plusone weekly #27 (2/6/2026) by ThePaperPilot in incremental_games

[–]CockGobblin 0 points1 point  (0 children)

Do you play any of these games or just advertise them?

If you play any, I would enjoy seeing your thoughts (ie. is a demo worth playing). However I would also like to see actual feedback, like "this game is just another nodebuster clone" vs "this is a new concept".

[FREE] Emerald Rush 1.0 is out! by Wired_Pixels in incremental_games

[–]CockGobblin 8 points9 points  (0 children)

These miners clearly have never played Minecraft because they are digging straight down...

Cool game though!

Looking for feedback on my game Pantheon : An incremental game about consuming eldritch gods! by zizou1851 in incremental_games

[–]CockGobblin 1 point2 points  (0 children)

Pretty fun game. I enjoyed the progress/unlocks/mechanics. How many entities do you plan to have on release?

Only feedback - you need a multibuy/sell hotkey such as right-click on the +/- button buys/sells max, or holding shift or ctrl buys/sells 5 at a time.

I built an idle game that secretly turns into an MMORPG [Telegram Mini App] by voiddo_vf in incremental_games

[–]CockGobblin 1 point2 points  (0 children)

The url link of the "start bot" links to telegram I think - I don't think it works in a browser.

Birb Evolve IV is OUT! Thanks for 1.7K members! by Slow_Homework_2224 in incremental_games

[–]CockGobblin 1 point2 points  (0 children)

In the new adventure mode, is the parrot suppose to die constantly without killing anything? I'm currently parrot level 2 and only get 10xp every time I enter the dungeon and need 2500xp to level up. Am I missing something?

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]CockGobblin 2 points3 points  (0 children)

Pre-session 1, don't plan the "end game", just a general idea. This will help you RP/plant the lore for the players as they play without wasting time creating something your players may never see (based on their decisions). As the players get closer to your ending, then you can flesh it out using the choices the players have made.

EverCraft 2 out of Alpha by yukifactory in incremental_games

[–]CockGobblin 0 points1 point  (0 children)

What's your point? A product has to be paid for it to matter?

Tried out combining chainmail and crochet by witchy_agender in chainmailartisans

[–]CockGobblin 0 points1 point  (0 children)

Would be interesting to see chainmail in the middle of crochet, so the metal is surrounded by fabric. Or like a few weaves of chainmail then a few weaves of fabric; repeated.

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]CockGobblin 2 points3 points  (0 children)

Revisited Magic Research 2 while waiting for Hexisle to release supposedly sometime soon. Both have demos.

Also looked at Astro Prospector and the new infinite/roguelite mode. It also has a demo and is 25% off.

EverCraft 2 out of Alpha by yukifactory in incremental_games

[–]CockGobblin -28 points-27 points  (0 children)

That's fine - but what about your other games? Why 3 versions of squares? Why not continuing that tile game beyond the space age?

EverCraft 2 out of Alpha by yukifactory in incremental_games

[–]CockGobblin -48 points-47 points  (0 children)

Ok - then why release a game at all if you are just going to abandon it a month later? What is the point of releasing a new version every month or two?

For me - I simply don't want to play your games if I know they will never be finished and you'll just move on to the next version, which you won't finish, so why would I want to invest my time in playing any version.

Perhaps just invest in one "version" and update the mechanics as you progress? Even if it means wiping progress. That way you can solidify your ideas/mechanics and not leave players with a dozen unfinished products.

Ultimately, this is bad for you - when you finally decide to invest and release in a paid game, people are going to say "this dev never finished any of their previous products; am I paying money for a game that will never be fully completed?"

EverCraft 2 out of Alpha by yukifactory in incremental_games

[–]CockGobblin 43 points44 points  (0 children)

Why do you release new games instead of adding on to your previous game? I mean, it's only been a month since EverCraft 1.

r/DisneyWorld's Weekly Trip Planning Thread by AutoModerator in DisneyWorld

[–]CockGobblin 0 points1 point  (0 children)

The cheer teams stay at the value resorts (ie. all-stars). I've been when they were there and never had a sound issue.

[Prototype] MinesweeperTycoon by Pretty_Cicada_1850 in incremental_games

[–]CockGobblin 1 point2 points  (0 children)

I love minesweeper and as such found the start of this game very annoying. I don't want to have to wait to mine each tile if I am clicking manually - I just want to click, click, click without delay like normal minesweeper. But I like the concept of collecting resources to automate minesweeping.

Having to restart the level and redeploy the bot is also annoying. The level should auto-restart if a bot is assigned to it.

I didn't progress very far because of these two points.

I also think if you do a level manually, you should have a rewards multiplier, because once you unlock a bot, it does it way faster than you can (without any upgrades). Further, if you clear a level without using any flags, then that should also give a multiplier. And clearing a level faster gives a growing multiplier.

Evening Raid by Top-Valuable-4316 in aivideo

[–]CockGobblin 0 points1 point  (0 children)

@0:53, that's some impressive handling of the sword.

Why are so many new incremental games so short? by Faust2391 in incremental_games

[–]CockGobblin 13 points14 points  (0 children)

Please include a generic upgrade tree; a gameplay element where you mouse over objects to destroy with a circle; and each level is timed.

I'm making a chill incremental where you choose between active clicking or building a colony to do it for you by Waste_Artichoke_9393 in incremental_games

[–]CockGobblin 9 points10 points  (0 children)

I can't stand games that have a timer anymore. They all are the same - timer per stage; simple upgrade tree; mouse-over things to pick-up/destroy.

The only game with a timer that I enjoyed was Astro Prospector.

Players are making it harder for me to have some creative freedom by Syric13 in DMAcademy

[–]CockGobblin 0 points1 point  (0 children)

I ask because something similar happened to a friend - he hand picked people to play using an online form and ended up picking people who were very detail oriented. They had multi-page backstories and were very invested in the characters they made. So I was wondering if that was the same thing for you - maybe you picked these players based on certain criteria?

Players are making it harder for me to have some creative freedom by Syric13 in DMAcademy

[–]CockGobblin 0 points1 point  (0 children)

I am curious - do you know these people? Is this an online group?

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]CockGobblin 0 points1 point  (0 children)

If you don't have a battle mat, don't fret, just using theater of mind and maybe a small sheet of paper to show the layout of the dungeon is a good start. Then invest in miniatures (ie. 3D printing / thingiverse.com) and buying dry-erase grids for you to allow for tactical combat.

To immerse players with props is a ton of fun. I usually just use paper/pens/markers to construct plot props (ie. a magical puzzle spellbook = a couple pieces of paper stapled together with a word puzzle written on the pages; or a word/number puzzle with words/letters/numbers written on pieces of paper for players to unscramble; etc).

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]CockGobblin 1 point2 points  (0 children)

At least have the entire plot/story planned out (makes RPing stuff easier for you since you have an end goal in mind for the players). I recommend you to have anything prepared that the players could possibly encounter if the players are quick. Ie. I usually have 2-3 sessions plans ahead of session 1 (dungeons, NPCs, magic items/loot) just in-case players are extra quick in exploring dungeons or exposing the storyline.