comments for Midnight Idle
sort: go backdeveloper response: Thanks for playing. There is an option under settings that you can enable to disable all story art.
developer response: You can activate Animal Planet skill and let it auto-farm in the background as you continue to your journey.
developer response: You can go to reddit or discord to grab some save codes to restore some progress, so you dont have to start over.
developer response: I'll admit the 2nd chapter is a lot more trickier and requires some experimentation to figure things out. This is because the original 1st chapter players collectively feedback the game is too easy/linear to play. They want to see more hidden/unlockable features as well as deeper branches.
Anyway I hope it did not take you too long getting stuck. Spirit and Soul path are dead giveaway from the combat difficulty gap. Only Spirit and Body paths are viable at beginning.
Looking at the change log... game hasn't been updated in a while. Wonder if it's dropped.
developer response: Hi Termt. Yes the base game hasn't been updated for some time, as I'm currently working on new content for the final chapter of the game.
1) Pop up blocker upgrade, it says that it skips story, but i wanted to verify, if it blocks everything, or just the parts you already saw? Probably better be the latter, since there are chances of discovering new things. Also, switching it off works at any time, even in the middle on the walkthrough, but can't turn it back on until another reset. Kinda weird.
2) Blood gargoyle - well, there is a reward for defeating it, sure, but... what is actual point in getting it more then once? I feel like it could be better if after the first time it would be an upgrade to different one, or a new reward alltogether. Well, not that there is much rewarding stuff at that point, but still.
3) and yeah, sometimes it feels weird, that, like i was saying on previous commen, i managed to defeat some of the timed monsters, someone closer to end i think, upgraded attack and armor piercing for the next run and couldn't defeat it in next run, despite trying a few times. How unlucky one could get really? But that's minor point, as i said, just my lack of luck with RNG.
Still, thanks for the good game. Really enjoy running it through the day in background. Maybe one day i will beat it, although there is always a chance that i won't, but still, hope it will continue being updated and will get more things added. And one day will make it really big. Totally deserves that for all the fun i have with it.
A few notes after beating the game:
* Top of my feature wishlist is definitely some in-game system for keeping track of things you've already found. A full map and quest journal / inventory UI would be great. A quicksave/quickload feature would also be a nice QoL addition, AD can already autoplay to get you back to the same spot again but if I'm on the verge of finding a cool new thing the last thing I want is to be forced to idle for a few minutes instead of doing the interesting new thing.
* Later on, when all the basic upgrades are maxed, things go so fast that it's damn near impossible to get to the settings, check the spirit upgrade shops, or even to switch between blood and sanity or manually use skills. It would be a lot easier to navigate the game while autorunning through the early game if pause stayed active when switching tabs, and combat putting you back on the previously selected tab afterwards would make it less frustrating to try and use (or even look at) sanity skills.
* It can be frustrating to get stuck, there's little to direct you toward the key unlocks and there are a lot of class/alignment/route combos to try. A couple times I felt like I had to grind out every available upgrade and beat some previously unbeatable monster, only to discover a big upgrade I could have easily unlocked without all the grinding. Some in-game hints, an NPC that offers advice about key options you've missed several times, maybe something like color-coded hints under specific paths and choices if you've previously made it to the room a new unlock is in but haven't found it yet?
* Would be nice to have a little 'new!' badge for upgrade tabs so I don't have to check all of them for new stuff, and removing or changing the messages telling me I unlocked an upgrade if I already had it.
* Oh, and it would be nice to get a reminder of which paths I've already cleared before deciding to take the portal back - or at least to disable the portal option if I've done all 4 paths, since you can't progress past the 'pick a path' room if you go back.
* ok last one I swear - the spirit drain mechanic is frustrating and makes any minor gripes with the UI become more annoying. It sucks to feel penalized for using the fully upgraded gamespeed boosting skill I spent a while grinding SP to buy because it makes me waste a bit more spirit every time I have to click 'journey ahead'. You can still pause anyway. I would much prefer if spirit only drained after I chose an option, during its timer, with balance tweaks as needed. It basically just punishes players for slow reaction times, reading speeds, or for their browser or device being laggy or unresponsive. Why not just let me take however long I want to read my options? If the idea is to have another source of variance so players can feel good when they pull off an efficient run with minimal wasted spirit, it needs to be based on a more engaging skill testing mechanic than 'how fast can you pause?'
I know that probably sounded negative, but I wouldn't have so many longwinded ideas about minor UI issues and QoL features if I didn't love the game. It captured the charm of oldschool choose your own adventure books, while having the addictive gameplay loop idlers and incremental games are known for. Although I must say, this one pushes the meaning of 'idle' in its name more than most :P
Other than that, while the toggling of bought QoL skills isn't usually important once players are past where those skills matter and I can understand why it's a potential source of bugs to mess with them in-run (even though for a lot of them that's excessively restrictive, it's simple), needing to completely buy a progressive skill just to toggle it off again was at times an issue early on. And it would be nice if "things you start automatically doing passing the altar" included cleaning up rats and bats and filling up to your maximum blood and sanity. I'm willing to say it's fine to not auto-grab the magic dagger and (for goblins) bombs on the grounds that in future chapters the story may grow more complex and so there may actually be good reasons to not want the dagger or bombs (mimic form, or choosing to leave the stuff for somebody else) but by the point that a player can reach Jezebel there's no longer any good reason to make sure they can turn the crank.
developer response: Thanks for playing and your feedback. There's some sort of a sketch flow chart/diagram currently being drafted by the reddit community. Will see how to convert that into a map. If not I might just link to it from the game when it is ready.
developer response: hmm ... what did you upgrade that made your game/cycle worse?
developer response: When story or notification popup appears, the game is paused. It should not be triggering/automating combat until you dismiss it.
developer response: Go with Body/Mind path first, until you can unlock class upgrades to fight better.
developer response: The game link from here is the same one posted in Reddit, unless you are playing the Itch version. Regardless, all saves/backup codes are transferable between these sites and between different devices as well.


















At a certain point I had all the upgrades that increased character strength and saw that it was turning into this really granular puzzle where I'd have to map out the whole decision tree--which requires turning off QoL features, ugh--and try all the reasonable traversals, or just look up the solution. Those both feel pretty bad, and experimentation that has a few minutes of unavoidable wait time stapled to every new trial feels worse worse, so I unfortunately chose option three.
That's all to say, it's still incredibly clear how much love and care went into making this, and I still had a ton of fun with it before it became something that I, myself, couldn't enjoy anymore. Thanks for making this and sharing, best wishes.
developer response: Thanks for playing and thank you for your feedback. In earlier version players complained the game was too simple and linear, where choices/branches did not have significance. Thus in 2nd part I built deep branches each carrying their own unlockable classes and unique encounters. I'm currently working on the next part of the game, which includes an achievement table that unlocks additional bonuses.