Idle Lab Rats
developed by cdsa142 gamedev | rated 4.2 stars, 74 ratings.
|
74 ratings
Posted June 16, 2024. Updated October 19, 2024. Played 4140 times for a total of 4893 hours.
description
Story
Hey there, I sent you one of those rats I was telling you about. Make some room in your garage and set up a maze for them to run. They learn so fast, especially with a little boost. The best part is all these testing labs that will buy skilled rats for their experiments. I bet you could turn that cash into some better equipment and even find more premium rats to buy and train up.
I’m telling you, some of these rats could be faster and smarter than any human if they were pushed to their full potential. Just remember, don’t get attached. These rats are nothing more than tools. If you want the best rats, you’ll need to do whatever you have to.
We hear you. The rattling of your cages echoes in our hearts. We will find you. We will make them pay.
Buy and Train rats
Rats may all start slow and witless, but they all have a wide range of undiscovered potential. Train the rats in mazes of increasing difficulty to push them to their limits. Use what you learn from the rat’s training to improve their proficiency.
Fulfill Grants and buy lab tools
Once a rat has improved enough, submit them for grant money. Use the money to buy new rats but also to acquire new lab tools. Fill your lab with the equipment that will serve your playstyle:
-Get more mazes an train many rats at once
-Improve your rat’s proficiency with specialized chemical regimens
-Use other training tools like running wheels to passively train your rats
-Experiment with new maze styles
latest update
October 21, 2024
Fixed an issue with serializing for languages that use a comma as a decimal point.
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newest comments
I love this game.
Here is a whole spoilers area.
Ram ability need rework. It create a lot of new ways and usually it results a whole clusters of open areas whichout ability to mark them as dead-ends, furthermore, mouse at this moment usually also exhausted completely. So, you have large non-markable areas of random movement when in same moment your mouse is slow a lot. I tried to find some composition of abilities, when this ability would start to be working, but, no, here is no such compositions. Best solution probably would be introducing ability to mark as deadends areas, which not actually deadend. If some area is connected to dead-end and have various ways to get there in 1-2 cells then mark it as dead-end
Chemistry is hardcapped at lvl 5, so, just write on buttons "MAX" when lvl 5 acquired
Husbandry. Please, add ability to cancel operation. Also, can't we make it even faster? 15 minutes is still a lot. What about making it basically 15 minutes + by money reduce it to 5 minutes. And with a loooot of money make it instantly. So, 20 + 100 would give reduction to 5 minutes and with 1000 making it instant? Also, may be, later upgrade for more variants
Would be fun to see othery types of mazes, mostly I like rusty maze, but when I bored I trying other mazes, want to say, that for me for some reason hard to see walls in honeycomb maze.
Add commont things to distribute research points to proficiency, such as: Add 1 to all. Spend max points on all. Spend max points for 1 type.
Scry still somehow bugged. Was in situation, when mouse locked in cell with dead-end somehow. Also it buggs "Eat all the grass" objective.
All totems definitelly need liiitle radius upscale with stats. Also would be good to have pathfinding into it, like for cheese.
developer response: Thank you for playing and for all the constructive feedback. Totally agree on most of these points. Ram will soon mark dead ends as if walls weren't broken but I'll consider your suggestion as well. I have an update to scry and deadends to handle alternate objectives like grass. A cancel for husbandry is a good idea. For now, there's a bug in husbandry that lets you activate the accellerants again after coming back to the tab. I plan on adding a later upgrade to husbandry to make it work more instantly. I like the radius based on attribute idea.
Next update will be soon, but doesn't include any major features, just some balance, new abilities and some story elements. I can probably tackle some of these as part of that update. Thanks again!
Can't read any of the buttons at the top, they're cut off.
"OMG GO THE OTHER WAY!!!!" -me
might be the most infuriating idle game I've ever played... it's so addictive though (I love it so much)
I thinnk you should rewrite rat AI, on rusty mase at sizes >=8 game freeses a little, when rat stops at dead end and thinking where she will go now
top comments
Finally figured it out. The carpenter bench in the lab needs to be adjacent to the maze(s) in question for you to be able to switch to different maze styles. My bench is now adjacent to 2 of my 3 mazes, and I can finally switch to other maze types for those two.
This... should probably be made clearer or the adjacency requirement should be removed entirely.
Hi all,
Thank you to everyone for giving this game a try. There’s definitely more work to be done, including bugged abilities, UI/UX, better descriptions and some balancing. I’m hoping to have the next release done in a few months with a good amount of new features. I was originally planning on wiping progress with the next release, but after seeing the enthusiasm players have shown, I’ll probably have to reconsider this.
Thanks again for the feedback,
-Alex
I feel like the scry ball ability might not work as intended? I've repeatedly had a rat go down dead-end paths that were scouted by the scry ball, or completely ignore the arrows pointing towards the cheese when the scry ball found it. Right now I'm rating it at the bottom of all abilities I've encountered.
The chemistry upgrades get prohibitively expensive quite quickly, meanwhile there's no major rise in research gain so it just comes down to throwing time and rats at the cost.
Training equipment seems of very limited use right now, especially seeing as the rats' proficiency does not factor into it at all so higher levels are impossible to gain with training equipment. It gives some easy early levels, but that's about it. If you sell the training equipment you can have a 4th rat instead.
This game has tons of potential. It's already fun in its current state, but has a lot of places it could (should) grow in. In its current state, not only do I not see much reason to purchase more than one of each rat training facility, but you just don't have the space in your garage to do so. A good alternative maybe would be to allow us to upgrade those things so they level up a rats stats faster. Another good example of this is the chemistry set or the carpenter bench. Why would you ever want two chemistry sets when all it does is unlock research and takes up 4 squares of space?
Secondly, some of the level-up perks your later rats can unlock are just super useless at best, and detrimental at worst. For instance - spin top is basically completely useless. It doesn't appear to make your rat go much faster and just seems to be goofy, but it doesn't really appear to make them any slower either. In stark juxtaposition, drift king is extremely useful. Scrying orb is VERY detrimental in its current state. Maybe it's bugged? It seems like when it reveals a bad path that dead-ends, my rat will follow it anyway, and even when it scries the correct path to the cheese, my rat will also completely ignore that and wander around as usual. The worst part about it though is a combination of 2 things - firstly, it pauses your rat every time it scries, which slows things down quite a bit, and as Trondor mentioned in another comment, if you have a rat with 2 INT perks and they are scrying orb/blink, your rat will just freeze when it blinks and scries simultaneously. Other perks in the game all seem to be in a good state, even though some are definitely stronger than others.
This is definitely a fun experience right now though, so don't give up on the project. I could very much see this being a game that ends up being an indie release on steam or something with some more depth and love given to it.
the window size only worked once i went on the original site