comments for The Climb - Demo
sort: go back
speedmaster24 countest • 2025/01/25 January 25, 2025 developer response: There is one singular reason to take quests without having the materials - and that is if the quest is something easy (there is one quest that item for it can be gained instantly and only 1 is required) and the quest reset is near. This way you can lock the quest and complete it within 3 days, despite the reset happening in 1 hour.
It is however something marked for reconsideration, and the option you provided seems quite solid. Although locking it would cause player frustration if they found the quest hard to complete, so I guess abandoning a quest will have to implemented together with it.
Thanks for the feedback!
- Not being able to see requirements for unobtained achievements is a little bad
- No way to see general stats for achievement related tasks (drinking/eating and etc.)
(I don't think that drinking should be counting towards eating, but whatever)
- Money making is somewhat slow at the beggining, without free stuff I don't see how one would even be gaining money
- Not being able to see crafting ingridients until bought and fully read diagram is really bad, I spent all money I got early on bow only to be blocked by needing string (which I still can't get after killing like 100 spiders)
developer response: 1) Understandable, some people love it, some would prefer hints. I stand undecided for now
2) I will most likely show player all statistics I am gathering, regardless of whether they are or are not linked to achievements. Also drinking does not count towards eating for achievements. It only counts towards to the "Gluttony" skill, which is about consumption, not food.
3) Indeed, by design. This is one of the "hate it or love it" things
4) Indeed. This will be rectified in the next version update.
Thank you for trying the game out and the feedback you provided!
Good if you want to kill a few days at most, but not worth touching until it's much further along. You'll likely to be unsatisfied at the end unless the act of playing itself is enough for now.
For context: I have a full collection of Monster Card Drops, I've spend the time to collect every asinine thing the game can drop. It's not actually worth investing time into as of the writing of this review.
developer response: I have added this information to the description now, thank you.
The target right now is steam release, buy to play, no microtransactions.
A mobile version might follow, but only in the case the game does well enough to justify further work.
But that's the game the dev wants to make.
> And lastly, this game is designed around the idea of idling for 20-30 minutes where you can, use those gathered resources within a short active period and then resume farming elsewhere, if you managed to power up enough to idle a new zone.
developer response: Every enemy has an entry in the bestiary which shows their full drop list, including the chance. This bestiary is unlocked by getting a card (as mentioned in the training grounds). There is also alternative way to unlock the entries by spending money after clearing out the Cave in forest.
Thanks for checking the game out!
developer response: Thanks for trying the game out!
The expiration information is present on the quest card, together with its requirement and rewards. However, reputation cannot go below 0 and the maximum usable reputation is 10. So missing a quest is not an issue.
I might, however, remove it altogether. Still undecided regarding that.
It does explicitly remind you that it's a demo once you get to Floor 6. Not sure why Jake still mentions Heirloom Blessings from Floor 10 when there isn't a Floor 10 yet, but it's a minor gripe.
And you can import back from Original to galaxy.click now, so that's an improvement.
Overall: Still a cool game. Still underwhelming if you want a resolution at all. Meditation Rune is still amazing.
developer response: It's only side content, I did not add any new new floor (and did not plan to).
As you mentioned, some blessings, enchantments, three weapons (their awakenings and resonance, one of them consisting of a "side quest" with major lore info, a "boss" and major reward), perhaps more things I don't remember, I've been updating the game progressively in smaller chunks, only now marking it as an update here.
Other notable changes: Heirloom Blessings now allows you to grab multiple things based on the floor you got it from, you can sleep through night, twig quest to help with early game.
I did decide to bump it, as the update is still sizable, despite containing no vertical content (tower floors). Its also a version I consider "complete" (it is a demo), so there will be no more updates and no more bumps.
Thanks for checking it out!
developer response: I will not be adding any option for unlimited money generation via unlimited actions. That would simply result in players farming single enemy for hours to no end until they had enough to afford everything they can. It would also completely invalidate earlier items when the player progressed further within the game. Furthermore, the player NEED a finite amount of money (diagrams), later income is spent on QoL (buying potions instead of crafting them, etc).
The way it is handled now is that the players have a pool (that expands by getting reputation) of available quests to them every three days. Some quests require easier to gather items, some more difficult to gather, but all quests are completable within reasonable amount of time. What this does is that player, when they want to gather more money, are lead to explore the world more and visit other zones as well. It also keeps early-game items relevant for longer.
An example would be three quests: gather rat meat x60, feathers x25, wool x30. Rat meat would be the easiest and fastest, player would pick that and be rewarded with money. If they wanted more money, they would either have to go do the feathers or wool, and will have no instant benefit by farming more rat meat.
Thanks for trying out the game and the feedback :)
















