Absolutely incredible game. It reminds me of (The) Gnorp Apologue, in both art direction and gameplay mechanics. It's an excellent feel. You've absolutely harnessed all the tiny little details to make the game beautiful. The wizard's conversation with the orb is charming, and the way he teleports around the tower with an audible little (pop) is excellent. The animations for the study and the spirits work incredibly well with the art style and give something interesting to look at in the otherwise dull period of grinding that every incremental game has.
As for issues, they're all quite superficial.
I have a particularly large monitor, so the rightmost mountain and background sprites hid themselves before they left the screen. I could also scroll quite a distance to the right of the tower, giving the impression that the space would be used (perhaps for a small village that interacts with the bank), but it never was. The orb ended up quite small in my view after prestiging, as well, as it didn't zoom back in to it.
When the maximum of an upgrade was bought while "hide maxed upgrades" was on, the upgrade's description would remain on the screen until another upgrade was hovered, persisting through movement of the wizard. It could be fixed by showing upgrades, hovering one, and hiding them again, but it seems like an easy fix nonetheless.
As for gameplay, I very much enjoyed it. The different resources interact in lovely ways, and the spells are a good way of giving a method of interactivity after the idle generation of resources far outpaces the manual generation. Prestiging is satisfying, and it's nice that you stack each prestige's progress on top of each other so that you never truly feel that you're wasting time, even with a hasty reset.
For the gripes with the game itself, there's a few, most of which would probably be solved in the process of expanding this prototype to a full game.
The 3rd tower upgrade, which unlocks the prestige feature, is my first complaint. It's significant at first, the herald of a new layer of depth as those upgrades should be, and then in later prestiges you gain... not much, really. It has no functional effect on your existing run. Perhaps adding some effect that only activates from the third upgrade and beyond, like a bonus to magic based on your total accumulated prestige points? Something to make the milestone worth shooting for even when you know your run's going to go to the upgrades past it.
The academy and bank are interesting, and unique in their own ways. However, the bank is a bit inflated to begin with. Large numbers are fun, but it would be nice to start off with tens and twenties rather than skip straight to 500. The lack of any initial use for the bank until you accumulate 2k coins is also a little sad, especially when you then have to shut off production of knowledge or magic to speed it up to get the academy.
Of the sliders and spells, they're neat ways to allow you to focus the resources you need. However, they become a bit of a chore to manage, a problem I bet will be exacerbated by later content. Some control center that allows you to manage those sliders from one place, perhaps connected to the spells wing, would probably ease that burden in a later tower upgrade. I did like how the final upgrade allowed for the creation of multiple buildings; it's a good way to feel like progress is ramping up rather than slowing down.
One issue I had with the spell (and slider) system is that there's no incentive to do anything but crank them to the max for whatever resource you want in the moment. It's simply more optimal to specialize in one resource than diversify due to how the multiplicative bonuses work. In effect, that meant that more spell slots were just a multiplier on spell power.
I hope that in the full version, there will be spells that have more complex and strategic functions, like perhaps increasing other spells' power or having a max number of any given spell.
The bank and academy also seem a little bit barren. I think the bank could do with the ability to see inside, revealing a few little goblins or perhaps a dragon wearing spectacles. Or perhaps both!
The academy similarly is still at the moment, but it's also very basic in its function. It's a simple toggle from knowledge to magic, albeit a flavorful one. A mechanic that rewards in some way not minmaxing, like giving a boost to gold or a different resource when the slider is at its center (after an upgrade) or allowing you to train apprentices that act as an alternative source of magic would add more depth of content to those areas.
It would be nice for upgrades to the tower to affect some of the previously created buildings, like adding new upgrades and the like. Locking the Gold spell behind the tower upgrade that unlocks the bank is a little quality of life change that can prevent unnecessary wastes of resources.
All in all, an incredibly charming game, worth playing through even in its basic state.
This is a wonderful start for a game! You are really on to something good here, maybe add some form of end goal to work on like, cast the ultimete spell!
This is a beautiful simple incremental game. Please make more of this!
The style very pixel charming for how limit the palette is, and the fact you can change the color scheme is a nice touch. The sounds definitely feel cohesive to the rest of the game and add to the retro vibes. My personal favorite thing about the visuals in this game is how you imagine reading books with endless book banner, super neat!
I don’t play incremental games too often but this one feel great: I didn’t feel like I had to wait forever between upgrades and choosing which resource I wanted a boost via a spell is super fun. Can’t wait to see the next levels of incremental game play you come up with.
My only point of negative feedback, is I found it twinge annoying having to click the ‘hide maxed’ skills on each UI and after each prestige. I wish there was a single persistent setting for it as I never really looked at the maxed out skills.
I lowkey like you could make a new game, expanding this into a tower defense game or something like your apex machine one, where the academy wizards could be used to go on expeditions. All your games have so much potential.
How is the prstige bar calculated? Total magic for the run? Or I it Magic, Knowledge, and Coins? Also making a village house where you can buy boosts like potions with coin would be cool.
Feedback: In research tower, there are used 2 different names on magic boost/spirit boost spell. Tooltip text differs from spell name text. When I upgraded tower to level 3 and clicked on prestige building, it took me to choosing blessings and I couldnt return to game, I had to press New Run and lost my previous game.
I dont like these types of games, but I ended up here and played half an hour : D. Good job!
Thanks for playing! It is indeed supposed to reset your progress, so you can get further! But seems like I need to maybe make the explanation more obvious.
feedback: the tooltips/menus are a bit aggressive (i.e. no, i didn't want /that/ building, now i've got to move my mouse much further away from the building i wanted to use)
font is cool, but you have to zoom all the way out to manage things and even then .. just so much distance to cover and scrolling is still necessary. smaller font/icons maybe?
I would love to have a full resolution looping video of the end state with no buttons so that I could put it as an animated wallpaper, like the attached image, but an infinite looping video.
Good game. Took me only 2hr15Min to complete. Maybe have the ability to scroll out further when the tower gets taller, or maybe have the arrow keys be able to scroll the screen up and down as well.
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Absolutely incredible game. It reminds me of (The) Gnorp Apologue, in both art direction and gameplay mechanics. It's an excellent feel. You've absolutely harnessed all the tiny little details to make the game beautiful. The wizard's conversation with the orb is charming, and the way he teleports around the tower with an audible little (pop) is excellent. The animations for the study and the spirits work incredibly well with the art style and give something interesting to look at in the otherwise dull period of grinding that every incremental game has.
As for issues, they're all quite superficial.
I have a particularly large monitor, so the rightmost mountain and background sprites hid themselves before they left the screen. I could also scroll quite a distance to the right of the tower, giving the impression that the space would be used (perhaps for a small village that interacts with the bank), but it never was. The orb ended up quite small in my view after prestiging, as well, as it didn't zoom back in to it.
When the maximum of an upgrade was bought while "hide maxed upgrades" was on, the upgrade's description would remain on the screen until another upgrade was hovered, persisting through movement of the wizard. It could be fixed by showing upgrades, hovering one, and hiding them again, but it seems like an easy fix nonetheless.
As for gameplay, I very much enjoyed it. The different resources interact in lovely ways, and the spells are a good way of giving a method of interactivity after the idle generation of resources far outpaces the manual generation. Prestiging is satisfying, and it's nice that you stack each prestige's progress on top of each other so that you never truly feel that you're wasting time, even with a hasty reset.
For the gripes with the game itself, there's a few, most of which would probably be solved in the process of expanding this prototype to a full game.
The 3rd tower upgrade, which unlocks the prestige feature, is my first complaint. It's significant at first, the herald of a new layer of depth as those upgrades should be, and then in later prestiges you gain... not much, really. It has no functional effect on your existing run. Perhaps adding some effect that only activates from the third upgrade and beyond, like a bonus to magic based on your total accumulated prestige points? Something to make the milestone worth shooting for even when you know your run's going to go to the upgrades past it.
The academy and bank are interesting, and unique in their own ways. However, the bank is a bit inflated to begin with. Large numbers are fun, but it would be nice to start off with tens and twenties rather than skip straight to 500. The lack of any initial use for the bank until you accumulate 2k coins is also a little sad, especially when you then have to shut off production of knowledge or magic to speed it up to get the academy.
Of the sliders and spells, they're neat ways to allow you to focus the resources you need. However, they become a bit of a chore to manage, a problem I bet will be exacerbated by later content. Some control center that allows you to manage those sliders from one place, perhaps connected to the spells wing, would probably ease that burden in a later tower upgrade. I did like how the final upgrade allowed for the creation of multiple buildings; it's a good way to feel like progress is ramping up rather than slowing down.
One issue I had with the spell (and slider) system is that there's no incentive to do anything but crank them to the max for whatever resource you want in the moment. It's simply more optimal to specialize in one resource than diversify due to how the multiplicative bonuses work. In effect, that meant that more spell slots were just a multiplier on spell power.
I hope that in the full version, there will be spells that have more complex and strategic functions, like perhaps increasing other spells' power or having a max number of any given spell.
The bank and academy also seem a little bit barren. I think the bank could do with the ability to see inside, revealing a few little goblins or perhaps a dragon wearing spectacles. Or perhaps both!
The academy similarly is still at the moment, but it's also very basic in its function. It's a simple toggle from knowledge to magic, albeit a flavorful one. A mechanic that rewards in some way not minmaxing, like giving a boost to gold or a different resource when the slider is at its center (after an upgrade) or allowing you to train apprentices that act as an alternative source of magic would add more depth of content to those areas.
It would be nice for upgrades to the tower to affect some of the previously created buildings, like adding new upgrades and the like. Locking the Gold spell behind the tower upgrade that unlocks the bank is a little quality of life change that can prevent unnecessary wastes of resources.
All in all, an incredibly charming game, worth playing through even in its basic state.
YES IT SAVES THE PROGRESS OH MY GOD YES!!!
This is a wonderful start for a game! You are really on to something good here, maybe add some form of end goal to work on like, cast the ultimete spell!
Noted!
This is a beautiful simple incremental game. Please make more of this!
The style very pixel charming for how limit the palette is, and the fact you can change the color scheme is a nice touch. The sounds definitely feel cohesive to the rest of the game and add to the retro vibes. My personal favorite thing about the visuals in this game is how you imagine reading books with endless book banner, super neat!
I don’t play incremental games too often but this one feel great: I didn’t feel like I had to wait forever between upgrades and choosing which resource I wanted a boost via a spell is super fun. Can’t wait to see the next levels of incremental game play you come up with.
My only point of negative feedback, is I found it twinge annoying having to click the ‘hide maxed’ skills on each UI and after each prestige. I wish there was a single persistent setting for it as I never really looked at the maxed out skills.
Loved it!
Thanks for playing! Also that is helpful feedback
I lowkey like you could make a new game, expanding this into a tower defense game or something like your apex machine one, where the academy wizards could be used to go on expeditions. All your games have so much potential.
How is the prstige bar calculated? Total magic for the run? Or I it Magic, Knowledge, and Coins? Also making a village house where you can buy boosts like potions with coin would be cool.
It is based on the amount of magic collected!
Fun game, great art and music/sfx.
Feedback: In research tower, there are used 2 different names on magic boost/spirit boost spell. Tooltip text differs from spell name text. When I upgraded tower to level 3 and clicked on prestige building, it took me to choosing blessings and I couldnt return to game, I had to press New Run and lost my previous game.
I dont like these types of games, but I ended up here and played half an hour : D. Good job!
Thanks for playing! It is indeed supposed to reset your progress, so you can get further! But seems like I need to maybe make the explanation more obvious.
Interesting stuff! Would be nice if the browser version ran in a non-active tab.
Yep, wish it did too, unfortunately is a limitation with the engine i am using :|
I'm looking forward to this one's full release, any plans for Steam?
There is a decent chance i might take it further!
Please do
great game.
feedback: the tooltips/menus are a bit aggressive (i.e. no, i didn't want /that/ building, now i've got to move my mouse much further away from the building i wanted to use)
font is cool, but you have to zoom all the way out to manage things and even then .. just so much distance to cover and scrolling is still necessary. smaller font/icons maybe?
Thanks, I'll see what I can do. By the way, was it too large even after adjusting the UI scaling?
I would love to have a full resolution looping video of the end state with no buttons so that I could put it as an animated wallpaper, like the attached image, but an infinite looping video.
Noted!
After buying a new spirit the gain stops a bit. Not that bad just noticed it.
Yea, the web version can have performance issues, sorry bout that!
Good game. Took me only 2hr15Min to complete. Maybe have the ability to scroll out further when the tower gets taller, or maybe have the arrow keys be able to scroll the screen up and down as well.
Noted!
nice experience, good style to the graphics that gives it an atmosphere and it stands out
Thanks - i spent too much time on what palette to use lol
Wow, so many spirits!
Very eagerly awaiting more... Maybe add more towers? Elemental towers...
This is great to hear - thanks!
It is satisfying :)
glorious
good game. the balance is great. maybe when having more then 5 prestige point spend it all into spell power
Thanks, i'll take note if i expand this!
Very nice game for a cozy morning, loved to see the town building appearing at the foot of the tower
Thanks for playing! :)
I really wish this was longer. I had a lot of fun playing it.
Great to know!
Another peak barribob game
Glad you enjoyed!
Amazing game!!
Tnanks for playing! :)
Lovely game, though the end is a bit anticlimactic. Thinking all game there would be a dramatic turn of events....
Understandable, I am planning to add more content!