Tiny Idle 2
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!
This one brings the Revive Tonic mechanic as well as Area 3 and enemies, gear, and achievements for it!
[Changes/Updates] v0.4.1
- The Revive Tonic has been added under upgrades!
- This allows you to be healed to full health when you take damage that would normally end your run.
- Area 3 has been added.
- New gear, new enemies, and new achievements have been added for this area.
- Removed Debug ultimate weapon from the player's inventory :D
[Known Bugs]
- Loading Game without a previous save will cause various bugs and errors.
- The speed stat displayed for challenges doesn't show the time but the numerical value used in calculations. It is still calculated correctly and will be available to claim under the given conditions.
- You cannot view the item screen while battling. Currently every screen an item is displayed on shows you how many you own. This button/screen may be removed entirely as it feels a bit redundant.
- You may have to press the Challenges button twice in order to go directly to the challenge that can be claimed.
[Future Additions]
- The next version will be a pass at all the current bugs.
- Area 4 will be the final area and will be more of a boss rush than general mobs.
- Removal of the Items screen and adding a basic Tips screen.
Updated | 7 days ago |
Status | In development |
Platforms | HTML5 |
Rating | Rated 3.6 out of 5 stars (5 total ratings) |
Author | RunTheMC |
Genre | Role Playing |
Made with | Godot |
Tags | Godot, Idle |
Development log
- v0.4 Revive Tonic and Area 310 days ago
- v0.3 Saving, QoL features30 days ago
- v0.2 Introducing Challenges and the Focus Bar!49 days ago
Comments
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Hello, first very nice game ! i will look to tiny idle 1. I finished the area 3 and i think you can add more hp to the mobs or a slow debuff to the player by specifics mobs ? for now it's a bit too much easy with the max attack speed and a high damage output. For the addition in the game it would be great to put the auto-save on on initially, for example i have connected to itch.io and that reloaded the page and well i have no more save .. .Furthermore maybe a difficulty setting ? to diminish damage or speed etc ... . GREAT game anyway a bit too short for me but great.
Can't save
when i click the challenges button i'd like for it to at least show me what tab the challenge is complete in, or just bring me to the challenge that was completed. got old pretty quick with clicking the challenge menu and needing to scroll through the first 3 tabs just for it to be on the 4th page near the bottom. pretty nice so far other than that one thing for me.
Thanks for the feedback! This is actually something I have planned for the next update and will be working on soon :D
You probably already know about this, but just in case:
If you go to "Skills > Currency Multi": "Upgrade (-0.1)" should be "Upgrade (+0.1)"
I was aware of this but I still very much appreciate you pointing it out, thank you!
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.
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
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!
love it and would like to see more of it, great job have not encountered anything buggy myself
I love it. With more content fleshed out, I see this being a big hit in the future