comments for Lord of Idle
sort: go backdeveloper response: so sorry this was a day 1 issue on some browsers that should have been patched last week. Just seeing this but let me know if any issues ahppened after
developer response: Hey hope all is well! So all of the progression comes from hard mode acts 1-4 to get over 200k combat power up to the 10m you see on leaderboards. Doing endless dungeon to wave 25 unlocks hard mode and there is a new loot pool that scales with enemies. The items here can unlock up to 1M combat power off one godly item! Make sure to go to info and check out the handbook, it will give you some good info! Gold making is endless in end game from upgrading your factory and just fighting hard mode enemies, youll make 50m a day. S3 starts in a few days and there is many many changes so make sure to not burn out and try the new season as well! )You can continue on your same character into legacy but I always recommend wiiping for new season races :)
developer response: Sorry I am just seeing this. Thank you so much for trying the game and taking the time to comment. If you have any feedback please come to the discord, or if you just want to hang out and show off builds! I am trying to update daily and 90% of the updates are suggestions from the community.
developer response: Hey thank you so much for taking the time to play and also leave feedback!
So season 4 I am adding mining xp to the pickaxe crafts as a way to end game not force you to manually level from 80-99 for the titles. Mining over 80 only helps with small boosts from constalletaion upgrades and completionist title, and is kind of meant to be a little bit of a sink away from other things though. Hopefully this will be the happy medium.
QOL: i agree with what somebody else said that it would be very nice to have more information about things, like tooltips for droprates or rough estimates on time needed to see a specific drop. there are a lot of stat elements displayed that leave much learning to be done intuitively, and just with the format as a whole i think a bit of clarification would be really helpful for the sake of accessibility and planning. at the same time, the game is perfectly accessible without all that extra info, and actually more engaging since there ends up being a lot to discover.
Feature: it would be super nice to have some kind of expediting mechanic available, what you'd typically see with monetization in other games, like production multipliers or time banking/acceleration. a micromanagement element on the mining page, for instance, where you can interact for a higher yield or faster collection, or a crafting interaction that could yield higher production quality. in its current state, this game strongly resembles melvor or ironwood in a simplified state, and one big distinction between this and those games is the lack of player interaction (aside from leaderboard and duels). without a player market (which really doesn't belong here) i don't see a downside to allowing players to amplify their productivity with micro-interactions.
Content: would love love love to see more enemy variety, like more generic/weaker enemies that drop ores so you can collect them for constellations while still training combat. i want to train mining and need to mine adamant for the best xp, but need copper and iron for my constellations because i used them all up training crafting. . it would also be wonderful to see more modifiers, maybe new equipment slots or consumables, produced by players or maybe dropped by another alternative class of enemy (or the same resource-centric enemy mentioned earlier). potion variety, so instead of just health, we could have bonuses for loot rarity/droprate, xp, or stats. the afforementioned ironwood rpg has three potion types for each of the three skill trees - combat, gathering, and crafting - so 9 in total, and this creates a very engaging productivity mechanic. your season mechanic helps a lot with keeping the gameplay loop shorter in cycle compared to those more complex games, so definitely take the idea with a grain of salt, because that level of complexity may be out of place for the current scope/vision.
"Complaint": i don't know what exactly changed or how/if it may have changed, but i've had this problem with other idle games in the past, where if i leave the game's browser tab open but in the background and sleep my pc with the browser open, i don't get any offline progress. so i lost a night of progress but learned the lesson. not sure if that's something worth addressing, but it only just happened the first night after the most recent update.
considering my only complaint with the project is a user end/platform issue i've had with other games, i'd say this is very well made and definitely deserves a high rating.
developer response: Hey thank you so much for such an in depth review, I really appreciate it!
So I am going to drop in 2-3 days a mini game inside the mining page that is....lol a mini lite factorio factory to auto mine passively ore and godshards/stardust? Its almost done but its kind of neat. I know mining was a drag but I focused on some endgame trials/races before doing mining now its getting love. Hope you check it out and let me know if it hits or does not belong here, but should change up the process a little.
I have been actively trying to add offline lock ins for each mode to help users that have hardware acceleration on the browser turned on or have thorrle issues if lieft minimized. These new offline modes lock in a snapshot of time and your gear and will make sure you dont miss a single second offline. I highly recommend toggling offline on before going offline to avoid the no progress offline.
I will try to add more tooltips and fillout the handbook more as well, as this is something I have heard a ton with the systems and I am adding more weekly so I know it will just get worse.
Really appreciate the feedback and will try to improve on all the things you mentioned by S3. (Added 2 enemies yesterday check again if you have not seen the last new patch with the trials/races! :)
developer response: the game runs simulation on enemy select to help get a fair accurate time to kill for offline calculations. The simulation runs 6 iterations then averages the time to kill, but rng is rng and that time will still fluctuate based on the rolls and crit and dodge and ect that happens. The skills all work correctly.
developer response: sorry can you be more clear? You you swap gear? Try naked but the skills all directly impact a ton of stats. Let me know
developer response: 8% chance to do 2x damage, if you look at the damage section under the enemy and hover or click on mobile, it will show you his hit range and if you don't have a item with crit immune it will show his max crit as well here. When is doubt hover or click most places ahve a tooltip :)
developer response: Hey thank you so much for playing! Please feel free to come to discord to let me know what you think could be improved, I am making updates daily right now :) I have tried to addressed most of the other comments issues as well and would love to work on other things as well to make this game a better experience. Thanks again













I'll first point out (coming from a confirmed gen ai hater) this is probably the best use of it I've seen. Is it a little jarring? Sure, but its limited use doesn't impact the feel of the game. If this is the type of game you like but you're wary of the gen-ai tag/disclosure, I recommend you give it a try.
I really enjoyed Forge & Fortune. So, seeing the starting layout with combat/mining/crafting, I felt pretty excited and wanted to get into it. There's practically no onboarding, (I didn't see the Info tab for a while) but you can get into the swing of things pretty easily. After about 15-20 minutes, you'll have an idea of the core game loop.
The main problem: There's just not enough content variance. The vendor has 4 potions (the only actively useable things in combat) and 4 pieces of equipment that increase your gold drops, nothing else. There are 13 enemies... total. There are 20 combat skills (10 offense, 10 defense), most of which just increase a stat. The dungeon is... just an endless stream of enemies, and its only purposes is to unlock hard mode and race to 150? There are 5 ores to mine and 34 things to craft (the same 5 things per class of ore + 9 unique items). There are 13 mining skills with (what appear to me as) obscenely high costs.
The smaller problems: Very few things appear to have in-game explanations or if they are, they're hard to find. Apparently I got a God shard at some point. When? What's their drop chance? What did I do to get it? No idea. Oh, I got an "act I essence"? What's that? Hovering tells you nothing and it doesn't appear in the inventory. You have to hover the equipment's icon to see a comparison, which I only found by accident. The damage calculations are confusing (so base is 60-140 and my armour gives -26 flat but its range is now 60-114? Why not 34-114?) and are only shown on hover, the base values in the combat screen don't change. The "deep loot system" is your standard common/uncommon/rare... loot system with occasional extra modifiers (vampiric for a small lifesteal %, evasive for dodge...) - deeper than most, but not when you're just grinding the next enemy regardless. The attack animation not lining up with the actual attack speed really irks me.
The good: As I said at the start, it has potential. The base you have is good and I'm wanting more, but... a lot more. If you're the kind of person that gets a kick out of leaderboard chasing then you'll probably enjoy this. I'm not that kind of person, and this just doesn't have enough for me to get my teeth into at present. Maybe in 6 months' worth of updates you'll find me as a regular, but I just can't find the motivation to get into it at present.
developer response: Hey just wanted to say thank you so much for giving it a try and I really apprecaite it the in depth feedback. I will take notes on all of these points and try to put some of these in before the next season, and try to get all of them into season 3. The game is really new and I am always open to feedback like this, so please each update let me know what works and does not for you. Apprecaite it!