Wizard And Minion Idle

Wizard And Minion Idle

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Suggestions
Put your game ideas/enhancements/feedback here, or on discord, but definitely let us know what you think/want somewhere.
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Showing 1-15 of 124 comments
Huillam Apr 19, 2019 @ 12:36am 
Few things that I'd like to see:
Being able to enter 1eN (for example 1e6 for one million) in the input box.
Hovering over the World Boss button allowing quick access to a specific world boss (the same way we can now access for example the crafting window). That would spare me a few clicks while looking for eggs.
To see the the cost per second of pet food normalized: calculating that is is more an annoyance than a challenge.
Pwnlarone_Adam May 7, 2019 @ 7:05pm 
Advanced loadouts sold in soul shop that changes your demons and or wife when changing your loadout.
Ryukden May 14, 2019 @ 8:24pm 
Diminishing returns on everything are simply too harsh and makes the game slow to a crawl and people lose interest. That could be why retention is so bad. People get bored because it simply doesn't appear they're progressing.
Sludgeporpoise May 16, 2019 @ 9:05am 
Classes, slime adventures, and the nerf to adventure zones z10+ has helped. At least that has been my experience leveling from 200 - 285. I didn't actually experience the game prior to the changes so I don't have first-hand experience. But from what I hear in chat the leveling curve has been made much smoother.

Later on, the new plaza perk to keep your highest plaza buildout at all times will make a huge difference and help avoid the massive perk grind. Or at least it will allow you to focus on other things while you are doing that.

I think Oni and Dan are doing a good job of improving the situation. But balance is hard, and it's better to make slow changes and let it ride for some time rather than making big changes that might blow up balance and need to be nerfed.
Ryukden May 16, 2019 @ 9:52pm 
That might be the case but I'm currently in the early 200s but can't reach 225. I've done all the challenges I can do without massive time investments, if I work on gathering I don't have demons for meditation. I could split them but then gathering goes so slowly I feel I'm better off closing the game and forgetting it exists for a week or so at a time. minion lab dimishing returns are so laughably high I invest my PP and food for what seems like nothing and to boost pet food income I have to spend the PP and wait for it to slowly rebuild to do it all over again or focus on production. Everything is throttled so much that when you unlock a feature it's worthless for such a long time the progress you make with it is so laughably bad you may as well forget it's there. There's just not enough to keep me actively engaged so one of the times I close the game for a week to make progress I'll simply forget it exists and not open it again.

I understand balance is a tricky thing, but I also know the dev complained about poor player retention regarding their game and wanted to give my 2c as to a possibility.
Huillam May 17, 2019 @ 7:49pm 
Going from 200 to 220 has been a major pain for me too.
For me the main issue is the lack of reward (aside from gear) from SZ4 (and I except similar situations from SZ5 & SZ6) while at the same time the XP from Z8 droped to almost nothing.
muljostpho May 18, 2019 @ 8:17pm 
I'm in the early 200s in adventure zones right now too. I don't know yet if I could say that it feels like I'm "stuck" here though.

Total play time showing on my stats tab is at about 75 days. Highest stage I've ever reached is 206. I've got my minion at level 141. I haven't tried going to SZ4 at all yet... Though I might be right on the edge of being able to handle it.

If I click the "achievements" button in the stats tab it shows that I apparently have 1282 points from in-game achievements... I have no idea if that means anything at all. (Sometimes some idle / incremental games have a minor boost of some sort associated with the number of in-game achievements. I haven't noticed anything mentioning such a thing in this game though.)

I've still got the bottom half of the demons tab locked. I recently unlocked arena and commando post in the lower half of the town tab but I haven't built any yet. The Waifu tab (say what you want about them being odd and out of place, but I prefer keeping them this way instead of going along with the change to ugly slimeblobs) shows three locked sub-tabs when I mouse over the button... But there's only one button on the actual tab that says "locked"? There's a whole tab still locked, the button in between world boss and battlefield. In the battlefield tab there are 3 monsters still locked and there's some mystery thing locked in that tab as well.

I'm not sure so far if any efforts in the battlefield have really been of much help (outside of the battlefield itself) yet. In the demonic essence shop's "general upgrades" section I've got a total of 14 levels across the cheapest 5 upgrades (so that's a bit of extra essence, gold, xp, meditation, and dungeon damage). And in the "plaza upgrades" section I've got a total of 64 levels across five of the upgrades (haven't touched the timer one yet) which all seems to mostly just feed back into being stronger in the battlefield.

I've been following the wiki's suggested order for challenges and so far I've completed First Step 1, Inferno 1, First Step 2, First Step 3, Demon Master 1, Blade Storm 1, and Inspiritus 1.

It doesn't seem like it makes much difference whether or not you ever rebirth all that often (in fact, you're penalized for it if you haven't completed Inspiritus 2, yes?) so I often sit in the same run for several days at a time. At least it feels like I do. I might have thrown in some quicker runs in some of the challenges though. Actually... My stats tab shows a total of 46 lives, so on average I've spent about 75 / 46 = 1.63 days per life. I'm surprised that it's not something higher than that.

It's not like ItRtG or NGU Idle where your main source of currency to spend on upgrades is "once per rebirth" kills of gods / bosses (plus a few other options, but that's the main thing to focus on when you're new) and income dries up if you aren't rebirthing often enough. WAMI just skips straight into having a lazy idle income rolling in. (The stages here are the closest equivalent to the gods or bosses in those other games, but in WAMI we can linger forever on any stage to keep farming it for more gold and xp.)

I wonder if that could be an idea for something WAMI could get added in though. Like maybe for every 5th stage defeated it unlocks a boss fight. (So for example you beat stage 5 and instead of unlocking stage 5 right away it unlocks boss stage 1. After you defeat boss stage 1, then stage 6 is unlocked and replaces boss stage 1). A boss stage would be worth a large prize (compared to the regular stages near it) when you defeat it. But obviously each one would only spawn once in the current rebirth. I don't know what the "ideal" pace would end up being but there would be some pace where if you can't unlock and defeat the next boss quick enough you could possibly earn more xp by rebirthing and climbing through the bosses again instead of just farming a regular stage indefinitely.

Maybe toy with the idea of factoring in some other measure of game progress besides the offense/defense from spells in these boss fights, if it can fit reasonably well within what players are already doing anyway. Like using the minion's crit chance / crit boost / double hit chance numbers against boss stages to create spikes in your damage output against them. Or like effectively using offense and defense numbers against boss stages which benefit from some really tiny % boost per each point of of adventure attack and defense, with those % boosts scaled up ever so slightly as a function of the minion's levels. Stuff like that. (Non-boss stages would still function as normal. Each boss stage would be scaled tougher than the nearby regular stages and these bonus mechanics would be meant as partial compensation for that.)
Last edited by muljostpho; May 19, 2019 @ 12:22am
jespertelelf May 23, 2019 @ 8:00pm 
if you are going to beg for reviews give us something for doing it :)
BambusTech May 30, 2019 @ 4:42am 
I would love for a change in the "Conjuring idle" item in the soul shop.
Currently, it just levels the cheapest one.
would love for it to level the most cost efficient one instead.

"Open" and "Izzy" should have a cost of about twice that of "Abraca" and "Hocus" in my oppinion.

can understand if they would have priority over "dabra"; "Pocus" etc. though.

But still, leveling the most cost efficient one instead of cheapest, would really be nice in my oppinion.

Thank you for your time and consideration.
Take care
Huillam Jun 15, 2019 @ 1:42pm 
Could we have mark that says if a gem reached max rank in the crafting tab (the way it's indicated for gems and gear in the adventure tab)?
muhaddib Jul 13, 2019 @ 7:24am 
Experience Shop - Next levels of Purchase.
Current max level is 100b (1e11) & 100m (1e8). Recommend next levels to jump by several orders of magnitude: 1e15 - 1e30 - 1e45. Additionally for quite expensive Soul upgrade, you can offer Custom volumes.
Last edited by muhaddib; Jul 13, 2019 @ 8:31am
Dandelion Games Jul 13, 2019 @ 9:14am 
Next update will have a 50% of max and a max button for each.
Axeking Jul 28, 2019 @ 1:01pm 
Originally posted by Huillam:
Could we have mark that says if a gem reached max rank in the crafting tab (the way it's indicated for gems and gear in the adventure tab)?

+1
Dandelion Games Jul 29, 2019 @ 12:49pm 
The patch posted a few hours ago actually does it better, it gives you a hide maxed crafts out.... the star is nice for inventory but just hiding the stuff you don't need to see is better for crafting.
jespertelelf Jul 29, 2019 @ 9:40pm 
agreed it was a great quality of life upgreade now I don't need to see all th e old unmaxed gems
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