Alpha Build 0.7.0 - Combo System, Dynamic Stat Display and Stop on Attack


Dev Log – Update Notes

UI / Dashboard Updates

  • Battle UI repositioned with cleaner layout and fixed stage reward background.
  • Stage labels now display based on death count for consistency.
  • Mini spell slots added to player side for visual symmetry with enemy.
  • Floating dynamic stats and combo counter now display during combat for real-time feedback.
  • HP and fatigue bars show decimals for precision tracking.
  • More tooltips added throughout for better clarity.
  • Stamina upgrade description updated to reflect new mechanics.

Animation & Polish

  • Enemy death animation added with faster stage transitions while keeping death sequence intact.
  • HP regen changed from per-second to per-frame calculations with 0.2s delay after attacks for smoother visuals.
  • Turn charge and HP regen pause 1.5s on attack for clearer combat flow.

Combat & Mechanics

  • Combo system implemented – Each attack with available fatigue (≥1) builds your combo by +1, multiplying damage up to 6x at combo 100. This rewards aggressive, sustained attacks.
  • Fatigue is now your combo fuel – No more per-second regen. Fatigue equals your max stamina and each attack costs 1 fatigue. Running out of fatigue resets your combo.
  • Combo resets when:
    • You reach 0 fatigue
    • You die (player only)
    • Enemy dies (enemy only)
  • Fatigue refills instantly when you kill an enemy or respawn, letting you rebuild combo immediately.
  • Turn interruption added – Attacking now pauses the opponent's turn charge. Hit fast and hard enough and they'll never get a turn. 
  • Enemy scaling adjusted to every 10 deaths (up from 5), makes them softer than ever.
  • When the player dies, the enemy’s HP regen stops completely until you respawn.

Spells & Progression

  • Spell unlock system reworked with round-robin distribution across all spell types . No more RNG flooding you with one type.
  • Batch unlocks at milestones – Game starts with 12 unlocked spells, then unlocks 12 more each milestone for more predictable progression.
  • Reap spells now  gain 1 +  2.5% of target stat  of enemy(both player and enemy can use this).
  • Sacrifice spell descriptions improved to show actual stat penalties.
  • Bloodloss spell fixed to target correctly.
  • Derived stat spell bonus 1.30x.
  • Magic-to-Aura conversion reduced to 0.15  from 0.3for tighter defense scaling.
  • Base enemy spells now start appearing at stage 25 (previously stage 10).


Bug Fixes

  • Sleep reset functionality stabilized.(I hope so)
  • Hard reset improved – takes longer to break, still being refined.
  • Enemy spells now properly assigned on game boot.
  • Combo counter now resets properly when enemy dies.
  • Turn indicator bar no longer causes errors during resets.
  • Stamina changes now immediately reflect on HP and fatigue bars.
  • Dynamic spell effects now properly remove when combatants die.

Looking Ahead

More spells that does beyond simple increase stat

Feedback question: Does the 6x combo cap feel satisfying, or should it scale higher for late-game? Are the combo reset conditions (death, 0 fatigue, enemy kill) fair or too punishing? Let me know what you think about the new combat flow!

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

index.exe 99 MB
Version 7 3 days ago
idle-and-unmotivated-html5.zip Play in browser
Version 27 3 days ago

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