Boring RPG by Number6406

Welcome to Boring RPG, an entry for Ludum Dare #41 : Combine 2 Incompatible Genres
I decided to mix Idle games, and RPG. And it resulted in... This.

How to play
- Upgrade your character aptitudes
- Clic on the slime to attack faster
- Buy new stuff in the shop
- Wait
- Press [F] to enter and exit fullscreen mode (yes, I'm proud of it)
Credits
Musics have been generated thanks to Wolfram and SFX were made with BFXR. I'm not an expert, so this might make your ears bleeding.
Font "Minecraft" on Dafont.
Download
This is a Java game. It requires (if I succeed in my jar building) nothing else than Java to run ! (Please notice me if you have problems :smiley: )
Ratings
| Overall | 653th | 2.696⭐ | 25🧑⚖️ |
| Fun | 690th | 2.13⭐ | 25🧑⚖️ |
| Innovation | 675th | 2.413⭐ | 25🧑⚖️ |
| Theme | 606th | 2.935⭐ | 25🧑⚖️ |
| Graphics | 593th | 2.587⭐ | 25🧑⚖️ |
| Audio | 322th | 2.891⭐ | 25🧑⚖️ |
| Humor | 366th | 2.571⭐ | 23🧑⚖️ |
| Mood | 542th | 2.614⭐ | 24🧑⚖️ |
| Given | 37🗳️ | 5🗨️ |

Can you tell me more about it ? Are you running on Windows ? Have you installed Java (I think so, else it wouldn't run)... Have you tried full-screen [F] ? Maybe you could try to run it from a command prompt, so it could display some errors ?
```
java -jar boringrpg-0.1.2.jar
```
Thanks for the information anyway, it will maybe help me to solve a big problem ^^
Mon Apr 23 19:50:59 CEST 2018 INFO:Slick Build #237
Mon Apr 23 19:51:00 CEST 2018 INFO:LWJGL Version: 2.9.2
Mon Apr 23 19:51:00 CEST 2018 INFO:OriginalDisplayMode: 1920 x 1080 x 32 @60Hz
Mon Apr 23 19:51:00 CEST 2018 INFO:TargetDisplayMode: 1280 x 720 x 0 @0Hz
Mon Apr 23 19:51:01 CEST 2018 INFO:Starting display 1280x720
Mon Apr 23 19:51:01 CEST 2018 INFO:Use Java PNG Loader = true
WARNING: Found unknown Windows version: Windows 10
Attempting to use default windows plug-in.
Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
It is quite a boring RPG, but it's really not that bad!
That's actually the kind of game I'd be willing to play all day if it was more polished (with the sound off though XD)!
The interesting part of idle games is when you unlock new game features and need to determine how they work and min/maxing. As far as I could tell nothing new ever unlocked, and there was no information about what anything did to allow for min/maxing.
You're right @saoi-games , this entry is a bit messy, but I put too much time on some details since I started it, so many things I planned to do didn't appear in it :/
I liked the sound effects and the simple, clean graphics. I think the animations may look better if the bobbing was a little more subtle.
The core gameplay worked well, but could've really done with more content - buying upgrades didn't appear to do anything, so there wasn't much progression besides the stats. There didn't seem to be any way of finding out what each stat did. The game had a solid foundation with a lot of room to grow into something interesting.
Quick question - what does 'PV' stand for?
An Idle RPG is actually a pretty cool idea. Honestly, that sounds more interesting than half the RPGs I've seen.
It looks like you didn't have the time to make very much content in terms of gameplay or story. If you want this idea to be a compelling game, you'll need both.
I experimented a little by opening/closing the game but it seemed like strength was the only thing worth investing in really. I think this game needs more balance in terms of making the different options worth choosing and giving people enough choice to experiment with the different options.
Apparently all of you pointed out and agree on the same issues concerning the game : lack of information, and not enough actions to perform (upgrades etc.). If I make a post-mortem version of this game (which is not planned atm), I will take care about this. Anyway, I didn't have the time to implement all the features I wanted to during the Jam. At the beginning the game was supposed to have way more options in the shop, special attacks, dungeons...
(yep, it was a bit ambitious)
@cheesey-bob : Much thanks, fellow Java dev ! I'll take a look at yours then :)
You shouldn't look at this code, it is pure crap :laughing:, but if you're adventurous you can try ! I agree with you, the animations only have 2 frames, that's a bit short. The upgrades in the shop allow you to hit stronger, it was like a sword upgrade in my mind. I wanted to display the character's stuff evolution according to it's upgrade level, but bad timing didn't allow me to come up with this.
Concerning your question, I think I was too tired to notice I didn't translate "PV" for "Points de Vie" (in french) into "Health Points"... ^^"
@alans-antics : Thank you for your advices, I take note ! :smile:
@smiling-cat-entertainment : Thanks ! I honestly tried to mix-up the use of the stats in order to get something longer to get the next level (maybe too much). You are correct concerning the strength and dexterity. The luck was maybe less obvious, because it increases slowly your chance to hit critical damage. I wanted to implement other mecanics like dodge and defense, but had no time :/
@jakupf : Thanks ! :) I tried to use exponential computation for what you need to spend, and to apply logarithmic damage, but apparently it doesn't work well together...
@jezzamon : I thought it was a good idea to let the user experiment a bit, and not giving him all the keys to an easy win. But apparently it's obvious strength has to be nerfed. As @smiling-cat-entertainment said, dexterity is supposed to be useful when you want to use the idle part of the game :) Thank you for all the advice !
Yep, the "dexterity" perk use to lower the time to wait between every idle attack (1ms per point), but it seems like it's not enough ^^
Really hoped to see something interesting happen, but gave up after I got to level 5.
Upgrades just give you a buff, I wanted it to be implemented as items you can buy, but I've got no time at the end of the Jam.