Hello Idlenturers!
Today marks the beginning of the third week since we released the demo of Epic Idlenture! We are now ready to share what’s been brewing for the future.
But first things first - a huge thank you for trying out our creation and sharing your feedback.
Your support is what keeps us going and helps us make the game even better.
This update will be divided into two segments:
- We’ll look at the feedback we received from our loyal minions (that’s YOU!)
- Then we’ll unveil what’s currently being cooked up by our Research & Development and Fine Arts departments.
Feedback
We were collecting feedback across broad spectrum of channels and we - in our endless benevolence - have distilled it into smaller, actionable chunks. This is what we will be working on - in no particular order:
- Smarter slot highlighting - when dragging items, the target slot will now light up.
- Clearer gold info when selling - you’ll soon see exactly how much gold each sale brings.
- Auto-sell - and some other QoLs around inventory management.
- Better ESC behavior - pressing ESC will close any open tab or window (inventory, upgrades, etc.) without extra clicks.
- Crosshair targeting feedback - when aiming at enemies, the crosshair will react appropriately.
- Upgrade preview improvements - the upgrade menu will soon display the actual effects of each upgrade.
- Reload feedback effects - missing or hitting the reload sweet spot will feel more impactful, with improved visual cues.
- Inventory full indicator - a small icon will warn you when your pockets are about to explode.
- Improved stat comparison - when equipping new items, stat differences and effect changes will be highlighted in green/red for easier comparison opening new and exciting ways to mismanage your character.
- Session stats overview - we’ll be adding a stats screen showing numerical values of unspecified quantities.
- Reload mechanic clarity - we’ll be making this system easier to understand, while keeping it fun for those who’ve mastered the timing.
- Skip or speed up transitions - death and floor transition animations will be skippable.
- Keep UI visible during transitions - we’ll stop hiding UI elements during death and transition animations to make things clearer.
New stuff
Other than mostly ignoring player feedback we are also constantly working on new systems and upgrades to the core of gameplay. Today, we are proud to present a Friendly Summon System that will make idling in creepy dungeons a little less lonely. Behold!
See you again soon,
Your dark usurper Izowiuz and the rest of the impulse9 Team.