comments for Village Idler
sort: go backdeveloper response: Yeah the assets are the same as rotmg. I first saw the assets in a mobile game called Darza's Dominion but that shut down and yeah I played rotmg afterward, wondered how they have the same assets, found out I could buy it and I use it in projects like these where I need a lot of art and I don't have any time to make any.
- i might have missed something in the tutorial but i had heaps of buildings and was generating quite a bit of cash but seemed to get shards very slowly, even when opening a lot of the highest value packs.
- after i've bought something, it doesn't immediately grey out if i can't buy another. i need to leave that menu and come back to it.
- opening packs should be super satisfying, right now it's just tedious. the slow sliding of cards feels really unresponsive.
- the game progressed way too quickly, i was generating heaps of cash about 5 or 10 minutes in.
- would be cool if there was an incentive to put a bit more thought into how i placed buildings because i just built a massive rectangle.
developer response: I've just fixed the bug of it not greying out when you leave that menu. For the tediousness of the cards I am working right now on satisfying gameplay. I am away and I have to do college applications so I don't have too much time but when I am back home I hopefully will have that sorted. For cash I realized I didn't balance this game well enough so far. I am going to do a major balancing change soon, probably a progress wipe as well. I have just added that characters now move along the paths you make. I want to add that specific buildings give boosts to players.
Also make away to auto open pack you buy. It takes just to much time to open the packs. There is no way to get 600 shards for one char without autoclicker
developer response: Extremely sorry about it not working on your iPad! It runs fine on my phone but I found that there is scaling issues likely due to a setting I had in my game engine. I just changed it and updated the game so see if you can get it to work now. Thank you for trying my game!
The premise is interesting; I'm not the biggest fan of lootbox style of gameplay, but the thought of having that automated via the character system seems like it could be a very promising idea. As of now I don't really see much use in any of the characters, you get too few shards per card pull, making the idea of focusing on that side of automation inept when I realize I have to get 280 shards when I just only got 3... Maybe a way to buy them? Or increase the amount of shards that drop? My ideasguy would be to increase the amount of shards you get or have shard focused packs to create the choice of resources or characters, and then have the shards unlock the characters for you to buy them with resources later on rather than only having 1 dude per 1000 shards.
A couple of things I noticed, some of which were mentioned by others:
— Things only check if you can buy them when you click on their folder, so I'm clicking on the "building shop" button a bunch, waiting to see if I have enough money to buy anything rather than it auto updating.
— The music can't go to 0, no matter how far you try and drag it, it'll always make sound. Maybe adding a mute button by clicking on the sound icon would be nice. Also, adding an option to remove the sound effects would be nice, as there's currently only 1 sound setting, and it only affects music.
— I like how some buildings will build paths to others, and that really inspires me to create interesting looking networks (that don't do anything).
— A click and drag for the map, or the ability to hold down the arrows on the screen would be nice. I noticed the arrowkeys did work which is a nice touch, but once you have a sprawling city it's sooooo slowww.
— I'd like to know what the resources are! Just some tiny flavor text instead of "I need 800 gold circles."
— I like the ROTMG sprites; it was nice seeing them somewhere else. That's what inspired me to click on this game in the first place. Changing them up a small bit would be nice, i.e., I don't think every single building should have a walkway right under it, it makes some building sprites come out in odd ways which ruin the look of it.
— Lastly, the cards opened counter doesn't show anything, and I would appreciate it if I knew what I could get from each pack to see what really makes them different.
Good job so far though! Thanks for letting people test it here. This is a game I'd definitely check out more once it's gone through some iterations.
developer response: Added autoupdating my friend, and I fixed music not going to 0. I just added that the villagers walk along the paths now and soon I hope that villagers will get boosts from buildings so paths will be effective toward managing them and it will work nicely. I will get to dragging for the map soon and the arrow buttons. I have not thought about given the resources a name but your right they should have one. I will give them all names soon. For the building sprites I already have a system implemented for some of them not to give a path I just need to implement it. The card counter also isn't implemented yet I've taken it off for now but in new updates I will change it. Thank you for playing my game!
developer response: I’m sorry to hear this! Just for my debugging purposes, do you know if you received the other resources the card gave aswell or no?
developer response: Just boosted shard rates. Thank you for playing my game and for the kind words!
dunno if you’ll see this but it’s possible opening the original would fix your issues with games that don’t load on galaxy like this one.
- the card card opening speed is capped based on where your mouse is (if you spam click on the bottom, it opens slowly; if you spam click on the top, it opens quickly)
- would be nice if there was a shift + click or something to multi-place objects instead of needing to move your mouse to the bottom every single time
- also the '0/12 cards opened' at the bottomright seems like it's broken; it doesn't update
developer response: For the card opening speed it is because the buttons are fading downward so the cards are sliding down where your clicking as your pressing it, causing a delay. I am trying to think of a better way for pack opening which will prevent this.
I just added that you can press shift to open packs too.
Yeah I want to have a card opened indicator but I never implemented it and its not at the top of my list right now so I removed it in this new update but it will come back soon fixed.
developer response: Just added indicators for if you could buy something! thank you for your feedback!
developer response: just added it for you


















"tutorial" could also use some work, so it moves on when you do what it asks, without having to click on the dialogue to progress it.
developer response: I just added the indicators for everything! For the tutorial I know it was very rushed I did it in 10 minutes. I just want to focus on quality of life and bug fixes and then I'll get to a better tutorial, auto pack opening etc.