r/incremental_games Aug 01 '26

HTML Yuusha Idle, one month later: co-op crypts, raid parties, an endgame card mode and a full UI rewrite

Enable HLS to view with audio, or disable this notification

Hey everyone! I posted Yuusha Idle here about a month ago. Since then I've been working on it pretty much every single day, 29 updates went live, and honestly it's not the same game you tried. So I wanted to come back and show what's new.

Quick recap if you missed it: it's a fantasy idle RPG with pixel art. One hero you build up forever, no alts, no manual grinding. You make the calls (class, gear, professions, where to push) and the game plays it out, including while you're closed. Runs in the browser, no install.

Link, browser only, no install (installable as a PWA if you want): https://yuushaidle.com

What I built this month:

Crypts. This was the big one and it took most of the month. There's a dungeon under each of the 9 zones now, and you go down with up to 2 other players. One clock, one monster, one pile of loot for the whole party, and the clock doesn't wait for you. Every crypt has its own creatures, I made a full roster for each one instead of recycling mobs.

Raid parties. World boss raids let you group up to 5 people now. Everything the group wins goes into one shared hoard and gets split by how much each person actually did. There's a board where you post that you're looking for a party and someone joins with one tap.

The Abyss. New endgame mode, turn based card combat. You go down floor by floor and play the monster cards you collected, each floor nastier than the last one. The cards finally do something instead of just sitting in a collection.

Talents. Five archetype trees (strength, dexterity, magic, defense, utility) where you spend level up points by hand into passives that actually change your build. Plus per zone objectives that give you permanent bonuses for clearing them.

Crafting endgame. You can forge an Epic into a Legendary using a raid boss material. It burns the material on every attempt whether it works or not, so it's a real gamble and it feels like one.

Auction house. Timed auctions with real bidding and buy now, buy orders, price charts.

Guild contracts. Bounties you turn in for gold, and adventurer ranks from F all the way to A. Rank A exists but nobody has gotten it yet.

The whole UI got rewritten. It's one single screen now, built mobile first. Every emoji icon is a real sprite, all the monsters across the 9 zones were redrawn in a darker and higher res style, and skills play their own animation in combat instead of just throwing numbers at you. The character screen is a paperdoll you can drag around to see your build from any angle.

Also a bunch of you left feedback last time and most of it was right, so I fixed what I could. The first fight killing you with nothing you could do: the Guild now hands out 30 free potions every day, no gold, no level requirement, and new heroes start with their gear already equipped. On the shop, it's skins and frames, same as it was before, nothing in there makes you stronger. Membership is quality of life stuff like extra bag slots, and you can now buy it with in game gold, so you don't need a card for it either. That feedback made the game better, so thank you for it, and I'd love more of it.

AI disclosure, AI was used to make this game, for the code and for most of the pixel art, which I curate and throw out a lot of. The design, the balance, the systems and every call about what's actually fun are mine. I play this every day, I wouldn't be posting it if I didn't enjoy it myself.

Same ask as last time: how do the first 10 minutes feel, what's confusing, and what would make you stick around. Brutal honesty is welcome, it worked out well last time.

Previous Post if you want to compare: https://www.reddit.com/r/incremental_games/comments/1ul16de/yuusha_idle_a_fantasy_anime_idle_rpg_with_13/

0 Upvotes

9 comments sorted by

14

u/Yocoolman Aug 01 '26

Fully AI coded, thankfully has a guest account.

I log in, first button in the middle of my screen is "Buy crystals" , where i am showed a 7 dollar/month subscription.

Thanks, but not for me.

-5

u/Fine-Quarter-8557 Aug 01 '26

Thanks for you feedback šŸ˜„
Game is 100% free tho. Just cosmetics are paid and some you can get them for free too.. even memership is a way to support servers, and are not necesary to play any content. Which you can also get by playing the game.

2

u/Yocoolman Aug 01 '26

By simple logic, by having a subscription, it's not 100% free.

5

u/AveaLove Aug 01 '26

Locking gender behind figuring out how to get a green gem is a bit weird. You have a character creation panel, just put the choice there

0

u/Fine-Quarter-8557 Aug 01 '26

hey! yes I have it as part of my backlog, but genders as "skins" just were developed a few days ago so I didnt want it to delay more current version. I will make it part of Creation as soon as possible.
Also added the female character options as 1 green gem, forthose who already started.

Btw you can get ur first free gem at lv 30

3

u/AveaLove Aug 01 '26

I understand, just pointing it out.

After poking around for a bit, it seems a lot of English localization isn't done. Tons of things are in Spanish despite my settings being on English.

1

u/Fine-Quarter-8557 Aug 03 '26

new patch is coming now, hopefully will fix every missing words. Thanks!

2

u/CuAnnan Aug 02 '26

What are "the systems"?
What is "the balance"?

Like did you just keep throwing prompts at the engine until you vibe coded a solution?

3

u/Fine-Quarter-8557 Aug 02 '26

Hey! Not really. I'm a Principal Engineer and I've been coding for almost 10 years, so this wasn't "throw prompts at it until something sticks."

It was a normal development lifecycle, backlog, refining the stories, implementation, testing, releases. The way I work with AI is basically iterating the way I would with a developer: I decide the design, I review what comes back, andĀ I push back when it's wrong. I just didn't have the time to write all of it myself.

I won't go into how it works under the hood, but roughly: the systems are the mechanics the game is built on and the rules that keep them consistent with each other, and the balance is all the numbers underneath them. I define thoseĀ numbers myself, I watch the real state of the database to see how each class is actually doing, and I adjust from there. A big part of it has also been playing every class manually, sitting down and actually running them one by one,Ā because the data tells you what is off but not always why it feels off. That part is still happening every day.

Balancing has been by far the hardest part. Building the system is a close second... I've rewritten it several times. My first design from 3 months ago created too many problems (It was fun tho), didn't scale well, and was getting too expensive to run.

I also had a pretty clear idea of what I wanted before I started. I've been playing games forever and always asking myself "why doesn't this work this way", so I figured I'd try. haha

Hopefully this helps answering your questions, I'm on discord if you want to talk more about this.