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Is escelation broken or not implemented yet?

Should be working, what part did not work?

Well it has the same exact roll as the preview first off, and I don't notice any notification or something to show that I am CURRENTLY in an escelation or not after doing the astral reset.

In fact I have done 2 astral resets and no streak, so yeah...

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Preview supposed to be the same curse you get in you next escalation run. There are no notification that you are currently on esc run but you should not be able to do astral reset until you completed the stage required per esc run. There's a dialog on esc run completion tho, letting you know that you completed the esc run and may choose to proceed to next esc run. 

Mainly changes are the curses and the label on preview should be changed into current. A spell supposed to be locked too. I'll take a look later, haven't checked it since there's not much feedback around esc and challenges.

Edit:

Thanks for catching it, you were right, escalation was broken. Checking the box before an Astral Reset had a bug where it got silently reset to off right before the game checked it, so escalation never actually started. Fixed now, should work as intended next update.

Is the reap spell not working anymore? I have reap speed by itself, as well as a spell combo of reap/boost for minimum damage, and maximum damage, and it's not gaining me anything, even at stage 3000. 

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the restrictions are 10% chance proc and only works on boss enemies, so its not guaranteed

its actually 10% for some time now, i just forgot to update the spell description but now its updated

I must have insanely bad luck considering I got 0 stat boosts after 2 days...

Have you tried going to lower stages for faster feedback? I'll check later to verify it works on my end.

No, but to be fair I am still one shotting all the bosses anyways with swiftstrike or thorns.

Actually, now that I think about it, I noticed overkill isn't activating unless if I take off swiftstrike and thorns.

Does stat steal, overkill, and perhaps even other aspects of the game, only work on normal attacks, and do nothing from swiftstrike or other spell attacks?

Depends on trigger. If it's on-hit most definitely it only work when hitting enemy. But on-kill like reap and overkill should work regardless if the enemy dies from hit or a spell effect.  I'll review overkill tho, in case I missed something.

were you able to sleep without problems now?

Yeah that part works fine now.

...this seems like a clone of another game (dont remember the name) but it was about superpowers. you even have the same ICONS? and the same UI with minimal changes.

The icons are from game-icons.net, which are free to use under their license. As for the gameplay, I'd encourage you to give it a try. While the inspiration is understandable, there are quite a few differences once you actually play it.

ah, well if it's just free icons that DOES explain that (and i DID notice differences after playing more)

Happy to learn it reinforces that this is its own thing. Thanks for writing again, let me know if you encounter any bugs in the game.

No idea if you are still working on the issue, but I realized that the problem might be due to how fast I kill the enemies, and with the fact that I have to import my save every time I get on the browser (Because my browser deletes data after turning off my PC).

Maybe one of those are the reasons?

I did worked on it. It should've fixed it already but I haven't yet to released the update  so the  game still has the bug. What I did was that I fixed the ordering of the save and loading. I suspected that when you sleep the game calls to load the save data before you sleep. Causing it to not do anything. Just taking my time on some new stuff I have to ship the update with.  Also you may want to skip that importing process by downloading windows version since it's only ~40mb. If it really is how fast you kill the enemies maybe try pausing the game with the run checkbox then sleep? 

Okay that's really weird, I paused it and the game is STILL RUNNING.


Browser hits different.

Phew. More bugs I guess. Thanks for new info

By the way, when do those 2 locked tabs unlock anywyas?

The spell tab is unlocked when you buy the spell inventory upgrade from the astral shop. Astral shop unlocks after accumulating a total of 100M Anima earned from all runs. 

Alright the game is actually unplayable now.


No matter what I do, I can't actually sleep. I hit sleep, I hit yes, and then nothing happens.

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That's bad. I'll ship a fix with the next update.

If you can elaborate a bit, like what stage you were on and what you were doing before trying to sleep, that'll make finding the bug a lot faster.

Thanks for the report.

Here's my save actually: https://pastebin.com/cF53W2NB 

I am on Firefox browser (I have the dark reader, CanvasBlocker, and Ublock origin, extensions if those matter), as well as using Fedora Linux as my OS.

Thanks!

Hey, could you try refreshing the page and letting it fully load before hitting Sleep again? Also, does anything else seem off, or is it specifically just the Sleep button that's not responding?

No idea how long "fully loaded" is, but this has happened when I was playing for hours and THEN tried to sleep. Surely the game had loaded fully after a few hours.

That said, I hit sleep, the screen turns grey, and then it shows the offline window to show how much time I had offline and sets me back as if I just imported my save, instead of sleeping.

So uh, I have the portable spell count thing going on, but I can't seem to remove any spells or move them around.


If I end up getting a bad spell in those slots, does that mean I am stuck with those spells forever?

I would really love the ability to switch out spells, especially during a run, but at the very least to change the spells in the saved spell slot area.

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Ah yeah I didn't consider that problem. I'll fix it next update. 

You must hate me coming back and immediately finding these bugs/issues.

I got the curse mark on me or something.

It’s actually the opposite. I’d rather have a small group like you pointing stuff out than me wasting time hunting every bug alone. Different perspectives make the game better way faster, so it’s genuinely helpful.

Oh yeah, I also noticed with the swiftstrike spell, if I die, the enemy hits me with the spell after I respawn, but if I have the spell, I DON'T hit the enemy with the spell after I respawn.

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yeah i might've missed that. Will make it that it triggers on player respawn, since it's round start too

So I did a spellcraft, made NHCD + Thrn Maximum damage.

It multiplies my max damage just fine, but doesn't seem to damage the enemy whenever my character is hit.

Hey it's been a while, I'll look into it. Thanks 

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Yeah a whole lot happened in my life and played some other games and what not.

Pretty cool updates so far, looks a lot more polished.

I am curious how you calculate that dodge change. I had around 74% dodge chance on an enemy, and that enemy hit (And killed, not sure if that affects things) me 35 times in a row before missing. If I multiply 0.25 to itself 35 times, that would give me a 1 in 8.470329473×10⁻²² chance of that happening.

I'm starting to think the hit mechanics in practice do not align with the stat counter. 

Edit: I just added fresh new gear, got a 95% dodge chance, and I am still getting hit like 10-20 times in a row. Not sure if it's a problem with gear or respawning or what. The enemy has the Bloodloss Maximum damage perk thingy.

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https://idle-and-unmotivated.fandom.com/wiki/Stats

Dodge Chance = (1 − ((100 + Enemy Control) / (100 + Speed))) × 100

i have a wiki now. If the enemy still hits you much more than you would expect on 95% dodge chance then it certainly is bugging.

Either that or I am insanely unlucky.

this is confusing. hitting roll 10 and then doing anything else but choosing makes you loose all choices?

Hey, the gear isn't lost, any unselected draws automatically convert to shards. The draw results are temporary though so if you draw again before picking, the previous ones get converted. I'd recommend picking a gear before drawing again. I'll add a clearer warning so this isn't confusing going forward.

suggestion  ditch, or massively nerf the +2.5% stat per kill spells. i got lucky on a run, and got the control, magic and speed ones and quickly became an unstoppable deathgod. im currently on level 8623, with no signs of it ever slowing down but rather getting faster and faster, made worse by the fact that i now have 8 +2.5% per kill spells, stacking their effects. if it ever slows down, ill just pop the "+20% of health to stat" spells on and bulldoze through some more.

Probably just gonna put a cd into it so that it's still useful but less aggressive reaping. I had fun playing it with swiftstrike. Too broken XD.

another issue that has appeared with this update : something you changed has it hammering my hard drive HARD. like every attack tick, it does such a heavy read/write that it sounds like im running a defrag program.

Haven't experienced it yet. Will look into it. Did this happen when you unlocked all spellslot and enemy has full spellslot filled too? Or does it do that even without much calculations happening?

doing a hard reset, dosent stop it. every attack tick, mine or the enemies, it does some kind of read/write which is more audible than installing programs (i use a traditional platter drive)

Oooof that's serious, thanks for letting me know. I'll include it on next update. 

Any plans to add an Android version?

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Yeah, there will be! 

Thanks for asking, you honestly made me smile, it means a lot knowing the game’s got potential. I hope you give it another go in the next update, I’ll be introducing gears then! After that, I’ll start working on pacing, since spells and gear will finally make the gameplay a lot more dynamic than before.

something is REALLY off with the enemy stat calculations currently. the 3X multipliers given by the basic spells is instead being calculated as something like 30X.  example : 

 enemy has only the 3x stamina spell. magic, control and speed are all between 30-50, but stamina is an utterly insane 11k, with the calculation showing (1+31+0+3k)*3*1=11k. that same pattern follows all other enemies as well, if they have a spell that buffs a stat they get several thousand added to their "flat" value. while it DOES calculate correctly for the player. this, obviously, makes the current build unplayable.

Noted, will look into this closely.

aura is having a MUCH greater effect than you intend. enemies with an aura of 2 take ~1/3 damage, and 3-4 aura makes them nigh invulnerable. i managed to get 3 control buffs on one run resulting in a  min/max damage of around 35 million, but my attacks would regular hit for 1,000 or less damage because by that point every enemy had 3+ aura. at least i ASSUME thats whats causing the insane damage reduction, as there dosent seem to be anything else providing damage reduction.

Oh no, aura is supposed to be 1 aura = 1 damage reduced. But just to clarify, did you do a hard reset after the new update? I’m suspecting the old save file is causing most of these bugs if you haven’t done it yet.

i did indeed do a hard reset. TBF the calculation for aura says that its only doing a small reduction in damage (ive yet to encounter anything with more than like 6 or so for aura), and i dont know for sure thats whats causing the seeming 99% reduction in some cases. it just makes the most sense.

"chances" are all sorts of fucked up. ive got a 75% chance to hit and a 69% chance to dodge, yet i miss 90% of my attacks and get hit every single time. meanwhile the x/10 counter dosent increment at all even though im 1 shotting everything whenever i actually hit it.

Thanks for playing and taking the time to write this feedback, I really appreciate it! I’m still working on the formula visualization side of things, so the odds you’re seeing right now are likely inaccurate. That part’s still in progress.

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another oddity, is i geta  bunch of wierd ass symbols. like when i reload the page and it displays my offline gains, theres a little box that says 23 above f1before offline time. are you using some strange uncommon font? on top of that apparently refreshing the page loses ALL meta bonuses.

I'm using Nunito and Cinzel for font styles. It’s not really “weird,” I guess, it might just be some oddness you can expect from an alpha build. If you could provide a screenshot, that would be super helpful to see exactly what’s happening.

Also, losing meta bonuses on refresh is definitely not intended. Hopefully the next update will fix the issue you found.

heres a pic of what im talking about. as for the meta bonuses, they arent even being actually applied to the stat calculations for the most part, if at all. a few stat calculations show the meta value, but most dont have it in their stated calculations at all. i mean like they SAY they use a meta multiplier, but in the actual calculation that updates as your stats increase, the meta value is not present. example : speed : the math section is just "1.0 base + speed bonus = x attacks per second"

Hello! That “weird” thing is actually supposed to be just an icon. I didn’t really pay much attention to how it looked there, so I’ll remove it in the next update.


As for the meta value not showing in calculations, I’ll double-check that tomorrow. One thing to note is that if your savefile is from a version before this update, it might be outdated. Previously I had two different save files, one for the main game and one for achievements, which included meta modifier and completion data. If you haven’t progressed far, doing a hard reset in the game might fix it.

So I noticed that with really high attack speed, there's actually a long delay where my character waits doing nothing.

Well, long compared to attack speed. So I think like half a second is wasted every fight as my character isn't doing anything. That means if that delay was removed, my character would be able to kill enemies a lot faster. So yeah my character's potential is quite limited right now.

Good catch. I know exactly where that delay comes from. I can’t fix it right now but it’s already on my list. Also, thanks a lot for playing and for giving feedback. You’re literally the only one doing that right now, and it really helps. Cool to see someone making it to those higher levels too.

Yeah all it takes is going for the right stats.

I would say the biggest issue is the lack of content. Specifically, you fight the same enemies, without really any end goal besides get to the next generic boss. That's probably the biggest weakness of the game, because even if you add a few more enemies, that itself doesn't really fix the game, it's just prolonging the inevitable. 

It could use more to the gameplay. Not like making it a clicker game or anything, but adding different routes perhaps.

Having enemies look different would help a little, but it's still the same basic formula of basic attack and try not to get hit. Adding more active spells might help, such as freezing the opponent, mirage clones, getting attacked by muliple enemies at the same time, etc. 

I know these fixes wouldn't really fix the main core issue of the game, but I'm not entirely sure your vision, so I don't know how to give the best advice for fixing the main problem of lacking content, besides just throwing in random filler (But that wouldn't really provide anything of value if it's just haphazrdly thrown in).

Going to more technical quirks, I noticed that the 5x multipliers also multiply other multipliers. So if I have 1 speed, and then 1 control after it, the control 5X the speed stat as well,

Also, even if anything reduces my magic stat, it doesn't matter because my damage somehow scales with the enemy, so it's better if I have 0 magic stat so I use only 1 stamina per hit. 
I also want my stamina at base level, so if I die I don't take forever healing up.

But yeah, even end game progression, it's all about getting skills, but nothing really concrete for the character itself, besides the one keeping the skill slots. 

Getting rid of the delay would help, but what would be better is if you could condense enemies, or at least waves, so you can progress faster instead of wasting so much time fighting canon fodder. 

Hello! Thanks again for your detailed feedback. Just wanted to let you know the latest update addresses some of the points you mentioned:

  • Attack delay halved – fights are now faster. From 0.7s -> 0.35s

  • HP & regen rework – Stamina now scales HP (1 → 10), and regen is boosted, especially on death, so combat feels chunkier and less grindy.

  • Damage formula tweak – Magic now drives damage directly, making magic more meaningful. Honestly I'm thinking of making it have 2 derived stat from it too but not too soon until the plugin for save is done.

  • Enemy scaling – enemies now get stronger every 3 deaths instead of 4, slightly speeding up progression.

  • Achievements/meta modifiers – permanent bonuses from achievements now stack and carry over to future runs.

The update doesn’t add new enemies or routes yet, but the groundwork is there for more variety and faster progression in future updates.

About the issue on a "multiply other multipliers" , there's core stats that directly affect their derived stats, you could see this on stat description on the upgrade stat tab, but this "So if I have 1 speed, and then 1 control after it, the control 5X the speed stat as well", I'm sure that's not supposed to happen.

So another thing to add to my to-do is making it that stat display formula shows breakdown of spells applied to the stat, so it'll enhance clarity.

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Found out that importing doesn't keep track of my kills, so my stats dropped a lot with +1 stat on kill...


Edit: Nvm I just had to remove and re-add some of my multiplier skills to fix it.

Beat the 5-10 boss dude, still no anima. 

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The current version forces you to beat bosses without choosing spells first.
The formula is: boss kills × base choose count.
Base choose count is earned from beating milestone bosses — like 1-Boss, 25, 50, etc.

If you beat a milestone boss, you should start seeing an increase in the estimated anima from your current run. Choosing a spell decreases the multiplier count, therefore boss kill * 0 = 0 Anima

That said, I agree it’s not super fair yet.
I’m open to reworking the formula so rewards feel better, especially after tougher bosses like 5-Boss.

Adjusting the scaling of enemy stats is at the top of the list this week. I'm also aware that some parts of the loop, like spell choices and anima gain, lack clarity, especially around bosses. That's on my radar and I'll be working on making those systems clearer and more rewarding. 

I appreciate the feedback.

Yeah the biggest issue is that the UI doesn't clearly show or explain how the game is supposed to work. 

I have no idea there was an anima multiplier, and I still don't even really understand the spell thing, and I didn't know you could DECLINE a spell at all.

You can actually decline or delay picking a spell by clicking the X on the top right of the spell UI.


The old “0 anima reward” issue is fixed now — instead, if you have unused base choose counts from a milestone boss, you get a 20% anima boost per unused count.


The progress bar under your stage number now shows how far you are from the next milestone.


Basic game loop: pick a spell → push to higher stage → sleep (rebirth) → earn anima (sleep currency) → buy meta upgrades → push further next run.


Spells are passive multipliers:


Flat Multiplier – e.g. 3× stamina.


On Kill Gain – +1 stat per kill (resets when you sleep).


Scale – trade half one stat for a boost in another.