

If there was some way to expand upon how the spells system worked in an intuitive and engaging way, I think that'd really help. Cam back a month or two later and have been playing it since. I tried playing this game back in like January? And couldn't get into it. It's kinda just the fault of the base mechanic I feel like that new players are turned off. Hell I was still kinda confused about how spells worked since I only really played ngu. If you haven't played either itrtg or ngu you'll be very confused of what's happening. I think the ui is just super overwhelming. While the Slimes are adventuring they will find differents colors that can be mixed into 500+ Recipes to gain differents bonuses affecting every part of the game (they aren't all unlocked right away).įull patch notes (thanks FTXScrappy, this is smarter) This is unlocked after beating stage 275, you can send your Slimes on adventure (praise dan for the nice art).Īdded Alchemy Lab Feature. Now for the main part of the message, this wall of patch notes:Īdded Slimes Adventure. There have been a few other major updates to the game since the previous time that anyone posted about the game here as Oni (the original/main dev) has been busy like always. Also, the latest one I was working on got side tracked by doing some dev work on Wizard and Minion Idle, started off doing some nice quality of life features (partially so I could use them in game) and today the latest two features in the game, Slime Adventure and Alchemy lab, are my fault (or at least 95% my fault). First an introduction, I'm Dandelion Games, I play ALL the incrementals/idles and have a bunch of projects started but not finished.
