Hosted at https://xenkogames.gitlab.io/DIDOEN/
Hi everyone! In my spare time, I've been developing an incremental/idle browser game, working title: 'Do Idlers Dream of Electric Numbers', or colloquially: D.I.D.O.E.N. From the title, you can guess it is a cyberpunk themed game. It is strongly inspired by other similar games like 'A Usual Idle Life' and 'Progress Knight'
Its currently just an Alpha version, meaning the core mechanics are pretty much complete, I just need to flesh out all of the content, the story, add an end game, and fix any remaining bugs after that.
Its currently in a playable state, but mostly just the early game things. Currently developed for desktop browser, but mostly works in Mobile as well, minus some UI issues. The general gist of the game, if you haven't played anything similar, is that you slowly level up your jobs and skills over a lifetime, then when you die you start over, having gained permanent boosts to XP and various other things. And so you slowly improve every cycle until you reach the end game. Its mostly something you leave a tab open on in the background of your browser while you work or do other things and come back to check on and make changes and such.
Please let me know what you think, and if you find anything that looks like a bug. The game is entirely written in C# Blazor, compiled to wasm, so no javascript going on for game logic. I eventually plan to open source the game after a while, though, if you wanted to look at it.
I'm very welcome to any suggestions as well, especially regarding gameplay, the title (I'd welcome a better pun), or anything else.
Thanks!
Edit: Just FYI, i've changed the url to https://xenkogames.gitlab.io/DIDOEN/. I've also made a save-incompatible change unfortunately, so you will have to restart the next time you play. Going forward, there shouldn't be any more breaking changes to saves.
I would like if what changes was written on the things... uh, an example: Getting a tent decreases mortality, this isn't written in the shop. Or being a beggar is more deadly than being a warehouse picker (increasing mortality).
Mortality is calculated by your lifestyle amount. Ill make sure this is cleared up in the UI in future releases. thanks!
Yea, make it as clear as possible what each option does please.
Also, a setting for pausing on death might be nice.
Save exporting/important maybe?
What does "increase skill experience gain for X jobs" mean? I can't see any difference
Yeah, import/export is on my todo list.
re: skill exp gain, i'm assuming you're talking about the 'Motivation' skill? It increases the amount of xp you gain per day for all jobs. There is a little 'xp per day' ui element that details how much you get. Might not be visible on mobile yet?
No. The "intelligence" skill.
(I'm on desktop)
Ah that's currently in development, just a filler skill for now
I'm grinding it anyway. Number goes up, dopamine released. Simple as.
Does free time do anything? I.e. is there a benefit to having free time?
No, its meant to be spent on work/study time