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game image
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Lord of Idle
Been working on a small idle 90's style RPG in my spare time. Its rough, but I want to get some feedback before I sink more time into it. The whole point is to be simple, but have rewarding loot dopamine hits. *WARNING!* Clankers assisted me in the code of this game!
Development
Early Access
Platforms
Web
Monetization
Free
Playstyle
Idle
Length
Minutes
Graphics
2D
Setting
Fantasy
Gameplay
Rpg
Money making
Numbers go up
Features
Big numbers
Offline progress
Engine
HMTL-JAVASCRIPT

Season 2 Live Jan 14!

Live Now : www.LordofIdle.com

discord: https://discord.gg/AERquzHUNV

Changes for Season 1 are below! If you have not tried the game since day 1, then this is about half of the changes since then! A lot of QOL the community thought of and some bugs that were fixed! Our discord will have all of these changes listed as well as any previous changes if you are curious!

There was over 5k users who tried on itch, and over 1k directly on our website. Thank you so much so far for the feedback. It has been a really fun experience so far.

New Features; -Season Reset System: Fresh starts each season, with legacy progress preserved -Equipment Loadouts: Save & swap up to 3 gear sets instantly. -Auto Equip Best Gear: One tap for highest Combat Power combo. -Acts System: Cluster enemies by difficulty. less level gates, pick your challenge! -New Endgame Boss! Need to rethink how to take this one down! -Crafting Efficiency: +1% speed per level (up to 80% faster batch crafting). -Potion Efficiency Stat: New way to stretch your heals. -Crit Damage Stat -Tycoon Merchant Gear: Ring/Amulet (1M gold each) 50% stat boost, no junk rolls, 20% mythic chance. -Dungeon Skip: Jump to your last completed wave for quick testing. -Stardust: New mining drop, upgrade via constellations.

Combat and Balance Overhaul; -Mining Game Removed! Streamlined for true idle play. -Offline Combat Revamp: No gear loss on death. Smarter potion cooldowns + dodge/frenzy sims for longer runs. -Enemies Tougher: Gear upgrades & leveling now essential! Early drops boosted to match. -Dungeon Scaling: Waves ramp up with defense; DPS alone won't carry forever. Resistance/DR now consistent across combat/dungeon. -Skill Tree Change Ups!: Following skills received a change/ or moved; Iron Skin, Vitality, Regeneration, Scavenger, Vampirism, Wisdom, Stone Skin, Defiance, Thorns, Might, Precision, Frenzy, Lethality, and Execute! Alot of small tweaks/synergy changes/ adds. Exponential scaling for late game on many skills now (levels 20+ hit hard). -New synergies go cross tree! Buffs: Stone Skin (1% flat DR), Frenzy/Regen ceilings raised, -Dragon Set bonus reworked. Passives competitive with glass cannon DPS. Just some examples of the above changes.

Item Changes: -Base stats roll ranges for variety; bonuses stack with indicator. -Mythics: +skills randomized (keeps skills meaningful).

Other: -Skeletons immune to lifesteal. -Gold scarcer endgame! Resource management matters! -Ultra Potions: 6000 HP heal. -Quest items: Find once, unlock forever.

UI & QoL; -Auto-Sell Safety: Auto-activates after 300 items in OFFLINE COMBAT(spares legendries/godlies) -Added warning in active combat if auto sell filter is on. -EST DPS Upgraded: Factors execute/double strike. -Damage Breakdown: More info on incoming hits. -Skill Resets: Fixed 50g per level (e.g., Lvl 20 = 2k gold). -Upgrade UI Fixed: Precise rounding (+1.95 = +1, +3.95 = +3). -Search bar in stash tab

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