Kindle - Prototype
🔥 Kindle– A Prototype Idle Survival Game
This is my first idle game project.
It’s still a prototype, but I wanted to share it early to get feedback and improve it step by step.
You must survive the cold, generate heat, and master skills like woodcutting, fire forging, and magic infusion.
Every life ends – but with each rebirth, you grow stronger.
❄️🔥 Featuring:
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Cold & heat survival mechanics
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A small but growing skill system
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A rebirth loop with persistent upgrades
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Experimental features like hallucinations and magic infusion
I'd love to hear what you think. Feel free to leave a comment – even small feedback helps a lot.
Thanks for playing!
Updated | 7 hours ago |
Published | 3 days ago |
Status | Prototype |
Platforms | HTML5 |
Rating | Rated 1.0 out of 5 stars (2 total ratings) |
Author | Wurzelgnom4 |
Genre | Survival |
Tags | Atmospheric, Experimental, Idle, Incremental, Minimalist, Prototype, rebirth, Singleplayer |
Average session | About a half-hour |
Development log
- Version 0.3.2 – Infusion Feels Better7 hours ago
- Tutorial - Version 0.3.118 hours ago
- 🔥 Hotfix v0.2.1 – Infusion Lock & Fire Tweaks1 day ago
- Version 0.2.02 days ago
Comments
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Everything is quite limited in that it only scales so far, Early rebirths were rather challenging, I no doubt was trying to optimise too much and get as much heat as possible but it meant rather slow progress and barely getting a prestige level each time
If mana wasn't so finite then the infinite imbue glitch would actually be a nice quality of life addition (if it could be turned off too)
As others have said, it very much needs to be clearer what the actual active action is - and I possibly discovered a bug on my first run where no action could be completed? Fire was off and neither woodcutter nor chasm were willing to make progress - good luck recreating it but there's not exactly an indicator given to help narrow it down - may have had something to do with running out of wood to start the fire and glitched it after that point somehow
Another glitch was levelling up prestige skills using barely 100 ember - having a lot of heat but a low level made the skill upgrade anywhere past 100 ember like it was still that low level until releasing, it did not work for slightly higher level initial skills
Needs more to do than just an eternal cycle of surviving, but might have some potential. Might.
Good luck
After a while my woodchopping infuse button simply got stuck and would never turn off. Meaning that it constantly drained all my mana, grinding my progress to a halt.
Was able to reproduce it for Chasm this time, It's if you have LMB held down and click RMB at the same time. it locks infuse on whatever you had it held on at the time. Only way to stop it is to fully reload the game.
When rooting your incremental mechanics in real life things. Try and make the numbers vaguely stay in ranges that make sense, based on the context of those things. I'm currently chilling with a bonfire that's very roughly 30x hotter than the surface of the sun while it's 0K outside. That just doesn't really make sense.
Hey Skeppartorsk,
Thank you for taking the time to write this comment
I really appreciate the detailed feedback, especially the bug report regarding the Infuse button. I was able to reproduce it thanks to your description and I will fix it in the next update
Also, point taken on the temperature ranges. I will adjust the heat system so the character does not end up sitting next to a bonfire hotter than the surface of the sun
Thanks again for helping me improve the game
This has a lot of potential. I hope it does well!
Here is some feedback, in hopes that it helps:
When playing the game on the itch.io website, using Firefox, it's difficult to see what action is being taken. Because of this, I would click on an action, and then wait until the numbers began to increase before actually believing that the button was active. If there were some sort of visual indication that a button is active, then that would make it easier to understand what is happening!
I died several times at around -5 heat and had to replay everything from the beginning without feeling like I had made any progress. When I "Kindle the Spark": is that the same as rebirthing? Each time I rekindled, it didn't feel like my abilities had grown any stronger, so I felt like I had not rebirthed, but simply died and lost my progress. However, it wasn't clear to me how to do a successful rebirth. So I felt like I was just wasting my time, and I did not feel encouraged to again try for a fourth time.
I felt like I must be missing something, but nothing seemed to help: Exploring the chasm seems to lead to an earlier death than just focusing on woodcutting and fire building--which also leads to a rapid death. I *was* able to Emberbind, but it was unclear what the benefits were, or even whether the skills consumed their own independent XP, or XP from a shared pool. I'm still not 100% sure how this works. After freezing to death, the Emberbind seems to be completely reset, so it doesn't seem to be a way to reach a point where I could rebirth.
The magic system, where you press-and-hold to empower an active action, was very intuitive.
I read the guide several times over, but still had questions about the game mechanics. I appreciated the places where you gave real-time feedback (e.g. the ever-changing numbers in the Resources block, or the Infusionpower multiplier). That's all I really needed to figure out how most things worked. The resource collection was very intuitive, thanks to this feedback.
The game encourages you to press and hold the mouse button in order to gain important benefits. This felt antagonistic. I generally avoid games that force me to do things that are physically uncomfortable. I was grateful that you didn't make us click endlessly, but I probably wouldn't play a game long-term that requires me to press-and-hold the mouse permanently. I was already shifting from one finger to another to release the pressure.
I am curious to see where this game is going. It seems well-made and interesting.
Hey Masterlined,
Wow, thank you so much for your comment.
It’s my first game and receiving such detailed feedback is incredibly helpful.
Here’s what I took away from your feedback:
There should be more visual feedback when using active actions and skills
The rebirth system needs a clearer explanation
Emberbind, which strengthens your permanent skill levels, should be better described
The game could benefit from more real-time feedback in general
The active magic skill shouldn’t be such a workout for the player’s muscles 😄
Thank you again, I really appreciate you taking the time.
I take your feedback seriously and have already added all points to my to-do list with top priority.
I've thought about why it was that I misunderstood the rebirth mechanism so badly: I think it's because I didn't notice any change in the difficult of the game after dying, and I was expecting to eventually reach the point where a "Rebirth" action (with a green sprout) is revealed--which never happened.
I think this confusion could be eliminated simply by adding a note at the point where you die: Below the words "Kindle the Spark," there could be a note like this:
"The cold has overtaken you. You may rekindle the fire, keeping only your ember levels as you begin anew."
I don't think the rebirthing information in the guide would be necessary at this point. But if you keep it, you could use the word "Rekindle" there as well.
To convey that the sigil of warmth can be consumed to permanently increase an ember level, there could be an error message that appears when you try to increase an ember level, but do not have enough sigil of warmth to power it. That feedback would make the requirements crystal clear.
It would also help if there were an explanation of what the ember level does. I'm still not sure how the ember level helps, so I can't offer any specific suggestions.
For the woodcutting activity, it would help if there were a visual indication when the woodcutting is active. It would also be nice if there were a tooltip showing how the wood/s is calculated, so we can see the various things that we can do to increase our wood generation rate. That would make everything crystal clear, and there would be no need for a guide.
One more idea: Perhaps move the Emberbind level next to the Magic level, since they seem to similar in nature? When I used emberbind for the first time, I wasn't sure what was going on. Having them separate would have made it clearer what was being directly boosted, and what was leveling up indirectly due to use.
Anyway, I hope this helps.
Hey Masterlined,
I’ve added a tutorial to the game and implemented some of your feedback.
If you feel like giving it another try, I’d love to hear whether the player now gets a better sense of how the game works.
Let me know what you think!
The new dialogue at the beginning is very mysterious, and adds to the ambience. It would be nice if clicking on the "Breathe" button would cause the remaining text to instantly appear. The dialogue prevents the player from playing for quite a while, so that could help the player move forward more quickly if they'd like to get started with the game.
It would be amazing if further dialogue, and additional game mechanics, became unlocked as you reach greater chasm depths. The desire to know what lies below could compel people to try for ever greater depths, and the additional game mechanics could keep people interested when things start to feel repetitive.
The visual feedback for the woodcutting action feels very much like chopping wood. It's very nice!
When chopping wood, the active-action border only appears when the axe makes contact with the wood, so there is an initial moment in which you're not sure if the action is active. That's basically the same as it was previously, when you weren't sure if the action was active until you saw the XP changing. So, it's an improvement, but there's room for *more* improvement.
After giving it a lot of thought, there's something you could do with the buttons that would be fantastic: There is *never* a desire to have *nothing* active; you really just want to switch from one activity to another. So what if you made the buttons work that way? That would be *very* satisfying from a game-mechanics point of view, since you always do want something to be active.
The game could start out with an active action (e.g. Woodcutting). The active action would not be clickable. Inactive actions (e.g. Chasm) would all be clickable--inviting interaction. Clicking on "Chasm" would activate "Chasm" and deactivate "Woodcutting." In the event that an activity ends on its own (e.g. when the fire burns out), the game could deactivate the action that's ending (e.g. "Fire") and activate "Woodcutting." That would be *very* satisfying for the player. It also would reduce the player's concern over whether or not a button is active.
As for the problem of communicating how the game mechanics work:
In the Emberbind tab, it looks something like this:
I think something like this would have helped me:
You could do something similar with the actions. Woodcutting looks like this:
Whereas something like this would have helped me:
It would also be nice to know that:
...perhaps as a tooltip?
If you need to save vertical space, you could potentially merge the "<Woodcutting>" button and the "Level: 8" text, so the button reads: "<Woodcutting Level 8>"
Also, it would be nice if the "<Infuse>" button would only appear when an action is active. That would reduce distractions for a new player, and also prevent mistakes for more experienced players (so they don't accidentally waste their mana by infusing something that wasn't active).
Also, I just wanted to say that I withdraw my earlier concerns over the press-and-hold requirements for the magic system: The mana discharges rapidly, so you don't *have* to press-and-hold forever. You can press-and-hold for a short while, and then take a break. The ability to store mana, and release it strategically, adds an important element of strategy to the game. I think it works well.
A few more thoughts, in hopes that they're helpful:
In the "Ember" tab, next to the "Empower" button, it would be nice if there were a button that could spend whatever heat is necessary to reach the next ember level. Ideally, this button would only appear if you have enough heat to make use of it.
(At the end of the run, it can be a challenge to spend all of your heat on ember upgrades. You can easily have heat in the hundreds, or thousands, and it can be a chore to slowly to expend it all to ember upgrades at the rate of one XP point per click.)
Also, when your warmth goes negative at the end of a run, you lose the ability to purchase any further ember upgrades: Unless you're going for a record, there's not really anything left for you to do. You're just waiting, for about a minute, while your will-to-live to slowly depletes. It would be nice if the game would end automatically when your heat goes negative and "Defy the frost" is not active.
For balancing: The game feels very slow at the beginning. It's a real grind to get your first ember level to level two. It takes about three runs to do it, and you need to level up *four* different skills. I don't think everyone will stick around for this. In contrast, you can easily get two or three ember levels in a single run later in the game. That's the reverse of how it usually works: Most games feel easy in the beginning, and then get hard later on.