Adiposia, Queen's Avarice - The Semi-Idle Clicker Adventure!

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…

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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)

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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)

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.