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Post news Report RSS IdleTale - the new incremental RPG's demo is out!

Hi everyone. I'm Ed, developer of IdleTale, a currently small project for a new incremental RPG I'm working on - and I'm here to announce there's a playable demo of the game! I would like to explain the basic aspects with some images.

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IdleTale's demo out now!


Hi everyone.
I'm Ed, developer of IdleTale, a currently small project for a new incremental RPG. I'm here to announce there's a playable demo of the game, and I would like to explain the basic aspects of the game.

Trailer:


  • This project comes up mix of my passion for RPG and incremental games. I wanted to create something that I would LOVE to play myself, and put in it all the features I missed (or would have liked to see) in all the idle games I've played.
  • The basic mechanic isn't much different from any other incremental game - tap the screen, get resources. Use those resources to buy more resources that will exponentially generate more of that same resource, breaking the barrier of the thousands, millions, billions or quintillions.
The main resource in this game is Gold
  • The way you get resources (in this case, Gold) is by killing monsters. You tap the screen, you land a hit. Enemies have HP, you deal damage. Enough hits, the enemy will die. Then there's a respawn time, which is affected by upgrades too.

The main source of Gold is killing monsters


  • You can, like in any other incremental game, buy passive income upgrades (a.k.a. gains per second), which will grant you Gold each second, depending on the upgrades you bought and the number you have. There's also the other type of upgrades - the one that boosts everything else, such as "enemies drop more gold", "this thing gives you more gold per second", or "you deal more damage with each attack".

Gold Per Second upgrades

Active upgrades


  • Then there's the Skills tab - your character will progress through these. More Strength, more raw damage. There's a number of factors that alter the value of Strength that you will discover along the game. Agility increases your critical strike chance, and Wisdom increases the damage bonus each critical hit benefits from. I'm still looking forward to add something like "Luck" for looting or boosting Multi-hit chance (another player stat affected only by gear).

Skills tab

Strength skill

Agility skill


  • Then there's the Gear tab. Like in any other RPG, you will loot gear and equip it to benefit from its stats. Mostly addressed towards combat, but remember combat is your main Gold source.

Gear tab


  • There's the Dungeons, which are small instances with a few waves of enemies and then a final boss. Kill the boss, get XP and loot. Ez pz. You won't be able to spam dungeons to level up, as your character will have another resource called "Stamina" and you will run out of it rather quickly. Stamina is also used to travel between places (Map, here we go).

Dungeon explorer tab

Choosing a dungeon


  • Map: well, it's a map. It lets you travel between zones, with different monsters, different loot, different everything. I still have to work on its interface, for now it's just a button on the screen. Each zone has its own monsters and these have their own level. You can scale them up with the:

Map


  • Codex. Here you'll gather information about all the enemies you come across. You can level those enemies up to make them drop more gold, XP and loot (but they'll also have more HP!).

Codex tab with unseen enemies

Codex tab with discovered enemies

  • Talents. They will be your bread and butter as you progress through the game. Not only they will look cool and make you feel like you're rushing through the content, but also they'll synergize with other features to skyrocket your power. There'll be a total of three different talent trees.

Berserking talent tree

Example of a talent


  • The quest tab is one of the main parts of this game. Quests will not only help you progress faster, but they'll also always give you something to pursue and act as a tutorial for each newly introduced mechanic or system.

Completing a quest

Quest tab


I'm currently working in the mid game and I'm halfway there (and I'm sure I'm missing something), but it's starting to shape up and I've got some cool (at least, for me) ideas in mind, such as Raids (big dungeons, big loot), Arenas (a lot of bosses in a row?), Endless Mode (self-explanatory), maybe a combat system where you actually have to fight and skills matter, an Ascension system (mandatory, but I'm still on the early stages so haven't planned it much yet - we'll get there)...

Oh! And there's already some characters you can play as!

CedricOllie


Oh, and don't mind the "+1hr Idle" button. That's just for testing purposes.

Thank you if you've read this far!

If I caught your interest, I would appreciate it if you tried the game (it's available for Windows and Andriod) and joined our Discord server.

Downloads

Discord

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