if you let it run you either die in the dungeon and gain nothing or stare at a slot machine. Automatically pulling slots is overridden by increasing the payout.
The first time you die, it's 50%. Afterwards, in the current iteration, it's 100%. But I'm planning on updating in the next week to where that'll be a little bit more forgiving.
I wish the damage ranges were a bit less random, say somewhere between 0.5-1.5 x weapon level. I also wish there was a more reliable way to upgrade stats, say for instance a shop that lets you level up a stat once at a time for 3 x the stat's current level, so for example 9 gold to upgrade health from lvl 3 to lvl 4 and 12 gold to upgrade from lvl 4 to lvl 5.
Yeah, I get what you're saying about damage ranges. I think the only reason why I'm leaning towards the way it is now is that in the way it's currently set up, if you had it set up like the way you're talking, you would ALWAYS hit the person and I want there to be at least a chance that you would miss.
In regards to the more reliable way of upgrading, one path I had considered was for specialization reels, where as you go through you'd find reels that could swap out with your current reel in the slot machine OR you could just sell it for <x> gold.
Unfortunately, I would have to redo aspects of the game in order to do that. The player has an attack and the mob has an attack and those are the only two stats outside of health and/or amror.
I know that the weapon stat is increasing damage but why is the damage range is so big? I hit an enemy for 2 dmg and another for 21 in the same run, weapon stat was 12. How is the dmg calculate?
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As it stands this game shouldn't be tagged "Idle"
if you let it run you either die in the dungeon and gain nothing or stare at a slot machine. Automatically pulling slots is overridden by increasing the payout.
There's no automation.
Feature suggestion (to be more idle): automatic return after room N (set by player).
What's the probability of retaining gold upon death? Or it's one time thing?
The first time you die, it's 50%. Afterwards, in the current iteration, it's 100%. But I'm planning on updating in the next week to where that'll be a little bit more forgiving.
IMHO, either make it happen sometimes or remove completely. Because in current version it's giving false hope.
I wish the damage ranges were a bit less random, say somewhere between 0.5-1.5 x weapon level.
I also wish there was a more reliable way to upgrade stats, say for instance a shop that lets you level up a stat once at a time for 3 x the stat's current level, so for example 9 gold to upgrade health from lvl 3 to lvl 4 and 12 gold to upgrade from lvl 4 to lvl 5.
Good points.
Yeah, I get what you're saying about damage ranges. I think the only reason why I'm leaning towards the way it is now is that in the way it's currently set up, if you had it set up like the way you're talking, you would ALWAYS hit the person and I want there to be at least a chance that you would miss.
In regards to the more reliable way of upgrading, one path I had considered was for specialization reels, where as you go through you'd find reels that could swap out with your current reel in the slot machine OR you could just sell it for <x> gold.
Thank you for your feedback
Ahh, so that's how missing works. A lot of games would make some kind of accuracy stat separate from damage, plus a dodge stat.
How about this for a hit chance:
100% * (attacker's accuracy/ (target's dodge ability * 2))
Unfortunately, I would have to redo aspects of the game in order to do that. The player has an attack and the mob has an attack and those are the only two stats outside of health and/or amror.
I know that the weapon stat is increasing damage but why is the damage range is so big? I hit an enemy for 2 dmg and another for 21 in the same run, weapon stat was 12. How is the dmg calculate?
Thanks for playing the game. it's a random number between 0 and weapon x 2.
Really enjoyed this well done
Thanks! Glad to hear you liked it.