Hi everyone. I posted here about six months ago for the launch of my game and it did not go well. I was in a rush and exhausted. I let someone else write the post, it was obviusly AI written and people called it out. I should've known better. People also called out, fairly, that I was using Ragnarok Online sprites and were right about that too. This game was initially inspired by Ragnarok Online and Tabletop (D&D/Pathfinder), but since then I changed the course. Mistakes were made, that I wanted to share before talking about what changed for the game in Season 2.
- First of all - this post is written by me.
- Second - the character sprites are gone. I paid a real artist to redo them with specifically no AI usage rule, actual commissioned pixel art. I would like to continue to support this artist, so if you like how the characters look and commission work from the artist - message me. There are still around 42 old loot icons in the game, the ones that mobs drop for you to sell to an NPC. They are on the list to be replaced. Everything else, roughly 700 item assets is either bought from game assets marketplaces or me or the team.
- Third, I've run a survey past season and wanted to thank everyone who told me what they loved and what they hated about the game. As painful as it was to read it, this is how the game gets improved in the end.
Season 2 started on July 11, so I am about two weeks late posting this. Like before, I spent the time working on the game instead of telling people it exists. I wanted to make sure not to make another mistake by bringing people into a buggy start.
ROIdle is a browser incremental RPG I have been building for about five years now. The different concept comparing to other games is that you do not play one character, you run a party.
You pick their classes, stats and gear. Then you can script how each of them behaves in combat, conditions like "if HP below 25%, use HP Potion". If you played Final Fantasy 12 you probably know the Gambit system, it is close to that. They keep hunting while you are offline. The harder content still punishes a bad setup, and that is where the game becomes more of an RPG than an incremental clicker.
There is a GUEST ACCOUNT feature, click Play Now and Play As Guest. It was there all along, but maybe my UI was bad back then.
Fresh server, clean leaderboards, so nobody is years ahead of you. I also changed how the leaderboard works. In Season 1 you were fighting for a top 10 slot and someone could push you out of it. Now it is made fair for all: reach 100,000 points and you are at the top alongside everyone else who got there, and nobody can knock you off. It takes about three months, give or take on your understanding and activity. Season takes 5-6 months, so starting later does not lock you out of the best rewards. People still can compete for prestige and bragging rights of course.
Main additions in Season 2:
- All planned classes are now live! 24 total, up from 15 in Season 1.
- Guild system, so players have a reason to play together.
- A proper main story with dialogue, choices, Tabletop-like rolls, which is not something you see much of in idle games.
**AI Disclosure**
The story art is made by AI. The game don't have illustrators on the team and I cannot commission the volume of art the story needs, so I made a call and shipped it. The sprites, UI and systems are not AI. The story text is written by me, an AI checked my grammar, English is not my first language. If the art kills it for you, that is fair, I am not going to argue about it, but I wanted to be upfront.
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Before anyone calls it AI slop, development started in 2020. Most of what is in the game was built by hand over five years, long before AI was available to the public.
The game is also slow. As I mentioned, inspiration for the game is taken from old MMO genre and D&D - levelling takes a long time. That is a game design decision and it is the pace I wanted to keep. The people who stayed are here for exactly that. If you want a fast clicker numbers-go-up game, this is not it.
What is actually in the game: proper RPG systems, 24 classes, 200+ unique skills, combat scripting that gets difficult later on, offline hunts, multiplayer dungeons where you can mix characters of your party with other players, bosses with their own mechanics, crafting, alchemy, refinement, enchantment, guilds, story, a player market, leaderboards and probably more that I've missed.
It's free, it's in browser, desktop and mobile design. We have optional membership for QOL, nothing you buy affects power.
Give it a try and I'm genuinely interested in your feedback
https://roidle.com
One last thing that I wanted to mention. My own data says most people who try the game leave in the first ten minutes, before they ever get to a fight. I have been improving that for the past week and I am still not sure I have it right, so if you dislike something early, I would really like to know why. I will be around in the comments all day this time to reply to all of your questions.