Making an Idle Game Part 10

This is Part 10 of my journey of making an idle game.

Achievement Rework

Data sheet of the game’s achievements’ requirements and rewards

I had been wanting to change the achievement requirements and rewards for a long time, and was only able to do it recently after deciding that the end of the game would be at Zone 200.

After deciding the estimated point at which the game would end, I could make the achievements’ rewards and requirements based on that.

For the gold earning achievement, I decreased the requirements for the last few achievements of that group.

500Qa -> 50Qa
5Sx -> 50Qi
50Sp -> 50Sx
500Oc -> 50Sp
500No -> 10Oc


Most achievements should be attainable now, though I may need to decrease values further since this is just based on peoples’ statistics, and some people have gotten really far in the game that the data may not be good to use.

Other changes

This was quite some time ago. I saw comments on how the level 200 (final boss) monster’s description said that you could tap him to do damage even though it is immune to tap.


I was going to add a simple ‘Immune to Tap’ description to replace the boss’ hover tooltip, but then I somehow thought of this crazy idea where it would actually reflect your tap damage back onto your heroes if you try to tap him.

I got the idea when I was writing the dialogue for what the corrupted rune should say when you try to click on him… Hmm so what should it say?

How about it says that it hates you so much it reflects damage back to you?

It being the final boss, I was a little more motivated to make it do something never done in the game before, so I decided to see if I could do that.

Shield.pngI even drew a shield icon for when this happens but I think it’s going to be covered by all the damage numbers from the heroes. And after that was done, TADA!

Reflect success! Look at that bleeding warrior…

For fun: Secret Merchant


The character above is the Secret Merchant. He lives in the desert and is the person in charge of the Secret Shop. I intend to use him for some minor compensation in the future if I do intend to decrease the cost of items in the secret shop or even the guardian shop.

Final word?

Note: This has nothing to do with the game and more of my personal thoughts, you may skip this if you are not looking to read about me.

As I am going to be starting my studies soon, I predict that I may not be able to spend as much time developing this game as I want to, and juggling schoolwork + my personal projects may not be very easy. As such, I wanted to wrap the game up and my goal was to finish up Guardian 2 + Storyline conclusion before 23rd July. Fortunately I was just able to do it in the last week. As such, the game would probably not have anymore content or updates further down the road. Even if they are, they would likely only be fixes.

On the night I published the final update (v0.80), I decided to lurk in the game’s chatroom. I had a nice chat with some of the people in the chat. It was really fun and creating this game and publishing it is definitely an experience I won’t forget. Talking to these people and reading positive comments really remind me of the joy of creating something – creating a game, and sharing it with others can be a really magical experience.

The thing is, most of the comments I read on the game’s comment section are usually complaints or bug reports. Sometimes, I get comments that don’t make sense at all, getting called a sexist for the game not having so many male characters, or even get posts of browser problems that may be unrelated, etc. My friend did tell me that it is unlikely that much of what you read on the internet would be something good or encouraging I suppose, so I do kind of expect that most comments would not be something very positive.

However, I do occasionally read comments that brighten up my day. But I guess another thing I was also told to take note of when publishing a game is that it’s less of how I feel, and more of how other people feel. Reading the comments is something that I end up having to do, not to make myself feel better, but to make improvements to the game so that other people feel better. So it’s less about yourself and how you feel, but more of what the people feel.

Being in the chat room however, made me feel at ease. Perhaps I’ve been a little too stressed out lately, but talking with these other people who were enjoying the game and casually chatting rather than responding to issues made me feel so much better. It made me feel relaxed and happy to have created and published this game.

Thanks for reading.


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