Tips/Guide

There's no tutorial at the moment so here are some quick tips if you need them:

  • Items are for upgrading gear, currency is for upgrading skills.
  • Each stage can be unlocked by filling the reward bar in the previous stage.
  • Anything in brackets [ ] indicates what you currently own.
  • The Skills button and gear will change color when you have enough to upgrade them.
  • There are no other pieces of gear available currently, they will be attainable when unlocking new areas. This alpha only has the first area.
  • The icon at the end of your gear's stats indicates Growth. The gear's stats and upgrade cost will increase by the Growth amount.
  • Skill prices double each time they are upgrade.

Description

This project is an evolution of Tiny Idle! Much more in depth character customization, gear upgrades, item drops, everything you love from traditional RPGs. This project is currently being developed and you can tune in to watch development at any time at my Twitch channel. Feel free to provide any feedback you have on the project here, on Twitch, or in the Discord. Thank you for any and all contributions whether in the form of feedback, time playing, or watching!

Updated 6 hours ago
Published 10 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 3.3 out of 5 stars
(3 total ratings)
AuthorRunTheMC
GenreRole Playing
Made withGodot
TagsGodot, Idle

Development log

Comments

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Hi, i'm happy to see how your game evolved since VX ace version. Good job! 

Also, single thread support was added in godot 4.3. so you don't need to use SharedArrayBufferSupport.

(+1)

Hey thanks for letting me know! I was actually unaware of this. Good eye on catching the VXA game inspiration 😂

Not being able to use any menus while fighting and instantly ending combat kinda kills it for me multi tasking is the whole point of idles while playing them active

Thanks for pointing this out! While it wont be on this next update I'm planning to upload on Tuesday or Wednesday, I'm planning to add something for this in the following one.

It'll likely be either minimizing the battle window to a small bar on top of the upgrades that'll only have vital information, or just overlaying the skills window on top while battling and removing the transparency.

Thanks again for the feedback! 

about pixel game, you need to consider about the pixel size of each sprites, the game's hero's sprite is too tiny compared with the enemy, beside that, i'd give the background a fade when it change (while the ui stays)

i'd like to see more about the game

(+1)

I love the idea of the background fading and I want to add that in the future! Good point on the hero sprite as well, it's mostly placeholder for the time being but I hadn't really thought about the relative size to the enemy. I may use some sort of battler sprite instead. Thanks for the suggestions! 

(+1)

love it and would like to see more of it, great job have not encountered anything  buggy myself

(+2)

I love it. With more content fleshed out, I see this being a big hit in the future