An idle + clicker RPG where you fight emojis! Collect loot, craft legendary gear, and rank up to become infinitely powerful.

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Bug Report

I have potions and also rare items that satisfies both quests. 

Thanks for the information!
What you've mentioned is more of a UX (User Experience) problem:

  • Health Potion Quest: The quest requires you to have a standard Health Potion (not a minor or superior potion). Currently, there are 4 types of potions:
    minor health potion
    health potion
    greater healthpotion
    major health potion
  • Rarity 4 Item Quest: The quest verifies that you have a Rarity 4 item in your inventory or equipped. I should clarify that quests are based on the present status of your character and inventory and do not consider whether you had an item X in the past. That is to say, the history of items you owned or didn't own is not analyzed. For example, if you had a Rarity 4 item before, because there's no history system, the game can't know this. Of course, I could infer the information since you have level 5 gear, but it wouldn't make sense to present that quest as validated. The idea is to present a quest that you can complete by merging items or by farming to earn extra money and loot. I may eliminate this type of quest in the future when I have a database with more variety of quests to show the player.
    I'm open to your suggestions!

Feature Request

in the () for the comparison, have the comparison take into account slotted gems.

Thought of an idea, and now that there is a quest, maybe it could be a quest, like beat 1000 Orcs for example.

If you do, you get very own gollum or some kind of imp, that sells unlocked items while in battle. You could make that feature a bit penalized too, like it sells at x% lower than if you sold it manually.

Also, yes, locking items is another feature request I forgot to mention, that way i can sell all, and only unlocked items will sell in that instance. For example any sell function will not sell a locked slot.

Bug Report, or I've exceeded your content.

I am at level 31, and you can see how many times I beat this guy. Where's the next mob?

Apologies for the trouble and the delay.

It is indeed a bug in the way the next enemies are generated. I've updated the enemy generation process, and it now works through a quest system. The way to access a new enemy is now by completing a quest which you'll see in the 'Quest' section.

The quests are random; you will always have a minimum of 3 different visible quests and one quest you can launch manually every 5 minutes. Normally, the maximum number of quests is 4. Something to keep in mind is that not all quests unlock an enemy; most only give money and/or loot.

The addition of this feature shouldn't interrupt the progress you had with your character, but if anything like that happens or if you find a bug, don't hesitate to ask me so we can fix the problem.

Have a good weekend!

Thanks for the fix! This is coming along great!

Feature Request:
When hovering the mouse over the encounters on the left, have a popup that shows the known treasures. That would make it easier to decide where to start combat next.

Done!

Feature Request: 
so in combat you have a tiny check box for Quick Use Potions, I was thinking it would be advantageous in the Goblin Store too if we had a Quick Sell Items check box.

Thank you for your suggestion. I have added a button to quickly sell units of items without opening the confirmation dialogue.

nice.

Bug report

tooltip layered behind another box. Hint: all tooltips should be on the topmost layer.

done

Bug report

When a mob encounter goes negative, the game won't let you start combat on it. You have to pick a different encounter.

Have you seen this bug again with the latest version of the game?

(1 edit)

It's still there for me.

It probably needs an if/then check on the variable that controls it to make sure it's not negative and reset it to 1 so it can die correctly. Unless there is a way to fix my instance without losing my progress.

Attached is a screenshot showing I'm definitely playing from itch, the state of that encounter, and the date. I know you believe me; I only wanted to make sure you knew for a fact I'm on the current version.

Sorry for the delay, I published a fix for this type of issue. Could you check if it works? Thanks.

thanks, it is working correctly now. :)

this bug came back, this time an orc stopped at 0/XXXX and now that combat won't start. and i'm only about 5 away from completing an orc slaying quest with that type of orc.

It looks like a problem between the data saved in your game file and the way the new features added to the game are working. I've added a button on the top right of the screen that opens a support form. Could you use it and send me the unique ID it generates? This will help me resolve your issue. Thank you, and sorry for that bug.

These three orcs, treasures found in sync, and defeated in sync, but the power is different. I suspect it's a bug and the second orc and third orcs should be other mob types with their own treasures.


Feature Requests
Equip from any mode when you click an item you have the popup, equip would be nice on all of them as a button.

Also compare so it shows how the item compares to the one equipped.

done!

Feature Request: Goblin Trader, 

Sell All for the entire inventory
Sell All of This Type

maybe on top of the inventory is Sell All
but when you click a thing, sell all, there will sell all of that type of thing.

done!

devlog

(1 edit)

Discovered that when collecting rewards, if you don't claim the rewards and go to some other screen, you have lost the rewards.
probably because rewards were collected during combat, and the slot they were going to be in just got filled.

Thanks for pointing it out, I’ll check it when I have a moment available.

(1 edit)
  • Bug: The tooltip for an equipped item disappears immediately after it appears, preventing it from being read. In contrast, tooltips for items in the inventory function correctly and remain visible.

  • Feature Request: An "unequip" option for equipped items would be a valuable addition.

  • I’m noting down the bug you mentioned. Otherwise, the unequip functionality does exist — you just need to click on an item in the equipment section

    this is fixed now. thanks.

    I’ve fixed the issue with the rewards being lost and the hover not working.