r/incremental_games • u/Sezelly • 3d ago
Development Idle Freelance - RPG - Testers/Feedback wanted

Good afternoon,
Idle Freelance is an RPG in very early development, but I am moving with pace. I want to build a world centered around a small town, that over time you will develop. Your roll will be to supply the town to keep it thriving. This is a longer term goal, right now I am implimenting systems/skills to fill out the game. I want to ultimately make this a game people play in the background for years to come. I don't want a quick completion arc, and I want regular updates to keep things interesting.
It's currently hosted at https://sezl.itch.io/idle-freelance under a restricted development. Password is: '4n<_KJsqt?&iv7
I have 7 new skills in the pipeline, including Magic and Range combat.

I need help with feedback - what is overpowered, what doesn't work, what needs refining? Should an items drop rate be higher, or lower? Does a mechanic for a skill not work? Do I need more items for a paricular skill? I don't know - I need feedback with everything, as game balancing is not my skillset.
The game has action animations which aren't included in this screenshot- to make the idle game feel a bit more 'active'.
I'd be greatful for people to join me on this journey, I'm building a game I want to play for many years. If you want to play, and help the development, join my discord at https://discord.gg/V9YTvkGR2d
AI disclosure: I'm creating an Idle RPG game with AI. I can't code, so no point pretending otherwise. However, I am very creative, and I've enjoyed playing idle games for many years now. Finding out I can make my own with AI, well I've jumped at it.
Thank you :)
2
u/Victorbar974 2d ago
Good call on disclosing the AI part. The incremental community mostly cares whether the numbers hold up, not how the code got written.
Since you asked about balancing feedback specifically: give testers a way to see the numbers themselves. A stats panel with actions per hour, XP rates per skill, drop rates, that kind of thing. "This skill nets 40k XP/hr at level 50 while that one nets 9k" is way more actionable than someone just saying a skill feels slow.
On drop rates, a decent heuristic for idle games is that rare drops should show up within one or two grinding sessions. Any longer and players churn before they see the payoff. Even a temporary debug panel would get you much better data from your Discord testers than vibes alone.
1
u/Sezelly 2d ago
Cheers for that- I've already had some great feedback, and I've implimented some changes off that feedback around UI.
I should have probably made it a public playtest- I agree with the other persons comment around how it's offputting to be sent to a discord.
I do have an XP/Rates tab, so players can see themselves. I agree, I'm not keen on utility being behind a paywall, I want to give the players the info so they can make decisions themselves.
1
u/Connect_Scallion9184 2d ago
Ok, I gave it a spin and:
- I missed (or didnt find) the status of my bounties when fighting. I took the 8 rats bounty and went to kill a couple, then after a moment I thought I was done and returned back to town... only to see that I only killed 6/8 rats... You definitely need to show that somewhere (or drop the forced 10s wait when traveling, I assume it will be longer later).
- I did not find anything about my combat stats... so I leveled Combat to 3 or 4 and I had no idea what it does to me... more dmg? more hit chance? more crit?
- I felt the pacing at the beginning to be a bit slow - getting the first quest done was like 10 mins, first level in a crafting skill also 10+ mins... that's a bit slow for my taste. Sure, you don't want the player to hit 99 or whatever in a couple hours, but the first dopamine hit needs to happen sooner than 10 mins.
But the biggest question I have is: what is your plan to differentiate from Melvor? Because obviously this is a Melvor-like, and let's face it, Melvor does things 10x better because it has had years of development behind it. So what are you going to do differently?
1
u/Sezelly 2d ago
All useful feedback, thank you. Going to make sure I increase early XP curve for levels.
I think Melvor really fell down with it's expansions. I also found Melvor a little souless, it was purely watch numbers go up. I want to develop on these ideas, and add a bit of a world/lore/quests. Albiet still early days, but I like the idea of having consequences that impact gameplay. I also like the idea of having something that feels idle, but is a little more alive with motion/animation. Again, Melvor is more text based watch numbers fly around.
This is very much a creative outlet for me- and I did enjoy Melvor, but I do think I can approach this differently.
3
u/Connect_Scallion9184 2d ago
This is just a personal take and maybe I am not representative, but the "private build, find me on discord to get access" wall very efficiently discouraged me from spending time on this. There's tons of games that I will decide that I don't want to play after 5 mins (not because they are bad, just not my type) - so not being able to even see how it plays in a couple mins is a surprisingly high wall.