Post Jam Update!


The post jam update to Rival Clickers is out now. It includes changes based on feedback received and addresses some stuff we couldn't get to during the game jam, as well as a ton of quality of life changes. 

The following is the complete changelog

Tutorial 

The old tutorial was a quick screen that was thrown together in a few minutes that had some general info on how to start the game. It's been overhauled to be an interactive tutorial that guides you through making an axe and introduces you to most of the games' features.  It's quite hand-holdy so that my family members who are not game savvy can try the game out. 

  • [Removed] Old tutorial. 
  •  [Added] New tutorial. It covers: activities, inventory, locations, moving, collecting resources, crafting a tool, player stats, avoiding the rival,  ends suggesting that you visit the tavern.

Battles

Battles were pretty lackluster in the original version because we had no time to develop them. The system has been reworked to fit the game much better.

  • [Removed] Small percent chance to run into a battle when traveling around.
  • [Removed] Automatically determine battles victors.
  • [Added] Always one enemy active on the map, blocking a path. Travel to it to fight it. New tug o war minigame to simulate battles. If you lose, then you turn around. The enemy persists until you can beat it!
  • [Added] Bounty is set on the enemies. Talk to any tavern keeper to see what it is!

Shops

Previously, shops only had the ability to buy items with gold. Since gold was rare to get (you could only chance upon it through the old battle system), it meant that shops didn't really do much. They have been reworked to be much more helpful and unique to each town.

  • [Added] The ability to sell items.
  • [Added] Multi-item selector.
  • [Added] The inventory GUI on the side.
  • [Added] Location specific inventories. Travel around to each town to see what they offer!

Tavern

Battles were pretty lackluster in the original version because we had no time to develop them. The system has been reworked to fit the game much better.

  • [Added] Ask about local town specialties.
  • [Added] Ask about resources that you can collect nearby.
  • [Added] Ask about active monster slaying quest.

Enchantments Spells

Originally, enchantments were suppose to be an endgame item that you could get in order to gain multiplicity rather than additive stat improvements. This wasn't conveyed at all to the player and we didn't quite know how to easily convey it either... So its been reworked into a spells system.

  • [Removed] Enchantments.
  • [Added] Teleportation Spell. Teleports you anywhere on the map.
  • [Added] Monster Vanquish Spell. Instantly kills any monster.
  • [Added] Instant Gather Spell. Instantly gather resources at a rate of 20 clicks per cast.
  • [Added] Spell tooltips will appear, revealing extra information about using it, when you hover over them in their respective use scenarios.

Blacksmith

In order to simplify the menus available, all tools are now crafted in the blacksmith. Additionally, some quality of life changes were made to improve its overall use experience.

  • [Added] Boots, bows, and gloves to the blacksmith.
  • [Added] Displays tools description.
  • [Changed] Click to craft amount from 9 to 4.

Workshop crafting

  • [Removed] This system has been removed in order to have content be more streamlined. Now everything you can craft appears in the single Blacksmith window.

Locations

Information about what activities/resources are at the location are now displayed right above the "travel" button.

  • [Added] Location activity information.

Player Info Screen

  • [Added] Player info screen. See your stats using the new player info screen with the humanoid button on the top right!

Misc

  • [Changed] Items will no longer appear as quantity x0 in your inventory. If you don't have it, it just wont show it :p
  • [Changed] Resource collector and click to run is open by default. Additionally, it will hide the activity button if it is open.
  • [Added] Tool descriptions that describe what they upgrade. 
  • [Removed] Tiered tools.
  • [Removed] Tiered items. This aspect of the game caused confusion and bloat without a payoff. Now all items are in a single tier.

Balance Changes

I've tried my best to balance the game effectively, but I don't know how to do it, so let me know if you find anything that is completely broken lol. The game is balanced around beating it in less than 1 hour ish.

  • Item prices
  •  tool costs
  •  tool effectiveness
  • movement speed
  •  rival stats and scaling

Bug Fixes

  • [fixed] rival save/load always puts him at starting node.
  • [fixed] if a fight comes up when you have a travel confirmation dialog open, the game soft-locks, you can't dismiss any of the popups.
  • [fixed] phantom battle bug 
  • [fixed] rival resets on long journey when saving/loading (now he goes to last significant node)
  • [fixed] shop not properly updating when starting on the node with the shop from loaded gamesave
  • [fixed] UI Location Popup not working when clicking multiple location descriptions
  • [fixed] movespeed getting saved and loaded as 0 when saving from the battle screen
  • [fixed] excruciatingly low movespeeds on devices running below 60fps 

Files

RivalClickers (3).zip Play in browser
Jul 21, 2023

Get Rival Clickers

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