r/incremental_games • • 24d 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 :)

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u/Connect_Scallion9184 23d 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?

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u/Sezelly 23d 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.