ULTRATAP
Fight through hordes of monsters, gradually increasing your power and skills. Defeat as many enemies as you can before fighting bosses. Buy upgrades, complete quests and equip powerful items.
An in progress prototype, please share your thoughts and opinions.
Wishlist the game on steam to get the full experience when it's available.
Assets
https://sethbb.itch.io/32rogues
https://pizzadoggy.itch.io/cozy-tunes
https://clockworkraven.itch.io/raven-fantasy-icons
https://clockworkraven.itch.io/rpg-icon-pack-jewels-and-gems
| Updated | 4 days ago |
| Status | Prototype |
| Platforms | HTML5, Windows, macOS |
| Rating | Rated 4.6 out of 5 stars (41 total ratings) |
| Author | luckyape |
| Genre | Strategy |
| Made with | Godot |
| Tags | 2D, Clicker, Fantasy, Idle, Incremental, Minimalist, Mouse only, Singleplayer, upgrades |
| Average session | About an hour |
| Languages | English |
| Inputs | Mouse |
| Links | Steam |
Download
Development log
- v0.6.24 days ago
- v0.6.17 days ago
- v0.6.0 Farming8 days ago
- v0.5.215 days ago
- v0.5.116 days ago
- v0.5.016 days ago
- v0.4.0 The Town19 days ago
- ULTRATAP is coming to Steam!24 days ago








Comments
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I’m a little confused. I was at end of content in v0.3.6 but once town came out, I unlocked monster drops and the first two companions, but they’re just stuck on “condition unmet” despite me collecting several of each monster drop in the game. I also notice the upgrading “slots” says 0/0, and idk if that’s part of it.
are you playing on the newest version? An old version had that issue but was fixed
I’ve opened the game before, but the issue remains even today (which now has a background). If I opened the game while the bug existed, would my save be forever borked?
Fortunately not, in the town upgrade tree section there's town slot upgrades, so when you get 1 of those upgrades it will let you upgrade the townsfolk.
"The final bonus stages may not be completable due to difficulty" type message is nothing compared to one random person and their ADHD that makes them hyperfocus on incremental games (^w^)b
Feedback time:Hmmm, okay haven't played in a while, and i had 100%'d everything before so I downloaded the desktop version to try the new stuff from a new save file, (plus now that i was trying my web save again, i can't seem to unlock the new stages?)
Personally I think the farm should be unlockable wayyyyy sooner, I had already beat all of the normal stages by the time i unlocked it, unless the idea is just for it to be helpful for the bonus 5 stages right now.
Also agreeing with the comment from just a bit ago that you don't gain yellow stats quickly enough. I can see a strategy where you trade out having invested the yellow stats into certain upgrades in order to unlock the townspeople, since they give overlapping upgrades, but considering you can't see what you're going to unlock next on the tree a lot of the time it's hard to really strategize towards that specifically. Maybe making the one who gives the exp bonus be the first would even this out a little bit?
(actually, by the time I got to any of the townspeople they were already a little late to being helpful compared to all of the tree bonuses, I think?)
The "can't see the upgrade tree so you can't strategize" bit also made me super confused at where the farm even was for a while, it's easy to miss it when you aren't going for all of the townspeople as quick as possible. I don't think having the tree partly hidden is a *bad* thing per se, but in this case it can lead to a feature just not being seen...
Also I encountered the glitch where the townspeople ended up getting stuck at the end of upgrading so i couldn't upgrade them anymore, just showing that they had 0 seconds remaining. At first it was just one, then a while later another got stuck the same way, I have no idea what caused it unfortunately. orz My regen upgrades man....
Anyway not just the criticism sides of feedback!! I absolutely love the automerge feature for picking up weapons, it made it sooo much easier to get the legendary equipment, and not in a 'too easy' way, just a 'no longer mindlessly boring grindy way' XD
And the farm itself is a good idea! maybe a bit too micromanagey with the restoring of health(?), but if gotten earlier in the game i could see it really being a good alternative to having to grind at different stages for items, especially while you're still working on the next
It was still very fun in general, considering I completed it from scratch for a second time lol, nice work on the additions, i like the more dynamic idea of the townspeople helping your stats rather than just the tree, it makes it more interesting. I love when things like this have 50 million different mechanics, as long as they all can work together well
Thanks for your detailed feedback it's much appreciated
- i've added a potential fix to the companions bug, but could not actually recreate the issue on my end. So i'm speculating the it's fixed for now
- the farm is actually intended to help with stages 15-20, but since that content isn't added yet, it's a tad overpowered for now. And also it will be less micromanagement involved in an upcoming update.
- also I might have those upgrade system unlocks "teased" in the upgrade tree where they are visible from a distance, so you have something to aim for. I might scrap that idea but we'll see how it plays out.
- also your thoughts on the farm is interesting and i'll take it into consideration in the next content/balancing patch
thanks again for taking the time to write this.
man O MAN, i come back to so many more updates , huge improvements , and really fun!!!! well done sir!!!
10/10
Thankyou <3
I really love the game. The pacing is pretty good all the way through. One thing that slows what I feel like is too much is the leveling to get yellow resources.
Something that may be a bug is that I can't scroll at all, but I think I should be able to on the Town page and maybe the Quest page too. It likes like theres a couple companions after the first 2 rows of them that I can't do anything with atm.
which device are you using? I'll get a fix going for it.
PC. I finally figured out that my PC was just not scrolling quickly on that part for some reason.
PC. I finally figured out that my PC was just not scrolling quickly on that part for some reason.
great game, i will wait for full release on steam. i found one bug, where i was upgraging companion in town and moved to other tab, then it stuck on 0 seconds and i cannot upgrade it anymore
I'm glad you've enjoyed it, I couldn't replicate the bug on my end but I think i've worked out the issue and given it a fix. Let me know if you're still having the same issue
Found an issue when upgrading in the village. If you click the upgrade button on someone who's actively upgrading, it still charges you the materials for the upgrade, and it doesn't stack the upgrade if you do. Like if i click it twice i pay the materials twice, but I only get one upgrade.
Edit: It's a little nitpicky, but the resource drops for the town are in order, except that the rats' tails and bat wings are flipped.
Thanks for the feedback, both issues have been fixed and will be included in the next patch coming very soon.
Actually the nitpicky feedback is very useful, it's usually the easiest thing to overlook as a developer. And turns out the order of the resources was correct, however the order of the enemies in the stages was wrong! Flipping the difficulty of those 2 stages! I had gotten the two mixed up. So your feedback was very helpful.
How do I get those yellow items that unlock the people in the town? I need four more for the item drop and the last person. Is it just super rare?
you get 1 yellow resource each time you level up from killing monsters. They'll be a codex in the future that explains that type of stuff better in the future.
thanks! I was reviewing the version histories and wanted to inform you that a few upgrades still require one "green cube" to complete. I think one of them was for halving the townsfolk upgrade times.
thanks, I'll get that one fixed too!
Took me 1h:30 to beat the boss it went by in a flash.
Only reason I keep playing is because I was thinking of getting all the town upgrades, but damn that is a far away goal, lol.
Wishlisted on steam
Dogshit ripoff of Nodebuster, scrap it.
I've played Nodebuster, and this is more involved, providing a longer playtime when it fully releases. I enjoyed Nodebuster and this game. Nodebuster is the much simpler version of this. It may have come first, but I think this is a better developed game.
I totally agree. Nodebuster felt like a slog. I like that the enemies move in this one and it just feels better paced
Very fun game!
Loooove the music
Good game. Got every upgrade, beat the king, completed every quest. Even got a few legendaries. Some improvements I see:
1)Making item sets more prominent. It took me 30 minutes after equipping all the gold armor to even notice they had a set bonus, or that set bonuses existed at all. Lean into set bonuses. More of them. Maybe have the items show what their other set items are, or have a third tab on that screen for discovering sets, maybe with hints. It can make finding and equipping all the set bonuses another long term goal for completionists, and give your game more play time.
2) Auto-Recycle. Similar to auto combine on pickup, I should be able to mark specific items I don't want for auto recycling on pickup, so they don't clog up the inventory. It can be a separate upgrade.
3) Full Screen Pickup. I agree with people saying there should be a late game upgrade that automatically picks up everything as soon as it drops, without having to mouse over it. The logic for this is for end game users grinding for the last quests or item upgrades. I'm not actively playing the game anymore at this point, I'm leaving the cursor in the middle of the screen until the round ends. Having to mouse over everything (as an end game player) is just leaving lots of items on the ground, not picked up, so I have to play more rounds to get the ones I missed. Sure, this pads play time, but in the bad way that isn't fun.
4) Recycle balancing. Currently, you're penalized for using the auto combine feature when recycling. For hitting the next level in your inventory, you get 1 item recycled for Common, 2 for Uncommon, 3 for Rare, 4 for Epic, and (I assume) 5 for Legendary. But the number of items it took to make those are: Common - 1, Uncommon - 3, Rare - 9, Epic - 27, Legendary - 81. So you're missing out on 6 points by recycling a rare. Heaven forbid you ever recycle something higher rarity than that. This ignores uncommon and rare drops, and the fact that auto-combining frees up inventory space for more items, thus the need to balance. As it stands now, turning auto-combine on gets you less leveling points than leaving it off.
Thanks for taking to the to write this feedback!
1. Good suggestion, i'll add a display showing item sets better and before you get them rather than latter, probably on item hover. Also include more item sets.
2. Another good suggestion, will look to implement but down the line.
3. Will be adding this too
4. 1,3,9,27,81 makes sense. I'll implement that too!!
Thanks again for the feedback, very impactful, at the moment i'm in the middle of implementing a new progression system, so this feedback will be incorporated between that patch and a few more afterwards.
I mean it's copy paste of multiple other games with a different skin... typical when a game gets popular. I'm referring to the mining game, can't recall the name.
This is closer to nodebuster, and it's not that popular of a game.
8:02 beat the boss at 2 hours and 2 minuets i could have definitely done it faster if I hadn't been caught up in the tree
8:34 to complete the rest of the tree
then I played until 9 and then got burnt out all but 2 achievements the mage and 100,000 kills
Not sure if its just me but the equipment (aside from potions) have no image. Only way to know somethings even there is to hover over each cell. Quite annoying.
Removing the pickup delay would be nice. At the end game stage, I think there should be an upgrade that letsus insta-pickup everything; would reduce screen clutter, increase performance, decrease annoyance lol
Overall was a fun game. Would love to see more content added :D
Cant be bothered to grind items in the post game to max them when I cant even see them.
Edit: In the screenshots on the games page, I do see icons for the equipment so its curious there were none for me. Refreshed and all. Played in Firefox.
There seems to be a longstanding bug for godot on firefox, i'm still investigating but others have also been affected.
More content to come, including your suggestion for a pickup upgrade.
Fun and well put together game, there are a few things that'd be nice changes/additions. No drops going off screen, a magnet upgrade, an indicator for when you complete a quest during a run (so you know when to stop after wiping out 5k guys) and a better indicator of where the mouse is (during the really busy stages or bosses it's easy to completely lose where the mouse is)
And most importantly imo an auto merge for equipment during a run. You can be dropping so much but you can't really control what you pick up and what tier they are and with inventory so limited you end up with a bunch of garbage post run despite seeing the higher tier chance drops during a run since it throws out anything that goes over your inventory. Having an upgrade that'd auto merge items as you pick them up would make the system feel so much better, especially if trying to really tier up certain gear.
Until reaching that upgrade whatever point you'd put it at it'd be nice to either have an indicator during a run that shows how full inventory is or a way to manage inventory during a run or at least keep higher quality stuff rather than order you picked it up.
Fun little game though, cheers!
very nice feedback thankyou!
you're completely right. Auto merge upgrade implemented, your other points of feedback will be added across subsequent updates.
Fun little Nodebuster-like. The weapons/equipment were a nice addition! It would have been nice to keep gems (and, more importantly, equipment) from going off the edge of the screen, and to have something which increases your pickup radius, but it's a solid game already.
pickup radius is shared with attack radius, did you feel you wanted a more specific upgrade for only pickup range? And true on your other point, will add that functionality.
Ah, that wasn't clear to me but good to know. Thank you!
It looks like using merges can wipe legendary items out of inventory without giving you any benefits. Oops.
fixed!
I would like a prestige or just a reset that fully wipes the data
working on the implementation of those, for now an incognito will start a new save
yay
"Defeated King in 59:33". Nice game. Resource converter would be nice: i am sitting on 100k red and 17k green, while blue grind feels unnecessary.
Thanks, glad you liked it! I'll be implementing either a converter or some sort of resource dump at a later stage.
The windows build apparently doesn't work.
> Error: Couldn't load project data at path ".". Is the .pck file missing?
> If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).
Godot pck embedding is buggy, maybe avoid it?
fixed!
What gives "green square" in addition to quests? It seems that upgrades require lots of "green square", but quests don't give much.
BTW IMO upgrade icon should be styled to indicate both completion status and resource type, e.g. blend/overlay for completion, border color for resource type.
green resources also drop from green enemies, you're probably right, would look nicer like that, i'll experiment with it and see how it works out.
Anyway, decent early version, i think it might need a bit of pacing balance, goes very fast in midgame and needs some grind for last level.
Gear setup was needed for king.
you dont need that much
I have like 2000 health and maxed upgrades
Small suggestion - if your allowing multiple copies of item be equipped at the same time, please exclude them from auto merging with each other when using combine all button.
i've added the ability to also block selected items from being merged
Later in the game boss can easily die after you already have ending screen, making you permanently lose purple drop.
The game checks if that has happened and rewards you a purple drop, it might not appear in the "rewards" screen but should appear when you go home.
Ah, good to know. Tho it definitely doesnt show up in level rewards.
Damage meter bar should be linear, now it shows 500dpm like half of 50000 dpm. Whats the point? Worthless dmg source showing up as seemingly half of top dmg source.
true, it's fixed now
Nice, that was a fast fix :)
Absolutely love this put it on Steam and it’s an instant buy from me. The music is a perfect fit as well!
Thanks! Steam app in the works
Love this game
Thankyou <3
Is there a way to reset progress? I cant find it.
Fun game, I love the pace of progression, always something new and significant just around the corner.
working on that atm, however for now opening up the game in an incognito tab will do the trick
Only major issue I had was almost none of the equipment icons showed for me, except for potions everything was just a black square. I had to mouse over things to see what they were :(
That's an interesting bug, do you mind sharing what browser you were using? I'm working on mac & windows builds, to mitigate some of these browser bugs
Firefox Snap for Ubuntu: 145.0.2 (64-bit)
Really loving this, I do have to say tho, I really really wish there was a bit of time where you could still pick things up after you die, i've had several cases where a cool item dropped right as i was killed and it was just sitting on the screen unable to be gotten :')
Additionally, it would be really nice to have a 'lock' on items in the inventory, so that you could press "Recycle All" but keep a few that you're working towards leveling up.
.... Okay I'm typing all of this as I play and I pressed "Combine All" and it for some reason replaced some of my equipment and complete discarded it??? T_T I had a legendary Feather and Speed Potion and had my attack speed up to over 1000% and now those are gone for some reason. Super glad I'm only like 5% away from finishing the last quest and therefore am almost done playing. orz
Otherwise though it feels really balanced* and satisfying**! i like being able to refund upgrades
(*okay, near the end I ended up with no more green upgrades available but still quite a few blue ones, maybe there could be more increase blue enemy upgrades later on? But it was fairly minimal imo)
(** read: i could level up things via grinding a bit to the point where i felt overpowered but in a good way :D)
I'm glad you enjoyed it! And thanks for the feedback.
I've now implemented a lock for items for recycling, great suggestions (will expand the feature to work with combine as well in the future). I've located the bug on combine all and will also fix very soon.
Did anyone else find the little secret in the upgrades tree?
Can you add like a "hide weapons" button and also maybe make it so the items stack because I let it go afk on level 1 for 5 minutes I come back and collect the items I'm on less than 1 fps lol
Stacks is a good idea, and i'll aim to implement it. For now i've put some limits in place to the number of resources and items that can appear at once. Also added a VFX toggle to items to make them more performant.
I just want to say that the music is AWESOME!
the music come from PizzaDoggy, https://pizzadoggy.itch.io/cozy-tunes so many great tracks in the album
Thankfully it froze on me and lost all progress because I was probably going to waste the rest of my day playing it.
saving implemented, no excuse but to waste the rest of the day now lol
well. I think I "finished" it -- all visible unlocks, 10 levels. A few quests left but more effort than it's worth to figure out where particular monsters are.
added a display for enemies per stage
The game crashed, and then when I came back to it, it wasn't saved. Make it save after each level.
it saves now!
It was a little laggy but I'm on a chromebook other wise 10/10 game I loved it
Thankyou!
really like the game! was almost done filling out the skill tree when it froze and i refreshed and therefore lost all my data since there's no save yet, really disappointing but did really thoroughly enjoy it until then. killed the completionist in me tho lol
a better contrast between the cursor/attack area and the 'battlefield' would be helpful, when the screen is full of enemies its almost impossible to find where the cursor is at which make the bosses a bit difficult to track.
also found it hard to tell the difference between frozen enemies and blue outlined enemies
Thankyou for your comments, very valuable and appreciated. I've implemented a save system (autosaves) and working on better ways to address your other concerns
THE END you have defeated the boss in 1 hour 22 min
, damn the second time playing it was even more fun
keep it up mate!!!
would like to see you add more features like selling unwanted gear ,
and maybe look into some means to reduce the (object load at late game) like how bullet hell starts pooling objects , because it packs a punch on my computer when im collecting 500k shards on a map run :P but its a 5/5 for me
well done! I'm glad you enjoyed it!
Both good suggestions, and now, both implemented. Resource drops are pooled, and there is an upgrade system in place for equipment when you recycle them (not selling, but gives usefulness to unwanted gear)
good work !!!
very very naash mate
It takes a few seconds each wave for enemies to start being around, it would be more fun if there were some initial enemies.
you're right, i've uploaded a patch that adds a few enemies (scaling with stage) right at the start
Really good gameplay albeit unpolished but I also confirm stage 10 is unbeatable. I grinded a lot to get my gear to epic level but still I can't even get to the boss in stage 10.
Also, as I just noticed right now, the game doesn't save progress so everything is lost upon refresh.
made some balancing adjustments, so will be easier now, save system in the works!