A simple, story based incremental about gaining power to defeat the demon lord.

Feel free to join the discord: https://discord.gg/gEW2SHwDMh

The web version is a demo.

There is not much more content in the windows version at the moment, about 25 more activities. But I appreciate the support.

The game is still in active development.

Hotkeys

SToggles Stats
LToggles Log
EscOpens Menu




Updated 4 days ago
StatusIn development
PlatformsHTML5, Windows
Rating
Rated 4.4 out of 5 stars
(25 total ratings)
Authorreav
GenreAdventure
Made withGodot
TagsClicker, Fantasy, Incremental, Text based

Purchase

Buy Now$2.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $2.99 USD. You will get access to the following files:

demon-lord-win.zip 30 MB
Version 0.8.3

Development log

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Comments

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I really enjoy the game, but a few things really detract from the experience. First, the save system doesn’t seem to work. I’ve tested it out a few times, but it seems that closing the tab results in my progress getting wiped. Since I use my iPad for both note-taking and games, it’s not feasible for me to leave the tab open at all times. A solution to this would be some form of manual save, perhaps using some sort of text that can be copied and pasted. You could put this on the main menu, or use the S key to pull up some sort of save menu. I would really like to not have to restart this game for a fifth time because it truly is fun.

Also, on iPad keyboards, no escape key exists, so there’s no way to exit to the main menu. A simple solution for this escape key problem is to also bind the E key (“escape”) or M key (“menu”) to go back to the main menu.

In regards to the most recent update, I’m not sure why Explore City was changed to show all of the options after completing the task five times. I thought it was unique and thematic that, as you explored the city, more options came up. In fact, I think a complete reversal would be cooler; each time you complete an instance of Explore City, reveal to the player one more new option. My idea works especially well for Explore City, as there are five instances of the activity, and five things locked behind it. In my opinion, the old Explore City added character to the game, while also making sense from a thematic point of view. People don’t just walk around a city five times, only to then realize that there’s something cool; no, people walk around cities, and, as they explore the city, find more and more new things. But that’s just my two cents.

I think that the Sleep and Farm skills level up too slowly. An easy way to rectify that fact is to just include more opportunities to Sleep and to Farm. For example, I think including a Sleep option to be revealed via Explore City makes sense. Similarly, I think farming in the Elven City makes sense, as well. 

The Looping mechanic is great, and it’s actually the reason why I even started playing. I wanted a game similar to Progress Knight, and I think this game scratches just my itch. My problem with the Loops is that it feels too slow. I think a way to rectify this is actually through making a Skill that carries over across all runs. The Skill could hasten in-game time, such that there isn’t a direct correlation between real-world time, and in-game time. For example, this Skill could level via any and all Sleep options. The Skill would level extremely slowly, but it could make the game move faster, while not actually changing how quickly Skills level up. I think it would be nice to be able to spend less real-world time grinding the same things over and over. To be clear, the Skill I’m proposing would not just speed up all player-initiated tasks, but it would also speed up the Demon Assassin. Everything moves quicker, and less time is wasted.

The Log is also under-utilized. I think having the Log mention something each time the player makes an Important Choice would add warranting to its inclusion. Perhaps the game could hint to the player what to do to make the most of their decision.

I hope I didn’t come off as too demanding or entitled. I made an account just to comment this, and I really can’t vocalize my praise enough. This game has some great potential to it, I just think there are some things that could use some tweaking. In fact, I only felt the need to comment because I saw that you interacted with other commenters. Again, I hope I didn’t come off as too much of a jackass.

No worries, I appreciate your feedback.

I'll take a look at the save issue. Are you using Safari to play?

Some skills definitely are underused and hard to level at the moment. I'll try to add more activities for them with the next content update and balance the loop system.

The log is not a high priority at the moment, but I want to add more messages in the future.

Yes, I play on Safari. Thank you for even responding to my feedback.

(+1)

Not sure which direction you want to take things, but here are some event ideas:

Ecomancy:

-> Create Carrot Soldiers = Instead of using Carrots to feed rabbits, use Ecomancy to turn them into powerful half-foot entities that deal horrific damage to ankles, and thus topple even the biggest of foes. 

-> Create Twig Creatures = Using your spare wood, instead of Traps, use Ecomancy to create Twig Creatures. 

-> Create Living Tree = Using wood not used to create a Twig Creature, some herbs, and some more blessed spring water, create a Living Tree with Ecomancy. 

-> Harvest Wood = Using Ecomancy, harvest wood without destroying Trees. More time consuming that normal wood cutting, but gets the wood in another manner. 

-> Bountiful Harvest = Using Ecomancy, create more herbs and carrots from your existing herbs and carrots. 

---

Magic:

-> Study Undecipherable Texts = At the Library in the city are some Texts, that cannot be understood until you have at least 2 ranks of Magic. Lets you gain a lot of Magic XP. 

-> Harness Mana = Located in hidden parts of the world are Mana Fields. Need to know Magic to harness them, but they grant a large amount of Power if harnessed. 

-> Study Elven Texts = Located in the Elven Village, you need high Elven Language and Magic to read. Grants a lot more Magic XP. 

-> Consume Fairy Essence = Using the Fairy Wings in a ritual, you gain a lot of Magic XP and some Power. 

-> Fabricate Metals = Requires a very high Magic skill, but lets you create Iron Ore and Mithril Ore, while gaining Magic XP. 

---

Alchemy:

-> Stockpile Water = After getting the first spring water, have an action to collect more. Naturally will need more vials. Allows you to collect 5 more vials worth. Each of the below potions can be made once. 

-> Create Healing Potion = Lowers the Power Requirements to attack various creatures by say 25%.

-> Create Knowledge Potion = Lowers the Skill Requirements to do tasks by -1 skill level. 

-> Create Wisdom Potion = Doubles the XP gained to skills during this loop, thus you gain skill levels faster. 

-> Create Stealth Potion = After beating a demon attack (ie Demon Assassin), earn 50% more time till next attack (so instead of 600 secs, its 900 secs). 

-> Create False Life Potion = If you fail to defeat a demon attack, (ie have 495 power vs Demon Assasin needing 500) you have 60 extra seconds before you die, to complete some task. Use it wisely. 

---

Alternative Path:

-> Prepare for a Goblin Attack = Choosing Elven path instead of Goblins, you are instead helping a city fend off a Goblin attack. 

-> Smith Armor for Guards = Requires Iron Ore, to craft some armors for the guards.

-> Smith Sword for Guard Captain = Requires Mithril Ore, to craft a powerful weapon. 

-> Defeat Goblin Wolf Riders = Much nastier goblin foes. 

-> Rescue Wounded Civilians = Save 100 wounded civilians.

---

Anywho, I'll let you cook, but if you want more ideas, I can provide them. 

(+1)

Thanks for the update, fixing a lot of the bugs I reported. 

Some other suggestions I recently thought up for it:

1) Grant the player multiplicative Power, for every rank of Magic and Ecomancy. Currently they do nothing, but if say you got 10% more power from Magic and 20% more power from Ecomancy, at rank 3 of each, you'd earn +90% more Power. That way it would entice players to earn them and would make the non-Goblin path a bit more doable in terms of gaining Power. As right now, Pillaging and resurrecting Zombies, is the best path for gaining Power. Thus if you had 1000 power, you'd now have 1900 power. Still not as good as Pillage+Zombies, but its closer in comparsion.

---

2) A skill that you earn from other skill practicing, called Perfectionism. Every time you earn XP in another skill, you earn x0.5 XP to Perfectionism. Each rank of Perfectionism, adds say +10% more XP at the end of Cycle, for all your XP gains to time multipliers. So at rank 2, you'd earn +20% more XP. Thus this would encourage players to focus on high XP events to get Perfectionism as high as possible, and thus could make some cycles feel like you are progressing. 

---

3) Change the minimum speed of an action from 0.5 to 0.1. That way, doing lots of those 3s actions feels really good, late game. 

---

4) Permanence Power Boosts. So each time you complete a major milestone, you earn a multiplier to the Power rewarded, either by defeating the enemy or earning the item. So each time you craft the Moonstone Sword, which does take a lot of steps, earns you say +10% power each time you craft it. Its just that late game, many of the equipment you can craft makes no real difference to your Power level and this way, it would. It also encourages you to take the Elven path instead of the Goblin path. Or another could be Taming the Dire Wolf, which takes a lot of steps too. 

---

5) Combine Actions:

-> Farming into Alchemy. There is only one activity for it, and farming is a form of Alchemy anyway.

-> Dreaming into Reading. There is only one activity for it, and reading involves a lot of imagination as well. 

-> Smithing into Crafting. There isn't much call for Smithing, and Smithing is a form of Crafting. 

=> Alchemy Training could be made to grant a large boost of Alchemy, rather than a requirement for finding Herbs. 

=> Blacksmithing Training could be done in a similar manner. 

=====

Anyway, will keep an eye on this one. 

This is a great concept for a game. The big flaw is that progress can feel a bit slow at first. It's frustrating when whatever you're doing gets interrupted by the demon.

My suggestion? Add achievements for completing certain quest lines, with a large one-time bonus to progress in certain stats. For example, becoming an ally of the elves could make it so on subsequent playthroughs, you can learn elven language much faster along with a bonus to precision; helping the fairy could give you a bonus to alchemy.

This would solve the main point of frustration by giving the player a clear road to progress. Even if you can't beat the demon on this loop, you still accomplished something significant if you get an achievement.

(+1)

Thank you for the feedback.

I like the idea of one time bonuses. They would reward trying out the different paths in the game.

Ridiculously addictive.

I'll think I'll buy to help the dev, how much time to think until 1.0 release ?

(+1)

It's my first real project, so it's difficult to estimate how much time I'll need to get to 1.0.

(2 edits)

Hello. Interesting game. Bought it, and will follow along. As I get further, I'll post further feedback here, as replies. 

1) Can learn necromancy without knowing fundamentals of magic. Unlike ecomancy (from elves).

2) Wolf corpses don't count for raising zombies, as a necromancer. 

3) Purifying the tree, nothing else happens after that, which I found to be odd. 

4) Outside of purifying the tree, Alchemy seems unused. 

5) Outside of hunting rabbits, Farming seems unused. 

6) You don't need Elven language to speak to the Elves or interact with them. So not sure why its in the Library. 

7) Some actions never change their duration, no matter how high your multipliers or number of times doing it. I've killed the Goblin King 5 times now, and its still 30 seconds to kill. 

8) It would be nice if you had local and permanent skill progression. In that, you have a temporary skill multiplier, based on your current skill level and a permanent skill multiplier from all your loops. That way, there is value to raising skills past like level 4, in a loop. 

9) It would be nice if after killing the Content Demon, that the game continued. I had 140 seconds or so till death to the Lieutenant, which got wasted when I killed the Content Demon. 

10) It would be nice on the UI, if it told you what was the skill multiplier used to calculate its duration. So that you can focus on skill action development for skills related to it, to make it faster for next loop. Like I don't know what ones are affected by Precision, Animal Handling, or Speaking. 

-----

Anyway will continue playing. 

(7 edits)

Some more stuff:

11. You must knock twice at the tower door.

12. You must place the chicken twice at the tower (door request 1), but door request 2, only needs to be done once.

13. All of the door request stuff only costs 1 gold for weird reasons. 

14. Scrape Off Ice's description doesn't make sense. I just had to climb a mountain. What is a lake doing up there?

15. When the demon lieutenant charges at you, you get no ending text, unlike the demon assassin. 

16. Reloading a save, the log on the far right is emptied. 

17. Have not found a use for Wolf Pelts or Dire Wolf Pelts. If you don't go the Goblin Talk route, there is only 1 iron ore needed (for the iron sword). 

18. Explore city is a weird interaction. At 3/5 uses, it reveals some actions. At 5/5, it reveals more actions. Its the only one I've found that does that outside of Gather Wood revealing Twig Creatures at 10/20 uses. 

19. Sacrifice Cat says its a Major Choice, but its not under one of those "Choice" boxes, and there isn't an alternative to it. 

20. Raise Zombie Cat is time consuming to do, but only offers +1 power and +1 necromancy. 

21. Fetch Spring Water requires you to take Alchemist Training, even though it doesn't require Alchemy skill to do the action. 

22. Create Purification Potion and Purify Spirit Tree, both take a huge amount of time to do (and the same amount of time; 45+ seconds), but don't give great rewards for doing so. 

(3 edits)

Some more stuff:

23. Handing over the Necromicon does nothing, so seems like its best to be a necromancer at the moment.

24. Costs 50 gold to enter tournament. First round gives +1 gold. Second round gives +5 gold. Last round gives 25 gold. So, you don't ever actually make money by winning in the tournament. 

25. The time needed to do all the tasks to just start to learn magic, is a royal pain. And magic doesn't even raise power when learned. 

26. Nothing happens when you fully learn Magic or Ecomancy. 

27. Farming is really hard and time consuming to raise the skill. Really hope we get a mid/late game source of farming xp. 

28. Train Wolf Riders doesn't give much rewards, for the amount of steps needed to get there. You need 2 carrots, 2 traps, 2 rabbits, to tame 1 wolf (plus animal handling high enough). Then you need to read 10 phrases, learn enough goblin language, give tribute, become goblin friend, and train 1 goblin soldier. Then you need even more goblin language, to actually create a wolf rider. That is a lot of work for only +15 power and +2 speaking, each.   

29. Train Gobo requires 5 steps. And then once trained, you can't even put him on your trained Dire Wolf. 

30. Mithril has no purpose, if you choose to train the goblins. Maybe allow us to create a mithril chainmail for 10 mithril. 

(4 edits)

More stuff:

31. You can only gain the pillage city option, if you choose to become allies with goblins, not if say you choose to become a necromancer as well.

32. Slaughter Citizens requires 10 power to do, but you have to defeat the guard captain that requires 500 power. Probably a typo. 

33. Spare Citizens and Slaughter Citizens are not under a choice system and aren't even a major choice anyway. So you can slaughter 99 citizens, and then spare citizens. However, it also turns out that if you choose spare citizens at 99 slaughtered, you can then slaughter the last one (making 100 dead).

34. Slaughter citizens doesn't give exactly 0.1 combat. At about 90 killed, my combat is saying 166.899999999... and after slaughtering everyone, my combat is 166.999999999

35. You need a pickaxe to plunder the city. For reasons. 

36. Plunder City gives you +0 power. For reasons.

37. Gather Iron Ore gives +1 precision and 2 iron ore and doable 15 times... but Gather Mithril gives +1 precision, 1 mithril and doable 10 times. 

38. Forge Moon Sword doesn't require any smithing knowledge to craft it. Says Smithing 0/0.

39. Killing the Fairy to get the wings, says they are useful to alchemy, but currently serve no purpose. 

40. Crafting skill only seems to be used for making traps and repairing the dummy. Maybe fold Crafting into Precision, as it requires precision to repair objects or make the small parts in a trap. 

Thank you for your detailed feedback.

I'll try to address some of the things you mentioned with the next update.

(1 edit)

Thanks for the reply! Some other more specific feedback:

1) Some actions, like Dreaming, Farming, Goblin Language, and the like, have so few sources of XP that they take forever to improve, and often have long durations to their actions. 

2) Having an alignment system might be a good way to go about things. So, if you choose to become Evil, all "good/decent" choices disappear and things like "Pillage City" appears. That way you could choose to be an Evil Necromancer, that kills the Goblins, instead of befriending them. 

3) Having fewer skills, and thus more opportunities to build them up. Maybe dreaming could be built into precision. Maybe farming could be built into alchemy. Maybe Language skills, are built into speaking. 

4) Having a greater loop benefit, might be good. Maybe if you defeat each demon attacker, you earn a progression point (ie Demon Assassin at 500 points). Each progression point could add +0.100 (or 100 xp) to all your skills. That way getting farther into a loop feels more rewarding. 

5) I could only gain about 2500 power, well below the 5000 required, and this was with taming up to dire wolves, pillaging a city, helping the fairy, and killing anything else that moved. Perhaps, the power needed to defeat the lieutenant is 1500 power instead, as even reaching 1500, without pillaging the city is pretty hard to do. 

6) Having skills at higher levels grants some extra bonus. Say "precision" gives a chance to add +25% power (critical hit) when the Assassin comes to kill you, so you have a chance to avoid being defeated. Or "speaking" having a chance to increase gold gained by selling or reduce a cost to buy something. Or "alchemy" having a chance to grant twice as many herbs. Etc..

(1 edit)

I created an account so I could comment this. Love the game, I check for updates almost every day and have run through every piece of content available. The loop mechanic is certainly a step in the right direction, though the fact that there's only about 4750 or so max power available makes the 5k requirement for the demon assassin a hard cap (though I trust this will change with future updates).

None of that is my main point, though. This wasn't the case in previous versions, but now you cannot gain enough animal handling through the goblin path to tame the dire wolf. I believe changing the skill gain for animal handling for taming regular wolves from 1 to 5 would rectify this, or maybe adding another action that gives experience (like taming rats, maybe).

Granted, the 15 power gained from the dire wolf is marginal at best, but I'm a completionist and never go for the content demon until I clear everything I possibly can.

Great game, I look forward to what you have in store.


Edit: It is also now impossible to clear "Plunder city," since it requires 500 slaughtered citizens when only 100 are now available. Again, the reward is of no consequence, but I'm a completionist. I'm also starting to realize the addition of the precision skill is what skewed so many things, seeing as capturing rabbits doesn't provide animal handling experience anymore and is the stem of the issue I addressed above.

Thank you for the kind words and feedback.

I'm working on more content to be able to reach the 5k power requirement.

The issues with the Dire Wolf and Plunder City activities should be fixed with the update I released.

You are a real G, I know where the rest of my night is going.

Is it still updated

Yes, sorry for the long wait.
I'm working on a looping mechanic to make the gameplay more interesting.

It should be out in a few days.

i enable WebGL 2 but it donest work on this gam

Purchased the game, played through it twice to see both endings.
Don't get me wrong, I enjoyed my time with the game, it was fairly fun, buuuut...
To ask for money for this is shocking to me. The game reminded me a bit of Theory of Magic, although Theory of Magic has months of content to play, and is completely free...
I'm not saying that you shouldn't ask for money, but for such a short experience, it's really not in a position to be asking for money yet, it's just not worth it...

(1 edit) (-1)

Latest version download was blocked by windows due to a virus

(+1)

There is no virus. It's a warning because the file is not code signed, but it's totally safe.

https://www.virustotal.com/gui/file/66b26ad96df7458ea917b632a73ac7c88bb058db24db...

If you launch the game through the itch.io app the warning will not appear.

https://itch.io/app

(+1)

the only thing this game needs 

is more content

the existing content is fun and engaging

Went through the demo, and I rather enjoyed it!

There was a slight grammar issue (in the Repair Dummy action you use `it's` instead of `its`, because possessive form rather than contraction)
Shrinking Stats and Log shows S and L, but those aren't actually hotkeys. It might be a small little QoL thing you add in the future!

Thank you!

I included your feedback in the new update.

(1 edit)

The game was fun, but having no ways to speed up actions is pretty boring, i think you should add some ways to do it, like buying some books, unlocking achievements, making it depend on your power and skills

Very nice demo. But I won't be able to buy it, even if further developed, as I have no Windows machine.

You *might* try wine for mac, linux, and bsd devices, and if it comes to steam, you can use proton to get "close to native"

Sorry. ChromeOS.

That's a linux device, believe it or not, so you can get wine running on it!

Unless the organization policy disallows it, of course. Bottom line, for me it's web or nothing.

That's an entirely different issue, as "organization policy" can apply to *every* OS.

I would suggest being less oddly confrontational and aggressive if you want to actually convince anyone to make a change to their workflow/pipeline like this

nice, will be exciting to keep an eye on

(+1)(-1)

Unreadable on a high-dpi monitor, everything is far too small.

Thank you for the feedback.

Does the problem still exist with the new update?

Much better, thank you!

(+1)

i finished whit a nice 776 power, i dont know if you can get more than that

got that too

(-6)

The execution time of the actions does not depend on anything. And in fact, it's only necessary to waste the player's time. A huge disadvantage of the game.

This feels like a fun start.  I can see how it could quickly become a sprawling mess of options, which seems like it'll be a lot of fun to explore when it's more developed.