Alpha Build 0.6.0 – UI Polish & QoL Overhaul
Dev Log – Update Notes
UI / Dashboard Updates
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Upgrade panel now disables when you can’t afford an upgrade and dynamically re-enables when you can.
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Player stat display has been moved into the upgrade panel on the right for easier tracking.
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Enemy stat display is now hidden when you click the enemy HUD (less clutter).
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Milestone tracker and stage labels polished up for clarity.
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Inventory nav is hidden if you have 0 spells.
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Sleep nav is hidden and disabled for new players until stage 26-1, making the early loop less confusing.
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Utilities have been moved to the left side for a cleaner top UI.
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Top bar streamlined: EP and Anima now display with decimals for precision.
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Sleep upgrade description enlarged for readability.
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Overall font and UI adjustments for smoother flow.
Audio & Effects
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Lowered default volume so you don’t get blasted on first launch.
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Added purchase sound effects for a more tactile shop feel.
Spells & Combat
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Spells now show their proper names instead of IDs.
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Spell equip info added directly into the dashboard for quick reference.
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Stage reward system expanded with more visible slot UI.
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Anima preview moved into the giveup button.
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Enemy scaling slowed down — instead of every 3 deaths, it now scales every 5.
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Stage EP reward while offline boosted from 2× → 5×, with smarter fallback to 1× if you can’t afford max.
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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
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Hard reset now clears EP back to 0 (no more carry-over cheese).
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Removed unnecessary tooltips from nav and spells.
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Save button moved to the settings panel for consistency.
Looking Ahead
I’m at a crossroads right now:
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Option 1 → Package the game into an APK so I can actually play it on mobile (selfish but practical).
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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
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Updates don’t follow a fixed schedule — they’ll drop when they’re ready.
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Feedback helps me prioritize polish vs. content.
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You can support development by testing, sharing, or donating. Every bit helps me push the game forward!
Files
Get Idle and Unmotivated
Idle and Unmotivated
An idle roguelite auto battler where your so-called "hero" gets tired... and honestly, same.
| Status | In development |
| Author | Shi No Inori |
| Genre | Strategy, Role Playing |
| Tags | Auto Battler, Buttons, Clicker, Deck Building, Idle, Incremental, Procedural Generation, Roguelike, Roguelite |
| Languages | English |
| Accessibility | High-contrast |
More posts
- Alpha Build 0.9.1 - Hotfix for Gear not being saved/loaded properly24 days ago
- Alpha Build 0.9.0 - Gear System(enemy drop+gacha) and new 12 Spells24 days ago
- Alpha Build 0.8.0 - 36 new spells and 3 new spell types31 days ago
- Alpha Build 0.7.0 - Combo System, Dynamic Stat Display and Stop on Attack38 days ago
- Alpha Build 0.5.0- 35 new spells and Reworked stat calculations58 days ago
- Alpha Build 0.4.0 - Offline Stage Progression and Spell Dex80 days ago
- Alpha Build 0.3.1 - Hotfix on Milestone Boss and Aura85 days ago
- Alpha Build 0.3.0 - New Stats and 46 New Spells86 days ago
- Alpha Build 0.2.0 - Achievement and Game Balancing90 days ago
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