Very well designed idle game. Very relaxing and hits my sweet spot of "don't have to wait too long between actions, can finish game reasonably quickly." A lot of attention is paid to UI details to make the game easy to navigate and understand.
Firing arrows faster and faster is extremely satisfying, and the game is optimized well to support it.
I enjoyed playing this game, although it is probably a bit slow to progress, but if someone used to grind really long to grind idle games, he will enjoy it much more than me.
Once you start getting arrows, it gets more interesting; although it's still about destroying just floating target images, but the concept and art is really good.
I really enjoyed that. Took a few hours in the background while doing work. Played the web version in Firefox and other than WebGL crashing the first time I ran it, after I restarted the browser I didn't have any issues.
You could always add to it with a layer of prestige or two, but I think it's fine as it is for a short diversion.
while some of the comments saying it is souless and there is no progression do have a point, i think their way of solving it is losing the point of this game
this game is way more linear than the gnorp one, you build all types of arrows and get all the upgrades without having to care about a gnorp count, which acts as a soft-cap for that game, alongside the star thingies
this game reminds me more of something like melvor idle, you have one character, there are no prestiges, it's one single story of getting from A to B, there are ways to get a deeper system both ways, you can go, get a re-specable skill tree, some sort of prestige system and a currency that is very limited to get extra special and synergistic powers
OR, you can follow the path of prestige-less games, you can maybe implement a system of sacrificing a portion of the levels of a specific arrow to get an extra increase, you can put extra synergies that make you upgrade certain arrows more
(you did this ok with the crit arrows vs mana arrows, but crits never really outscaled mana in a meaningful enough way to actually pay them more attention than mana, specially with higher levels of swarm, that could be solved with an early strenght/crit based talent)
personally, i would add a 3rd type of arrow that triggered other arrows and making the three styles go in and out of favour, having to invest in the next step of the older system that now got a substancial buff, you can have a cutsy 2hs idle and that would be much more appreciated than a +48hs slog
kind of a long rant, i'm trying to say, don't let go of this more unique path you are doing to be have mindless prestige system
It's a pretty nice game but it's just feels soulless with no point of progressing. I'm doing 1.35b DPS but I don't really feel like I achieved much nor feel positively about it. I would suggest more depth in the upgrades and something players should progress towards to. The game has a lot of space to add new features and different ideas, possibly an interesting story with the game. Overall, the game is only a skeleton at the moment.
I side with this! The game is pretty lack luster in terms of it's progression but that doesn't mean it's bad, it simply just needs more content in it so that it isn't so bare bones! :D
that is good to know, thanks for the feedback. this was a prototype i made in about 2 weeks, just to test out how some ideas might work together. appreciate the feedback!
Man, if you wanna do gnorp-like maybe you should actually make the arrows have different ability. Like I expected the fire arrow to have dot or something
I stopped playing once I found out that all the arrow just deals damage and nothing else
I mean this in the nicest way, but the game feels like a soulless version of Gnorp. There's not really any sense of progression, neither visually nor mechanically. So it's just numbers go up, and then you get a new makes-number-go-upper.
Taking Gnorp as inspiration, I feel like there really needs to be a sense of progression. I think having something like clicker heroes here might actually work really well. Progressing through different zones and feeling distinct walls will help a lot. Also Gnorp has builds, and I think that taking all these cool arrow ideas and getting to create synergistic builds that let you push further in a clicker heroes style progression system would actually give this game a solid identity.
I don't want to diminish the work you've done, as the game has a nice style and is clearly well put together, but the design is a bit lacking in my opinion... but I could see the game being really cool! If nothing else, it's reminding me to get off my metaphorical ass and do more work on my own game.
Good fun incremental game. There is definitely room for growth too, maybe a prestige system.
The archer could put his new-found skills to fighting things that bite back. The magician must get pretty bored generating targets all day, maybe he could have a side hustle selling used arrows or something to generate more income.
And something that was possibly accidentally overlooked is that the last two talents - Afterimage and Higher Dimension - are the only two skills that don't come with a level number.
One last thing that may benefit people like me who have a dinosaur of a PC, is the ability to turn off all the arrows. I know they are there and although it may defeat the purpose to have a game about shooting arrows with no arrows, it would maybe speed up my game and make it possible to max out everything before my PC explodes.
EDIT: I just had an idea as I see my archer stop shooting every few seconds as he destroys all the targets around the same time and needs to wait for a new one to generate.
Maybe a second column of targets could be added that could be hit when there are no others to get.
On top of that there could be a pierce ability where arrows have a chance to go through the first target and hit the second, albeit with reduced power.
Then again, this reduced power could be increased with another skill.
Oh, I'm sure that I and all the other players could come up with new ideas all day long, but I'll leave you to do what you've begun so brilliantly :)
Really fun game, but could use a lot more content. Currently you can unlock everything in under 2 hours. It could use things like a prestige system and more features and unlocks. it's a strong foundation, but can and should be taken to the "next level"
Perhaps add a system where once you prestige you unlock a toggleable twist on each arrow, i.e the mana arrow would do something slightly different (maybe fires very slowly but does double the damage leveler?) it would be even better if these twisted arrows were either on par or just slightly better to allow for people to create custom builds!
For those who want to run the html version on macOS, make sure you go to "chrome://flags" and select "Metal" as a "Choose ANGLE graphics backend" option, then restart the browser, the game should run just fine. This fix is only for chromium based browsers, i use it on Brave and it works fine, not sure if Safari or Firefox have flags
I thought of an idea for prestige, what if the wizard had a mana stat and mana regeneration, with it being possible to make him run out by the current endgame? and he asks you to seek out a better wizard or something, and the prestige builds off of that.
Also missing upgrade numbers on Afterimage and Higher Dimension (also it's unclear if those upgrades scale? it would be great if the descriptions changed as needed with upgrades).
100% agreed. Simple, satisfying. Really solid. Also has great potential with a Prestige system. Could add many upgrades but the main one being speed in which you train. Could get some awesome multipliers for it so you get giga speeds eventually.
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developer consle?????
if i pres `
. . . How do i pause? Does it save when i close it?
I think you can save the game using a button located at top-right corner of the display
game is lagging
Very well designed idle game. Very relaxing and hits my sweet spot of "don't have to wait too long between actions, can finish game reasonably quickly." A lot of attention is paid to UI details to make the game easy to navigate and understand.
Firing arrows faster and faster is extremely satisfying, and the game is optimized well to support it.
Hey are you still working on this? Its pretty fun and has a bunch of potential imo!
Upgrade this game and I will 100% pay for this concept to turn into a full fledged game.
very addictive game, but it crashes a lot :(
It didn't at the start though
Exponential math tends to do that to most games lol.
https://youtu.be/Rn_OauHj0bw
I enjoyed playing this game, although it is probably a bit slow to progress, but if someone used to grind really long to grind idle games, he will enjoy it much more than me.
Once you start getting arrows, it gets more interesting; although it's still about destroying just floating target images, but the concept and art is really good.
the game is really fun and I am liking it a lot! A cool thing to add could be an arrows/s stats
i finished
hi barribob:)
lol
my frame rate died :(
that would do it!
I really enjoyed that. Took a few hours in the background while doing work. Played the web version in Firefox and other than WebGL crashing the first time I ran it, after I restarted the browser I didn't have any issues.
You could always add to it with a layer of prestige or two, but I think it's fine as it is for a short diversion.
Game not loading. Firefox.
still waiting on run dependencies: index.js:14050:18
dependency: wasm-instantiate index.js:14050:18
(end of list) index.js:14050:18
while some of the comments saying it is souless and there is no progression do have a point, i think their way of solving it is losing the point of this game
this game is way more linear than the gnorp one, you build all types of arrows and get all the upgrades without having to care about a gnorp count, which acts as a soft-cap for that game, alongside the star thingies
this game reminds me more of something like melvor idle, you have one character, there are no prestiges, it's one single story of getting from A to B, there are ways to get a deeper system both ways, you can go, get a re-specable skill tree, some sort of prestige system and a currency that is very limited to get extra special and synergistic powers
OR, you can follow the path of prestige-less games, you can maybe implement a system of sacrificing a portion of the levels of a specific arrow to get an extra increase, you can put extra synergies that make you upgrade certain arrows more
(you did this ok with the crit arrows vs mana arrows, but crits never really outscaled mana in a meaningful enough way to actually pay them more attention than mana, specially with higher levels of swarm, that could be solved with an early strenght/crit based talent)
personally, i would add a 3rd type of arrow that triggered other arrows and making the three styles go in and out of favour, having to invest in the next step of the older system that now got a substancial buff, you can have a cutsy 2hs idle and that would be much more appreciated than a +48hs slog
kind of a long rant, i'm trying to say, don't let go of this more unique path you are doing to be have mindless prestige system
The upgrade elements were very fun to play, and I was excited to see how it worked when I got a new Skill.
My favorite moment of playing was when I heard the increase in DPS and the pleasant sound of QiArrow's large amount of fire in a short time.
Now I reset the game and practice only Concentration and buy only Amulet of Insight to increase experience multiplier only.
I'm saving up to see how fast the game will go after Concentration reaches 10k and open up all the other elements at once, meow~!
my playthrough
Amazing, very cool to see!
It's a pretty nice game but it's just feels soulless with no point of progressing. I'm doing 1.35b DPS but I don't really feel like I achieved much nor feel positively about it. I would suggest more depth in the upgrades and something players should progress towards to. The game has a lot of space to add new features and different ideas, possibly an interesting story with the game. Overall, the game is only a skeleton at the moment.
I side with this! The game is pretty lack luster in terms of it's progression but that doesn't mean it's bad, it simply just needs more content in it so that it isn't so bare bones! :D
that is good to know, thanks for the feedback. this was a prototype i made in about 2 weeks, just to test out how some ideas might work together. appreciate the feedback!
Man, if you wanna do gnorp-like maybe you should actually make the arrows have different ability. Like I expected the fire arrow to have dot or something
I stopped playing once I found out that all the arrow just deals damage and nothing else
I mean this in the nicest way, but the game feels like a soulless version of Gnorp. There's not really any sense of progression, neither visually nor mechanically. So it's just numbers go up, and then you get a new makes-number-go-upper.
Taking Gnorp as inspiration, I feel like there really needs to be a sense of progression. I think having something like clicker heroes here might actually work really well. Progressing through different zones and feeling distinct walls will help a lot. Also Gnorp has builds, and I think that taking all these cool arrow ideas and getting to create synergistic builds that let you push further in a clicker heroes style progression system would actually give this game a solid identity.
I don't want to diminish the work you've done, as the game has a nice style and is clearly well put together, but the design is a bit lacking in my opinion... but I could see the game being really cool! If nothing else, it's reminding me to get off my metaphorical ass and do more work on my own game.
This is not the nicest way
It's the thought that counts that they want to see the game improve! :D
i think perhaps the feeling comes from it being too linear like you said - thanks for the feedback!
Genuinely such a fun game. I really enjoyed my time with it and would love to see further updates :)
Good fun incremental game. There is definitely room for growth too, maybe a prestige system.
The archer could put his new-found skills to fighting things that bite back. The magician must get pretty bored generating targets all day, maybe he could have a side hustle selling used arrows or something to generate more income.
And something that was possibly accidentally overlooked is that the last two talents - Afterimage and Higher Dimension - are the only two skills that don't come with a level number.
One last thing that may benefit people like me who have a dinosaur of a PC, is the ability to turn off all the arrows. I know they are there and although it may defeat the purpose to have a game about shooting arrows with no arrows, it would maybe speed up my game and make it possible to max out everything before my PC explodes.
EDIT: I just had an idea as I see my archer stop shooting every few seconds as he destroys all the targets around the same time and needs to wait for a new one to generate.
Maybe a second column of targets could be added that could be hit when there are no others to get.
On top of that there could be a pierce ability where arrows have a chance to go through the first target and hit the second, albeit with reduced power.
Then again, this reduced power could be increased with another skill.
Oh, I'm sure that I and all the other players could come up with new ideas all day long, but I'll leave you to do what you've begun so brilliantly :)
great ideas, thanks!
Really fun game, but could use a lot more content. Currently you can unlock everything in under 2 hours. It could use things like a prestige system and more features and unlocks. it's a strong foundation, but can and should be taken to the "next level"
I tried a build without Mana Arrows, and Qi
Arrows didn't seem to do anything. Do they need Mana Arrows to work, or is this a bug?
I could also be missing something embarrassingly obvious. Can't discount that possibility.
interesting... will investigate
me: i don't really like idle games
also me: *plays this for over an hour*
I found the dev console wondering what the commands are
My coins are stucked.
I have destroyed the targets for some minutes and then realised that my coins still the same.
Whats the problem?
when a target is destroyed it displays the value it gives briefly, is that zero?
nope, it doesn't show anything it justs replace the target with a new one
how do I switch arrows
Great Concept, i played for a few hrs till i unlocked everything <3 feels like i need an isekai anime with this concept :)
Lol would be surprised if there wasn't an archery one yet
there kind of is in "a certian dudes mmorpg life" but not wholly focused on archery :P
Very fun little game, I agree a prestige system would work nicely, but it's still great without it
I agree, just not sure exactly what to do yet
Perhaps add a system where once you prestige you unlock a toggleable twist on each arrow, i.e the mana arrow would do something slightly different (maybe fires very slowly but does double the damage leveler?) it would be even better if these twisted arrows were either on par or just slightly better to allow for people to create custom builds!
the pain of school has been lifted
For those who want to run the html version on macOS, make sure you go to "chrome://flags" and select "Metal" as a "Choose ANGLE graphics backend" option, then restart the browser, the game should run just fine. This fix is only for chromium based browsers, i use it on Brave and it works fine, not sure if Safari or Firefox have flags
Game is quite satisfying, but a prestige system would really bring it all together.
Interesting improvement on that wall game!
I thought of an idea for prestige, what if the wizard had a mana stat and mana regeneration, with it being possible to make him run out by the current endgame? and he asks you to seek out a better wizard or something, and the prestige builds off of that.
interesting idea!
非常好的游戏,我很喜欢,加油加油
Armored Targets is lacking an upgrade number.
should be fixed, thanks
Also missing upgrade numbers on Afterimage and Higher Dimension (also it's unclear if those upgrades scale? it would be great if the descriptions changed as needed with upgrades).
i absolutely love this style of game. keep up the good work
100% agreed. Simple, satisfying. Really solid. Also has great potential with a Prestige system. Could add many upgrades but the main one being speed in which you train. Could get some awesome multipliers for it so you get giga speeds eventually.
Great game though!
you should update fire arrows to say how many you need when you upgrade it to need less
so if you only need 8 it should only say every 8
thanks, will look into it
very good game keep the good work coming
thanks for playing!
Magic Archery Gameplay
https://youtu.be/aCrd2ivsdCc