This is the alpha build of my up-coming idle game, Idle Exotics!

I hope you'll give it a try and leave some feedback! There is a feedback form but comments are welcome as well!

Just remember, some browsers will pause the game if you switch to another tab while it's running. 

Feedback form: https://docs.google.com/forms/d/e/1FAIpQLSerAzwj_8nCGjCj1GPelacuy4B61wfingTvQea0...

Bug Report form: https://docs.google.com/forms/d/e/1FAIpQLScw2PPlqlm8vbEFO9FHEb8ROa1RoYsT3GXORmLu...

Updated 18 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 2.0 out of 5 stars
(2 total ratings)
AuthorRustyKnightGames
Made withGodot
Tags2D, Clicker, Idle, Incremental, No AI, Pixel Art
Average sessionA few seconds
LanguagesEnglish
InputsMouse

Development log

Comments

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(1 edit) (+1)

Hey, I noticed that your game doesn't have a soundtrack or many sound effects. I make chiptune-styled music and if you need an original soundtrack then I'd love to help!! (no payment wanted I just like making music lol) Just contact me using @JaidenTfs or jaidentfs@gmail.com

This is a very cute game, and I wish you the best of luck on your development journey!!

(1 edit) (+1)

nice start.

i have a general incremental game tip:

when upgrades jump up high in price after every upgrade, then it takes away choice.

because one upgrade will cost 5million and the other only 500k, for example.

i guess more increments before reaching  a maximum upgrade level can negate that, but even then keep the price changes low.

that way players can choose their way a bit and have their 'own build'.

focusing more on active or passive upgrades becomes more advantageous then.

(+3)

Too drawn out for how small it is right now
Interns are useless, breeders are mechanically useless, all gives very little money to start and upgrades take longer and longer from the beginning while providing less benefit than the cost scaling - there's very little that makes the game easier, it only gets more laborious (not a good thing) from the start
Could play for half an hour and I wouldn't expect to even come close to automation that reduces the need to click the tiniest bit
Second 'double value' upgrade doesn't even double it, just adds the base amount again (which is only 50% of current value)

Thanks for the feedback! I hadn't noticed the scaling on the upgrades not matching the upgrade description until after I launched the alpha. However, I am already working on the next minor version, which will have the fix for that. It turns out I was doing it correctly in the upgrade that multiplies your clicks, and I had just forgotten to apply it to other upgrades.

I had identified the click speed on interns being too slow as a potential pain point, and all feedback is pointing to that being an accurate assessment. I'm going to try some other scaling algorithms, which will hopefully get the ball rolling earlier, without dropping off too hard with player progress.

(1 edit) (+2)

what does breeding do? i dont see any noticeable effect when the bar fills up

(+1)

Breeding is how you discover new morphs. It creates eggs that go into a queue, which hatch as you play. This queue is currently not visible, but adding a way to view it is on the to-do list for a future version.

(+1)

itch.io's controls overlap with game controls. Maybe if you add in-game fullscreen mode, this problem will go away.

I'm not sure what you mean by this. Do you mean things like the "Follow" and "Add To Collection" buttons? Or is there some kind of itch.io controller overlay of some kind?

At any rate, thanks for the feedback! I will consider adding a fullscreen option to the options menu.

(+1)

Itch has it's own built in fullscreen you can enable