Alpha Build 0.6.0 – UI Polish & QoL Overhaul


Dev Log – Update Notes

UI / Dashboard Updates

  • Upgrade panel now disables when you can’t afford an upgrade and dynamically re-enables when you can.

  • Player stat display has been moved into the upgrade panel on the right for easier tracking.

  • Enemy stat display is now hidden when you click the enemy HUD (less clutter).

  • Milestone tracker and stage labels polished up for clarity.

  • Inventory nav is hidden if you have 0 spells.

  • Sleep nav is hidden and disabled for new players until stage 26-1, making the early loop less confusing.

  • Utilities have been moved to the left side for a cleaner top UI.

  • Top bar streamlined: EP and Anima now display with decimals for precision.

  • Sleep upgrade description enlarged for readability.

  • Overall font and UI adjustments for smoother flow.

Audio & Effects

  • Lowered default volume so you don’t get blasted on first launch.

  • Added purchase sound effects for a more tactile shop feel.

Spells & Combat

  • Spells now show their proper names instead of IDs.

  • Spell equip info added directly into the dashboard for quick reference.

  • Stage reward system expanded with more visible slot UI.

  • Anima preview moved into the giveup button.

  • Enemy scaling slowed down — instead of every 3 deaths, it now scales every 5.

  • Stage EP reward while offline boosted from 2× → 5×, with smarter fallback to 1× if you can’t afford max.

  • EP can now be earned while actively playing at the same rate as offline, but it stops when dead. Reward formula is now current stage × 5, so pushing deeper is more rewarding.

Early Game Adjustments

  • Hard reset now clears EP back to 0 (no more carry-over cheese).

  • Removed unnecessary tooltips from nav and spells.

  • Save button moved to the settings panel for consistency.

Looking Ahead

I’m at a crossroads right now:

  • Option 1 → Package the game into an APK so I can actually play it on mobile (selfish but practical).

  • Option 2 → Add new content to flesh out the current game loop (more spells, mechanics, events).

Not sure which path I’ll lock in yet, but either way, the goal is the same — make the loop smoother, juicier, and more fun.

Notes

  • Updates don’t follow a fixed schedule — they’ll drop when they’re ready.

  • Feedback helps me prioritize polish vs. content.

  • You can support development by testing, sharing, or donating. Every bit helps me push the game forward!

Files

idle-and-unmotivated-html5.zip Play in browser
Version 25 52 days ago
index.exe 99 MB
Version 5 52 days ago

Get Idle and Unmotivated

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.