
In Idle Weaponshop, you are handed your very own weapon shop to manage. Design and sell weapons, build up your local community, hire employees, and send adventurers off into danger for fun and profit... all before prestiging to earn powerful bonuses, all so you can do it all over again.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English
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Fun game, but can't recommend it, let me explain. I like the idea of the game, as it's simple to understand the upgrades, and understand what's going to result in the best outcome, but the damn .. slow .. progress, it kills the joy, as well as the learning curve, as the game just doesn't feel like a simple to understand game, because of the bad UI. As a developer myself, not really into game development, but still, I respect that the dev made the game, putting all the work into making content in it, as I suck at making good UI myself, but I would put more effort into UI than this game dev did. I might put more hours into the game, and maybe take inspiration from it to make a similar game, but with better UI, as I need a new hobby project to work on. Put my username into your browser, prefixed by "games." and see my bad game dev projects there. As I said, I'm not good at UI design, but better than this game dev, for sure.
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Hours played at review time, across 40 reviews with recorded playtime.
this 1 isnt as good as some i played it takes alot of upgrades to even crafted the basic weapons or tools so its really not something i can spend any time on or waste my time on
Confusing and some things just dont work
The problem with this game is the lack of a functioning tutorial and the general lack of info and/or tooltips to properly how systems work. Some you can find out by clicking, some you just don't understand how to unlock or progress them meaningfully.
Langweilig, ohne Tiefgang, dafür mit aufdringlichen Mikrotransaktionen.
pretty good
Игра 'Idle Weaponshop' – занимательный тайм-киллер с простым, но затягивающим геймплеем. Суть проста: создаем оружие, зарабатываем деньги и улучшаем производство. Визуальный стиль приятный, мультяшный, и радует глаз. Система прогрессии достаточно сбалансирована, всегда есть куда стремиться, и новые улучшения постоянно открываются. Первое время, правда, может показаться немного однообразным, но по мере развития появляются новые типы оружия, материалы и мастера, что вносит разнообразие в игровой процесс. Управление интуитивно понятное, и не требует каких-либо сложных манипуляций. Игра идеально подходит для тех, кто ищет что-то ненавязчивое, чтобы убить время в дороге или во время перерыва. Единственный минус – иногда рекламные ролики всплывают довольно часто, но это можно потерпеть, учитывая, что играть можно бесплатно. В целом, "Idle Weaponshop" оставляет положительные впечатления и заслуженно получает свою порцию внимания среди любителей жанра idle-игр.
Det virker meget godt til en start, men priserne for at opgradere eller lign vokser alt for hurtigt og det tager alt for længe at få noget der bare nærmer sig penge nok. Det vil forudsætte at du skal vente og vente.
So, exactly what I said should be done has been done about the second issue; because I don't tend to replay games to balance test that sort of thing, I'm going to reccomend it, and leave the original review text there. It was written for 0.2.3.2. (Also, this is a free game - why is steam offering a check box for if I received the product for free on it?) To detail my issues: Firstly, without more options being developed, the player should probably only get to chose between a Mace speciality and a Sword speciality on their first run. The reasons for this are: Spear appears to apply to the sharp stake, which is only technically not useless to improve on. It's much more difficult to get enough of one resource type in particular given the current state of the employee subsystem, so Rod and Bow specialities, while okay, aren't as good as those two. The other specialities appear to of simply not have weapons in the game yet. As this decision is made before the player can get any of that info, it shouldn't be possible to pick wrong. I've since gotten some indication that this is partially an issue of lacking UI clarity; adventure can unlock new blueprints. Secondly, given that, the core loop should for sure still be quicker than it is - said loop clearly being you gather resources to make products that you sell for the money you can use to gather more resources, make more expensive products, and, eventually, retire. To estimate, I'd probably say that the tier one products should provide 40 per second on unlock, and each tier after that should provide half the previous tier's unlock quantity, rounded up. Something to slow down the high tier gathering upgrades is probably a good idea, as would be doubling the amount that each upgrade provides of the tier one resource - to get rid of that awkward early game. I'm not sure if that'd be enough to keep the retirement where it is or not. It's also possible that reducing the exp requirement growth rate for the buildings could help, but it'd be a good idea to make this sort of change in phases anyways. Thirdly, the adventure system as is is quite awkward. This... probably isn't a high priority, really, and a quicker exit from the Town Outskirts region, likely by improving the AOE or Awareness skill at a similar level as the Militia's tanking, is all that it could do with in terms of just adjusting what's there, rather than working deeper on the spot that's most obviously where things will get deeper. I've since received some indication this is a lack of UI clarity. The requirements can be partially met, and only the lower power value needs to be met in order to clear the first depth. Fourthly, the "time" or "hourglass" prestige resource is only being gathered while the game is running; a reduced rate and a limit per offline period is almost certainly a good idea for a resource like that, but it should be added during the offline earnings. Addressing all of that should make it stop feeling like this has entered early access too early, and dealing with the tutorial - which I kinda got the impression is the current development focus - as well as making those changes is likely to get a strong improvement in reviews. (Also, as a note for the dev, even if your actively not charging money for anything in this game, I'd recommend an easily found donate button somewhere in it, probably the settings. But that's not an issue that relates to if I'd recommend it or not.)
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