RPGs? Passive, active or automation growth?

Hey u/gamedev,
I'm solo indie dev fetching for your cool experience and brainstorm ideas here.
In my freshly released incremental game I've got the core features, now it's time for a fun part.

So the question from a title stands:
What are the most fun skills in incremental RPGs? Passive, active or automation growth?

At this point I've got Prestige Ascention permaments buffs to:
- increase stats
- unlock new skills
- automate
- power up combat power
- increase resource gathering operations

We all know that simple stat increase +% dmg it's useful but it's boring, right?
Game is released early so I can develop it according to early players feedback.

Combat starts as idle auto-battler 1 vs 1 pve.
Very quickly there are skills to unlock:

A) Weak Spots
Randomly appears a Target to tap it for extra hit.
It changes gameplay from idle to idle + tapper.

B) Laughing Skull
A spell that speed up everything 200% for a period of time.
The main goal to finish my game is to beat 1000 Floors of 10 enemies with elites and mini-bosses, some random events on the way.
Speed up seems fun as all goes puff away much faster.

C) Shortcut
Each 5 floors you get a checkpoint. You can start your next fights from that point instead of 1st level. It was a feature requested by a player and for incrementals it's kinda classic. Over time player gets really powerful so it's good to just skip the easy first levels unless you're into farming gold resource.

I won't go into gathering resources, crafting and eq upgrades in this post.
I'm looking for fun skills, spells, consumables to enhance fun factor of combat so it keeps getting more interesting longterm until the end.

Do you remember from other idle, auto-battler or incremental games something that clicked for you?
So far I've got 30 unique Prestige Ascentions (with it's own upgrades too) for permanent buffs.
But this is a part that I think can get much better, so I'm fetching ideas before going into my cave to dev all new cool stuff.

I've got prepared for combat backpack inventory, spellbook, active/toggle skills slots.
So there are many ways I can go further.

My point is to start as auto-battler but then give players a way to evolve into gamestyle they prefer, find broken or overpowered. And ofc fun decks to make crazy things.

Sooo:
What would be cool new skills, abilities or consumables that you find attractive and fun?
What to avoid, don't do, was a bummer in your opinion?
Let's brainstorm it out!

reddit.com
u/WickedMaiwyn — 2 months ago
▲ 10 r/MobileGameDiscoveries+2 crossposts

Any knights around brave enough to play early version of "Blade Rising" from a solo dev? Start with a Strike, Hit for Millions! It's a pixel incremental RPG

Greeting travelers,
I'm a solodev one-man army on a quest to spread a word about "Blade Rising"!
https://play.google.com/store/apps/details?id=com.bogigames.bladerising

"As a daschund knight with ascendent prestige, you will be honored to battle these dangerous evil forces!"

Task is easy, beat 1000 Floors with 9 enemies and a mini boss-fight each.
And get soooo overpowered on this crazy adventure to master your war craft.

I've just released it about 2 weeks ago and I'm working on daily patches ever since.
Currently running a little "Weekly Boss Hunt" event to spice things up.
And best info, it's free!

u/WickedMaiwyn — 2 months ago