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Just Another Idle — Looking for Feedback (Progression Pacing & Late-Game Content)

A topic by vhschmidt created Feb 25, 2026 Views: 261 Replies: 2
Viewing posts 1 to 3

Project link: https://vhschmidt.itch.io/justanotheridle

Hi! I’ve been developing Just Another Idle for a while and have reached a point where the core systems feel solid. I’d love some honest feedback from people who’ve played it a bit.

What the game is (briefly)

A browser-based incremental with 10 skills (Woodcutting, Mining, Fishing, Combat, Smithing, Cooking, Fletching, Crafting, Agility, Enchanting), each going from level 1 to 99. You run up to 3 actions simultaneously, unlock skill trees, collect gear, socket gems for cross-skill bonuses, and prestige when ready.


What I’m specifically looking for feedback on

1. Skill progression pacing Some skills have noticeably fewer high-level actions than others. If you’ve reached level 60+ in any skill and felt like the content ran dry too early — or conversely felt overly grindy — I’d like to know which skill and roughly at what level it happened.

2. First-hour experience Does the early game feel too slow, too fast, or about right? The game has an 11-step tutorial — did it feel helpful, intrusive, or did it miss explaining anything important?

3. Complexity vs. accessibility There are quite a few layered systems (skill trees, gems, familiarity, mastery, prestige). Did any of them feel confusing or undiscoverable? Was there a point where you felt lost?

4. What kept you playing — or made you stop Honest answers here are the most useful. If you dropped the game, at what point and why?


I’m not looking for bug reports specifically (there’s a Discord for that: https://discord.gg/ngUBH2Uufh), but I’ll take anything. Thanks for your time!

Honest impressions from someone who also builds idle games:

First-hour pacing: Tutorial is solid but the gap between understanding and feeling rewarded could be tighter. Idle games live or die on that first dopamine loop. A faster first skill-up with satisfying visual feedback hooks people before they tab away.

On prestige: It needs a clear why before players press reset. Show a concrete preview like After prestige your Woodcutting earns 2.3x so the reset feels like a reward not a loss.

Complexity: 10 skills plus gems plus familiarity plus mastery plus prestige is a lot. Consider gating behind milestones. Gems at skill 30, mastery at 50. Prevents early overwhelm and creates mid-game unlock moments.

What would keep me longer: Surprising cross-skill synergies. If Cooking 40 unlocked a Mining buff that is the kind of discovery idle players obsess over.

Core loop is solid. Keep going!

Thanks for the feedback! This will definitely be used in our next steps for the game!