Adiposia, Queen's Avarice - The Semi-Idle Clicker Adventure! (v0.2.2)

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Link to latest update post: Adiposia, Queen's Avarice - The Semi-Idle Clicker Adventure! (v0.2.2) - #20 by TheOtherSlips

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After noodling on it in the background, I’m finally making a thread for my game Adiposia, Queen’s Avarice! A sorceress spurned by her fellow scholars after theorizing that all matter is inherently magical. You’ll show them how wrong they are by becoming the most powerful mage in history. By defeating enemies and increasing your mass you’ll gain enough power to eventually take over the whole kingdom.


The game is similar to idle clickers, though with less emphasis on idling. At the moment the only move is to bat at enemies, but eventually there will be other moves and spells to use. In the meantime, stock up on mercenaries and increase your stats to do more damage.

This initial release has only 2 enemies and 3 locations (1 unlocked by defeating enemies in the Jelly Caves), and is more of a proof-of-concept at the moment. However, I wanted to make this post now so I could start getting feedback as well as share development with anyone interested in the project. Technically there are several stuffed stages in the game already, but there’s a lot of balancing still to do and it would be really tedious to see them in the current release, so I wouldn’t recommend grinding slimes that hard.

You can find the game here: Adiposia, Queen's Avarice - The Semi Idle Clicker! by TheOtherSlips

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Obviously there’s still a lot to do so next up on my todo list is:

  • More enemies
  • Make boss more obvious (right now it just looks like another slime girl)
  • Add floors/areas to unlockable forest stage.

But for now I’m just stoked to finally have a post for it haha.

Wow, this seems like a really promising project! I don’t know much about this “genre”, admittedly, but I’ll check it out. Also just to maintain the tradition…

11 Likes

I know you said to don’t grind slimes too much, but i ended up having 25th lvl
As for feedback:
I don’t fully understand what upgrading sword/bow does - i noticed that after few upgrades i was either attacking enemy 2-3 times in row, or i had attack that seemed to dealt 2 dmg. It would be nice if you added some kind of info icon that explains what upgrading specific weapon does, even now i’ve no idea if bow upgrades do anything.
Same goes for stats that you spend points on. Hp is very obvious, Gut too (even though it’s useless attribute in current upgrade), attack makes you deal more dmg with “active” attack ability, but i’m still trying to understand if attack also somehow affects passive dmg from bow/sword upgrades in tavern. Speed also need explanation - does it increase how fast can you use active attack? Or Maybe it works only for passive dmg from bow/sword? Or perhaps it works in both situations?
The other problem is balance that you’ve mentioned earlier - even though normal slimes stop being dangerus quickly, slime girl is kind of problem even with higher lvl - i feel like we need more options to deal big damage quickly, or easier way of upgrading idle dmg.
It would be also nice if you added any way of increasing how much gold we earn, or just increased drop from monsters. Slime girls in forest don’t drop gold at all, i’m not sure if that’s a bug or you did it on purpose.
I like concept of this game, i hope you won’t stop developing that!

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I knew there would be stuff that wasn’t going to be clear in the current build so it’s good to know what that is. In the meantime though I’ll explain it here until it’s more apparent in-game. Hirelings deal damage essentially on a timer, there are 3 types but only 2 available in the current game.

Mercenaries (or swordsmen)
When their timer finishes they do damage for each hired mercenary sequentially. So if you have 3 swordsmen, you’ll see damage like -1 pause -1 pause -1 pause and then they go back on cooldown.

Archers
Archers fire a single volley of arrows when their timer finishes. This deals a range of damage based on how many archers contribute to the volley. The calculation is a little wonky right now and will probably change, but basically you have archer damage * number of archers which is the top end of the range, then there’s an accuracy stat that affects the bottom of the range. So if you have 2 archers then you do maybe 1-2 damage in a single hit. The idea compared to mercenaries is that they have a higher possible DPS but hit less reliably.

Mages (Not in current version)
Mages I’m still thinking on. They might do a range of damage as well, or perhaps their magics ignores some defense stat or something.

To make things like this more apparent, I could probably add some tool-tips or something, but more importantly I want to have a little animation that plays when each hireling does their thing so it’s more apparent what’s happening. e.g. a volley of arrows rains down when the archers deal damage, or you see sword swipes when the swordsmen attack, etc. That with some damage numbers would really go a long way to making it apparent.

I should probably also give a quick stats rundown or at least how they work as of writing.

HP
Nothing crazy here, just how much health you have. There aren’t major penalties for death at the moment though.

Gut
Gut does have one use at the moment and it’s gut levels. Essentially every time you fill the bar up (you’ll notice it can over-fill), you’ll be at another gut level. Aside from this giving you a more bloated sprite to look at, you’ll have a bonus to your attack at the cost of your speed. In the future, when abilities are added, I want it to act as MP as well.

Attack
Also pretty straight forward. More attack more damage. This is only for your character though, hireling damage is solely based on the number of hirelings and any upgrades you’ve bought for them (to be added in a later version).

Speed
Speed essentially reduces your cooldowns, though again, your stats only affect you. Hirelings are not affected. As stated above, cooldowns are negatively affected by gut level.

But yeah, hopefully that demystifies things a bit. There’s still a lot to do, including filling out the forest area. The slime girl drops/monster table are bs yeah lol. Progression and unlockable areas was the last thing I got in yesterday before starting a build.

(edited for typos)

1 Like

Thank you, much appreciated!

Just uploaded a minor update. Just a couple tweaks and fixes I wanted to get out of the way real quick before working on bigger features/art.

V 0.1.1.0

Changes:

  • Slimeing mob, takes the place of regular slime
  • Slime buffed slightly, with the addition of slimeling this should make the slimegirl less of a wall to slam into
  • Slimegirl made a rare mob/boss
  • Boss label on enemy health bar
  • Added damage numbers
  • Added version number

Fixes:

  • Cleaned up slimegirl image
  • Reduced final texture sizes for slime mobs
  • Fixed an issue with drop tables where in some cases it would always skip the final item (prevented slimegirl from dropping coins)

Known issues:

  • General balance
  • No saves
  • There are some cases where you can leave a dungeon during the death screen, this causes the death screen to stay up forever.
  • Missing feedback on hireling attacks (mysterious damage numbers woooo)
1 Like

So i tried it again, do you have in mind any way of increasing how much dmg swordsmen deal per strike? I could always try to use archers, but you said yourself that they are bit of RNG.
It would be nice if buying swordsmen upgrade would eventually give you option to make them attack faster (smaller delay between attacks), or increase how much dmg they are dealing with each strike.
The fact that they are always dealing one dmg with pause between each attack, does not make them that useful at all, since they are that good to be used to auto idling enemies (especially stronger ones).

As you progress you’ll be able to buy upgrades for hireling damage and speed yeah, but their damage is meant to be somewhat supplemental to your own. That’s the semi-idle part haha, like yeah you can do it to grind some extra levels, but it’s not really the design goal to be largely played idle.

Is there a way to spend gut at the moment, or is it constantly full? I just want to see if some of my cooldowns or damage goes up or down, and if there’s a difference between a current sprite and one from before

Nice concepts! A few suggestions:

  • You can make her gain weight buying food at the tavern.
  • Stronger enemies as the game progress
  • You can use AI to enhance the art

Good start bro! Keep it up.

It’ll be used to fuel abilities in the future, as well as increase damage at the cost of speed. There are different sprites in the game right now, but the balance is wack so it’s pretty hard to get past the first gut level. I’m hoping to get some more work done on it soon, my regular work is kicking my butt at the moment.

0.2.0 Release!
Hello, after a long hiatus I’ve got an update for Adiposia! I won’t blog about it here, but it’s been one thing after another lately, so it’s nice to have made the time to come back and work on this some.

This update brings saving/loading your game, abilities (finally something to spend that GUT meter on), a new location for buying said abilities, and a lot of small tweaks and internal changes to systems to incorporate everything and make other things easier going forward.

Note on saves:
I don’t suspect that saves will always play nice with later versions and don’t, at this time, want to write a bunch of code to port old files anytime a breaking change is introduced. Basically, saves will sometimes carry forward to later versions, but depending on changes they may not so don’t get too attached. When the game is closer to completion I’ll likely start making sure saves are stable between new versions.

Major changes:

  • UI now dislays current/max gut level next to the GUT meter (i.e. how many times you’ve overfilled the gut meter).
    Since there’s not an explanation in-game right now this modifies certain stats like attack/speed and changes how stuffed your character sprite is.
  • Added Witch’s Wagon, a location that sells abilities. You’ll be able to find new instances of it later in the game with new abilities in each one.-
  • Hovering over an ability in the store will show a pop-up so you can get an idea what this does, it’s more of a poopup though and needs to be replaced, ugly as sin.
  • Tavern merc background has been updated with something less ass, but still need to throw something together for the tavern food page, a cute bar-maid perhaps.
  • There is now a thief and bee enemy in the Verdant Forest.
  • Rewrote max gut level calculation to make it easier to obtain new levels. When you raise your max gut, the first threshold for a new gut level is 10 higher than the current max gut, 20 higher than new new max gut, etc. So you should get a new max gut level at 10 (0 + 10), 30 (10 + 20), 60 (30 + 30), 100 (60 + 40) max gut and so on.
  • Many, many bug fixes such that I lost track of which ones were due to changes I made and which ones were in the released version so I won’t list them here.
  • Many internal changes and partial system rewrites to either support new features or make it easier to add new content.
  • Even more internal changes to support scene loading (first release I focused on just “getting it done” so it broke if the scene was ever reloaded e.g. saving)

known issues:

  • Options aren’t saved
  • Dropped items aren’t cleared when leaving dungeon
  • Some sound files don’t always play the first time they’re encountered.
  • Tavern merc background reverts to old asset when opening level screen
  • Sometimes “points available” tally in level up screen doesn’t update after loading a game (visual issue only, internal value updates correctly)
  • Max gut level display calculates wrong when at absolute max gut

Next update:
My plan is to fix the known issues in a patch. After that I’m not sure if I want to go back over some art and try to improve that first, focus on filling out the map more, or focus on fixing up UI/adding better communication for game mechanics. If you have a preference for what you’d like to see, feel free to let me know.

v0.2.0 should now be available at : Adiposia, Queen's Avarice - The Semi Idle Clicker! by TheOtherSlips

7 Likes

How do i save game? When i click “save”, the only option i can click is “back”, same goes for “load” button.

Oh, weird, I think it might be a bug if there aren’t files already in that location. I know I remembered to make sure the folder existed on startup but I might have forgotten to handle the files themselves. I’ll have to test it later and fix it for the patch.

Version 0.2.1 Release!
I wanted to get a quick turnaround on this since someone mentioned issues with saving, and boy were there. That’s what I get for thinking I could find all the issues in few test sessions. This should fix a lot of issues with saves and other minor issues. it includes some UI tweaks, both to looks slightly less ass and to fix some issues, converted more of the v0.1 ui code to the v0.2 ui code. Hopefully if I have some time I’ll get another patch out soon as there are still some other issues I found while testing tonight that I don’t have time to fix before this release. Mostly depends on what goes on at work this next week.

Fixed:

  • Fixes an issue where the code to check/create the save directory on startup existed, but wasn’t being called (oops)
  • Fixes an issue that occured when generating the buttons for save slots if there was a gap between the saves (i.e. you had slot 0 and slot 2 saved)
  • Fixes an error that occurs when attempting to load an empty save (in the future this should prompt a start new game dialog, but that’s not in yet)
  • Pickupable items (coins, slimeballs) were sticking around when leaving the dungeon to the map screen.
  • Fixed level up menu hiding tavern UI and showing old merc background.
  • Have not been able to reproduce the “points available” counter being off. It might have been due to another bug which has been fixed.
  • Max gut displays wrong value when gut is maxed at certain thresholds.
  • “You Died” text can remain on screen if you leave the tavern too quickly after dying
  • Ability equip status is not saved/reset (if you load while one is equipped, it will stay in the equip slot, but not use-slot)
  • writing the entire buffer to file even though we use only part of it
  • List of abilities unlocked aren’t saved properly
  • List of abilities unlocked aren’t loaded properly (their ids are always 0)

Known issues:

  • There are some circumstances where an ability cooldown can get frozen. Possibly from dying with it on cooldown.
  • ability icons in witch’s wagon display as uninteractable if you attempt to buy them without enough gold despite not having been purchased
  • There are more load issues than sounds, sometimes enemy sprites don’t load the first time you encounter them.
  • Options aren’t saved

v0.2.1 is now available at: Adiposia, Queen's Avarice - The Semi Idle Clicker! by TheOtherSlips

5 Likes

If anyone happens to still have issues saving btw, please let me know, thanks!

1 Like

Found some time to fix the load issues with assets (sounds, sprites, etc). Not quite ready to push a patch out, but I’m hoping I can fix a couple more things and get it out.

After that it’ll be the next minor version update, right now I’m working on redrawing the queen, a lot of the art I tried to do on the quick just to get something working, so this should hopefully look a little better. Still trying to figure out a color palette I like, but color is something I’ve always had a hard time with so I might have to revisit that. I’d also like to add a couple more tooltips for the merc counts and such to make it more obvious how that works.

WIP:

4 Likes

Version 0.2.2 Released!
This should be the last patch before 0.3.0, I want to focus on redrawing the art for the main character and do some more UI work, but this fixes a nasty load issue as well as adds config file support so your sound settings (and potentially future settings) will actually be remembered from session to session.

New:

  • Added config file support. Audio settings will not persist between settings.

Fixed:

  • Assets (sound and textures) not loading the first time you visit a new location.

Known issues:

  • There are some circumstances where an ability cooldown can get frozen. Possibly from dying with it on cooldown. (I haven’t been able to reproduce this for a minute now so it’s possible fixing surrounding issues resolve it? Please let me know if you encounter this still)
  • Ability icons in witch’s wagon display as uninteractable if you attempt to buy them without enough gold despite not having been purchased
  • Manually editing config.ini is a bit perilous. Namely if you set a float value (e.g. 1.0) to an integer value (1) then it might cause issues when attempting to change it at runtime.

v.0.2.2 is now available at: Adiposia, Queen's Avarice - The Semi Idle Clicker! by TheOtherSlips

2 Likes

On an unrelated note, I just noticed that itch.io shows the number of downloads on your uploaded files and uh wow.

I never really expected it to get this many downloads. I thought maybe a handful of people were playing maybe but apparently a lot of y’all are just silently checking it out, even the patches. Hopefully they’re all aware it’s a kink game lol.

I had it unlisted so only people already interested in this kind of stuff would find it, but I also just made the description more upfront about that just in case.

In any case, very glad to know people are playing, thank you!

2 Likes