#Late game content

6 messages · Page 1 of 1 (latest)

green halo
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Um dont wanna make a review or anything xD just said these few things BUT i would like to suggest 2-3 things here cause i srly enjoy this game and the work thats being put in it . It srly is one of the best and more importantly most satisfying incremental games there are ( with no in game purchases too )

1a ( the problem). At the late game even when you unlock scrolls and apply them to your most needed attributs like infusion , generators and auras so you can attain higher concept levels ( a possible path ) you may have noticed that unlike most of the resources you have there is a specific section thats incredibly tedious to work with . And thats harvest on the world tab . You can literally have 2 parallel slots with 6 upgrades on improved lumbercutting and herb gathering ( increasing harvesting slots ) and you will reach a point where you will generate more wood and herbs than the amount you cut. Ofc thats cool right ? i mean there is an auto gathering mechanic so u can focus on one cutting it and just leave the big amounts on passive generation right ? well no . The problem is that you reach a point where your artifice upgrades require so much wood that even the lumber yield or woodcutting speed are upgraded alot so you feel like harvesting is kinda inneficient

1b( a suggestion) . When i started thinking about the game i realised that the problem with this game isnt the idea spectrum but the theme of magic

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its super hard to find sth tied to magic and still make sense to an incremental game where you gather thaumic spacial and magic resources to generate stuff. BUT HOL UP. There is sth that could totally open new paths and be implemented on late game to improve other tabs
Golems
On the artificer tab you can create a golemancy sub tab ( a factory of sorts ) that by consuming resources like skill , knowledge thaumaturgy and other aspects you can assign a set amount of golems to your physical areas like harvest and workshop that will boost your production
Essentially its like assigning villagers or active hands to your already established production
in the harvest tab you can have a amount of golems or golem slots and assign them to lumber harvesting or herb harvesting and will boost the harvest speed of those resources
furthermore you can have a golem mastery. Higher golem mastery will allow you to make higher specialised golems for your productions tabs. For example with alchemy mastery 9 and golem mastery 6 you can make an lab golem that will boost your alchemy power and drain
NOW BEFORE WE SAY OH WOW THAT SOUNDS AWESOME but isnt it broken ? And yes it is :D
which is whyyyyyy .. the golems wont be quantitive but qualitive

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like the scroll mechanic you will be able to create high efficiency golems the more resources you pour in and the higher your golemancy is
with certain innovations as well you will be able to increase the golem slots on your production BUT its not infinite ( for example at harvest you could assign a total of 5 golems and set them on herb or lumber harvesting )
LionWarrior — Yesterday at 1:15 PM
2a ( the problem ) Ok so lets say we make said golems . Does it make sense to create them out of pure air tho ? like golems are made of ore minerals and quarry . You cant just make an ethereal golem and say yea thats totally physical it will work . The problem here is the fact that very few of your resources can be considered physical and sturdy enough to logically ( by magic standards ) say you can make golems
2b ( the second suggestion) man if only we had a place or a taaaab to mine.... and if only we had a way to make such a world like damn
introducing the the magic mine / ether / quarry
late game aspect created like the alchemy lab and workshop aka a 3rd aspect
which by there you will be able to draw physical resources like minerals ore and gems
thats right
gems
my precious
essentially creating the mine area you will be able to have sth close to a workshop but with more late game implementations
and they can be literally applied to all other tabs
wizardy ? gems . rubies , saphires , emeralds , diamonds , onyx . All these gems could be considered one resource OR be seperate rare resources used to create special magic golems or upgrade ur orb
or ...perphaps .....even make smaller orbs
ofc that would be kinda insane but instead of orbs you could make legendary alchemical products like the philosophers stone
you could mine coal or iron or copper or gold which you could use in the artificer to upgrade your batteries , your spark creation , your crafting prowess and more

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ofc that would be kinda insane but instead of orbs you could make legendary alchemical products like the philosophers stone
you could mine coal or iron or copper or gold which you could use in the artificer to upgrade your batteries , your spark creation , your crafting prowess and more
so how do we make this aspect and manage it ? like its late game and adding sth like that kinda feels like it should be mid game . Yes . but if we add it on mid game then you just prooloooong the mid grind . What we want is endgame content
solution? Dimensional cores :D
dimensional cores are used to only and only upgrade your dimension 4 attributes which affect innate and resource overflow attributes
buuuut what if we used them
to create the mine
expand it and its space

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and possibly with a passive decrease in them ( aka eating them ) you can upgrade the quality of the mine increasing the chance of finding rare ore and rare gems ?
bscly
tempered resources
but much much MUCH harder and slowly to get
but with many possibilities and stuff to do
which brings us to the last problem
3a ( the problem ) . The ui . when you unlock everything your left side of the game will be filled with resources . Will it be satisfying ? ofc yes . Will it feel pleasing and full to the eye ? yep yep ?will you be easilly able to adjust it and the try to add stuff? HA HA HA HA NOP
adding anything more in that ui not only will make everything super small but also feel overbearing
even if you put say a scroll function for your resources keeping the same box size that will just ruin the perfect position your resources have
3b ( suggestion ) . As you play the game you may realise that there are 3 main reasons you look at your resources all the time even when u upgrade attributes . 1 to see their current state , 2 to see if an attribute you upgraded affects them postively ( green indicator ) and 3 to see the beautiful addictive mesmerising increase in numbers
However
that doesnt mean that each tab utilises all of the resources
for example artificer does not use ink , elementia , dark thriste etc
that means that although you can look at all the numbers and say oh shit i gotta upgrade that
at the end you use aloooot of space to showcase all of that
so ? make 2 sub tabs
for each main tab
active resources / side resources

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active resources show the resources that are used in the main tabs and you use to upgrade your attributes
side resources are the sweet stuff that increase while you focus on other stuff
you could say yeah but what if i want to see how much i have of sth all the time ?
well by the point you reach mid-late game you will have such a good grasp of resource generation and capacity
that it will literally not matter if you see all of the resources at once or split
because you will have an idea of the path you wanna take ( upgrade , develop , craft etc )
meaning that the more you progress the more you want a specialised view instead of a general one
and creating this ui means you have space to adjust the ux of the resource boxes and add more stuff without crumping them all in one place
like the new resources i mentioned above
side note : for the golems you can add specific attributes to give them job specialty ( fe artificer golem with skill , lumber golem with iron , herb golem with dirt and organic , alchemic golem with control and gems etc )
thank you for reading this whole thing , sorry for spam i wont annoy you ppl anymore xD . Hope i suggested sth new and at the least interesting instead of just throwing ideas