Wishlist on Steam!!

Pour Ale, Make Gold

Upgrade your tavern to serve more drinks and keep the gold flowing. Every copper counts when there's a dungeon to dig.

Build Tables, Fill Seats

Expand your tavern to accommodate more guests. More adventurers drinking means more adventurers delving.


Unlock the Dungeon

Dig deeper into the mega-dungeon beneath your tavern. Each floor is deadlier and more profitable than the last.


Lure Adventurers to Their Doom

Place treasure on dungeon floors to post quests on your tavern's quest board. The better the bait, the stronger the adventurers who come looking.



Arm the Dungeon

Fill your rooms with traps and monsters. Customize every floor to ensure no adventurer makes it out alive. Traps  and monster rooms have unique effects, so you can deal with even the strongest adventurers


Collect their souls?

When adventurers fall, collect their soul to unlock powerful automation.



Updated 12 days ago
StatusIn development
PlatformsHTML5, Windows
Rating
Rated 4.2 out of 5 stars
(295 total ratings)
AuthorTanner Maxwell
GenreSimulation, Strategy
Made withAseprite, Godot
Tags2D, Auto Battler, Clicker, Fantasy, Idle, Incremental, Management, Pixel Art, Tycoon
Average sessionA few hours
LanguagesEnglish
InputsMouse
AccessibilityOne button
LinksSteam
AI DisclosureAI Assisted, Code, Graphics

Download

Download
Inn Over Your Head 0.3.0 (13).zip 81 MB

Development log

Comments

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Viewing most recent comments 1 to 40 of 111 · Next page
(+1)

Beautiful 2-bit graphics and an amazing color palette! I grew up playing Atari games like Colony

OBSESSED! Not sure if anyone's ever played FFCC: My Life as a King, but this scratches that same itch it did back on WiiWare and I've been CRAVING it! Would love a reason to "hire" or essentially "adopt" an adventurer to see them go on multiple adventures and somehow incentivize letting them get stronger, I feel like it'd fit in with the way this game has you "playing both sides" of managing an adventurer's guild/inn

Wonderful game, looking forward to seeing it develop further.

It's a lot of fun to watch your whole inn become a circular economy, and I love the diabolical theme of getting characters drunk and hazy before having them jump into the pit so you can claim their soul. I would love to see this theme expanded on in the full release, especially as the player digs downwards and unlocks more advanced floors.

Is it possible that the combat simulation stops running when you tab away, on the web version? It's a minor detail and probably on me for playing on the browser.

I found a bug where the physics glitched for a trophy, and it got stuck in the first floor, unable to be recovered.

Either way, I wishlisted on Steam, and I'll be sure to get the full release. Loved playing this.

(1 edit) (+1)

I love the game!!! 20 hours play and all acheivement unlocked. Look forward to more features and gameplay to come. And I spend most of time waiting for telent points, it would be nice if I can have the number until next talent points

(1 edit)

The concept is very good.
I saw two bugs:
1) Wight's curse doesn't work as advertised: it doesn't resurrect the deceased hero as a zombie, but as a clone of (I suppose) the monster that killed him. So if a hero afflicted by a wight's curse dies at the hand of a pit fiend, it creates a pit fiend, not a zombie. (this can lead to funny outcomes where a single surviving hero must fight four epic or legendary monsters in the same room)

2) The lich's power doesn't seem to work as advertised either. For instance, I put a lich on the room next to a treasure room, but my fleshbags on the other side of the floor or even in the previous room never resurrected as skeletons or anything else.

do you think you could maybe add an android port? really fun game! unfortunately on browser is doesn't same progress

It's saying I don't have enough coins for for something even though I have the higher coin than what it's asking.

(+2)

It's really fun!

Since you're looking for suggestions/feedback, it's a little annoying to have skills not visible from the start, especially since there currently aren't enough available skills to unlock them naturally with the skillpoints, but even so I'd have to sink points in to a skill I don't like just to even *see* if there is something worth getting down the line, let alone to unlock buying it.

I think you should add an additional 'merchant' (maybe alchemist kit as far as skills go) class that doesn't have any direct skill deficit and can go for any equipment since their plan would be to sell it. The general idea is that there's someone who can mess with your more meticulous planning but if your floor still can deal with and account for him he buffs the whole party's gold drop by some amount.

I also think that there needs to be some way to respec talent points but more importantly the food purchases, because it's not very clear that it's an either or situation until you purchase (this can easily be solved by just listing the purchase as 'upgrade 1' and then opening a popup that shows the two options, although that would also make it hard to cross reference what they do and how they overlap, which was important to me. Alternatively, and my preferred, you could push the unpurchased upgrades to come back around after full upgrading for exorbitantly more money.

Oh, weird bug I had, one of my parties got split between two floors, so they were never able to start and I had two floors stopped producing

Oh I just found the Respec for the food, my bad! It being locked behind money boosts meant that I didn't see a reason to pay it off until I had literally run out of things to pay for

Deleted 10 days ago

No, design is my favorite part of making games, so I wouldn’t remove the part I enjoy. 

In earlier builds new traps/monsters came around the same time, but I adjusted it and it felt a lot better. You challenge yourself to beat the higher tier adventures with what you have and then you get some tools to make it easier or allow you to beat them with shorter floors

Does trap damage scaling also affect status effects inflicted by them? If not, maybe it should: there are few traps that do direct damage, and you often want to use debuffing traps anyway

When did itch.io games look this good and play this good? This site and the community has really evolved since a decade ago. Really cool game.

(2 edits) (+1)

Bug report: Using the customise recipe feature for the food items causes the game to stop registering the mouse, I fixed it by reloading the game

edit: specifically the bisque. All other recipes work

A success rate for each floor of your dungeon would be helpful, so you know which floors need stronger traps/monsters

(+1)

played it before, playing it again.  ngl, tho, i cannot stand the focus that FORCED when an adventurer is interested in a treasure.  please make that an option.  taking a break now b/c of it.

(+2)

Okay that will be an easy option to add!

(+1)

Or maybe the the first time with tech special adventurer, but certainly not every time. 

cool game ! 

(+1)

mob farm lol none gets past the traps 

(1 edit)

Now that I'm into blue treasure items that attract three classes, I'm finding that the fact that I don't know the stat distribution for each class has become absolutely unacceptable. If I can't find a way to know what stats the classes have/don't have (in this iteration of fantasy universe), I will have to stop playing, I think. three classes means that it's now become SUPER important to know what kind of traps/monsters will be difficult for this combination of classes. But it seems like, apart from general cultural norms, (or examining random encounters' ephemeral battle ticks, I'm so not doing that) There's no way to know =( It's frustrating bc I do like the game/concept! Would it break everything to post a sign that pairs classes with stat norms in this universe?

(2 edits)

the playtest version on Steam had character sheets for adventurers that give information on where each class places its highest and lowest stats

After I fix some of the feedback from the playtest the build should be live on itch (targeting Sunday 7/26)


sorry about the frustration

Here is the current breakdown of where adventurers assign their best stat. In this current build adventurers don’t assign a worst stat to a specific stat(next update will feature that)

Fighter = STR

Cleric = WIS

Mage = INT

Ranger = DEX

Barbarian = CON

Bard = CHA

(+2)

Awesome, just finished the demo 100%, looking forward to full version!

(1 edit) (+1)

how do i give you feed back for the playtest version on steem becous the hand covers the words on the talent tree

I’ll add that to my list thanks! 

If you hit escape in game there is an link to a feedback Google form, but leaving comments here too works


thanks for playing!

This somehow doesn't seem quite intentional

what the heck. I’ve played many times and I’ve never seen this one 😭

I don't r3ally know how it happened either, at some point it just kinda was.

this one happened to me too, I wasn't clicking it, i just looked away for 10 seconds and the line went bonkers

i'm already in love w this game!! can't wait for it to come out!

would love the opportunity to upgrade traps + monsters in the shop as well as just the treasure (maybe i just haven't got far enough yet tho lol)


absolutely love it- i randomly stumbled upon this and now it's been 3 hours... safe to say i'll be finding it on steam later :P

I don't know if I'm just too early in the game, but honestly I think I'd appreciate knowing exactly what kind of stats and gains each class uses in order to see a point in diversifying each floor for them. Honestly, I'm not a terribly smart or clever person honestly, so maybe it's just something obvious to a more clever person. Otherwise though, nothing really stops me from spamming a shit ton of goblins and kobolds with complimenting traps to lure low DEX/STR adventurers that I (presume) would be classes like mages, clerics, and bards. I play D&D 5e, but my autistic ass genuinely overthinks and can't parse if the stat types each class would use is somehow common sense or universal really. Maybe I missed something that points all this out to me.

I think, were this a more advanced game that actually reminds me of similar works in the wild, it'd be interesting if there was a "feedback/review/demographic" board made by adventures. Clues to help figure out what draws them/their strengths and weaknesses/what might repel them from going into the dungeon.  A way to help piece players into strategy and learning the gameplay, and even trying to help players feel clever without handholding depending on how intricate you get into it.

I see a lot of potential, but honestly it becomes a slog when I can't really parse out any strategy that I could formulate to make things go quicker or be worth exploring. That, and given how ridiculous the ramp-up is for enabling the auto-bartender when it takes so long to get money anyways, it feels like I have to babysit the bar without focusing on any of the interesting concept of dungeon building.  I dunno-- I'm terribly sorry if this isn't any interesting or good feedback, especially since I'm aware I could be the one at fault for my lack of success and interest. Cute game, anyhow!

(+1)

First of all absolutely not your fault. The system I initially implemented was a bit flawed for the reasons you outlined. In the current build that you played adventurers assign their highest score to their primary attribute, Clerics = Wisdom, Rangers = Dex, etc.

There is no feedback in game telling you that which is a problem. I have since added this information in several places. I put it on the treasures, I made character sheets for each class. 

In addition I think it is interesting if each class also assigns their lowest score to a specific stat, so it is more easy to make a strategy.

I have also ramped up early bartender serving speeds to better keep up with tables, so its not quite as fiddly. 

This update should be out in the next week. Thanks for playing and sorry for the headaches :-)

(+1)

Great game! The aesthetic  is nice and currently I didn't feel like I was waiting or grinding for upgrades except the first 3 minutes until the basement is unlocked. However, it does take a really long time for parties to form and get to the floors. Especially past floor 6.

The Lich seems to be broken, it only raises a [fleshbag] once, ever. I tried destroying the rooms and replacing them, but swapping from kobolds to goblins gave them one skeleton each then never again. I refreshed the page and that gave the goblins 1 more activation of the Lich. 

At this stage of the game that's not a breaking issue as the Lich itself is a tough enemy to overcome by itself, but with better equipment and better adventurers it'll be an issue.

Laser grid trap plus giant spiders currently is a terrible combo (from an adventurers perspective). Almost guaranties failed saving throws plus high enough damage that most high level parties can hardly make it past the next room. Maybe with higher level adventurers in the future it won't be so devastating. But as it stands its very OP. 

(+1)

Thanks for the feedback! Yeah the balance is the mess later on and thanks for pointing out the lich bug. 

In the coming build I’ve sped up the adventurers heading into the dungeon and rope speed significantly , so that should be live soon + some more content


thanks for playing!

Congrats! I love how simple and addictive this game is at the same time. 

Loved playing this at work while waiting for things to finish running. So addictive!

(+3)(-2)

this desperately needs something to speed up the game. tremendously. this is probably the slowest of idle games. and thats not good. its very much not worth playing if you cant even get through a few minutes without thinking "mm okay time to go find something else instead". it has the slowness of an idle game without the understanding of the premise of an idle game and thus needs an ultra fast speed option

Congrats Tanner, great game, very addictive and fun. Is there an email or way to contact you? Would love to get in touch and chat from one dev to another. Good things!

This is way too adictive

Hello. What is the stairway for ?

for the demo it just represents the “end” point for the demo. 

I’m adding additional content above the tavern for the demo update and even more stuff in the full game

I love this! :D

Got everything in one go. This was a genuinely fun game, with some shockingly deep mechanics you can take advantage of to make sure you're always coming out on top. Highly recommend and I can't wait for the full release!

very cute and fun game! I am excited for more! 

Very nicely done! Quite fun!

(+1)(-1)

I 100%ed this game in one day, and i give it five stars.

(+2)(-1)

This is a wonderful game. Good work! 

An addition that may be beneficial would be a "Back to Tavern" button, as adding a bunch of floors makes it a bit harder to scroll to exactly the tavern. When the floors higher, like above the stairs, get built, it is kind of hard with the scroll speed to have the whole tavern exactly on the screen. I love the scroll speed, so don't change that! But maybe ease of getting to tavern would be beneficial.

This looks like a really appealing game, but it would be great if we could choose whether or not to save our progress. Currently, a local temporary file is created right away. Since browser games can gradually take up a lot of storage space, having the option to opt out of saving—especially when just exploring the demo—would be a wonderful addition. Thanks for considering this feedback!

nice game like the dungeon but it feels limited hope you can grow it in the future

(+1)

Great game. Keep it up!

(+1)(-1)

Great game, but there's a really annoying bug on web gameplay.


When clicking buttons like sellale, visit shop, etc etc, yo can get stuck in a loop of dialog and have to spam through endless boxes until you're actually able to complete the action.


Will def wishlist and hope the same bug doesn't occur when downloaded 

(-1)

The game is very fun! The graphics are amusing and it has its own unique feeling.

The graphics might be too much being almost single color, maybe try to make it more focusable, the main buttons make them visually different than the passive UI elements.

Gameplay can be focused, I really liked the dungeon aspect, it out-weight the ale aspect. Of course it’s a whole economy management with a linear progression set, so maybe if you want to take it even further you can think about non-linear progressions.

4/5!

Viewing most recent comments 1 to 40 of 111 · Next page