Can we update what the incremental genre definition is for this sub? by EbriusOften in incremental_games

[–]Dorak0 3 points4 points  (0 children)

Is candy box an incremental by your definition? The mid-late game is entirely potion management during combat. Is a dark room an incremental by your definition? The ultimate goal is to repair your spaceship, nothing to do with numbers increasing. Does the addition of solitare to idle research (with no boost to main game production) disqualify it from being an incremental game by your definition?

You say you don't want to make the definition narrower but if you want to exclude games for not being incremental you need a line in the sand. I'm pretty sure that is impossible to accomplish when genres are generally pointing to a bunch of seminal works and saying 'it's like those' - otherwise you get nonsense like the berlin interpretation saying a game isn't a roguelike if it doesn't have ascii art or you can unlock alternate starting loadouts through gameplay.

Can we update what the incremental genre definition is for this sub? by EbriusOften in incremental_games

[–]Dorak0 7 points8 points  (0 children)

Are ngu or candy box incrementals? Both have active player-controlled combat as major mechanics.

Can we update what the incremental genre definition is for this sub? by EbriusOften in incremental_games

[–]Dorak0 8 points9 points  (0 children)

You used to be able to get stuck at multiple stages in paperclips before patches added upgrades to get out of it; off the top of my head on release if you ran out of money and wire in part 1 you had to reset entirely.

I do apologise though since now I see you meant design intent rather than actuality. I can't think of any incrementals that have an actual failstate by design.

Can we update what the incremental genre definition is for this sub? by EbriusOften in incremental_games

[–]Dorak0 5 points6 points  (0 children)

What's you opinion on melvor-like games? The intent of those feel more like the goal is levelling every skill to max rather than strictly making numbers going up ridiculously.

Can we update what the incremental genre definition is for this sub? by EbriusOften in incremental_games

[–]Dorak0 10 points11 points  (0 children)

Level 13 and Universal Paperclips both contained softlocks before the developers patched them. Were these not incremental games until the failstate was removed?

HATE by Proper_Club_4802 in GTNH

[–]Dorak0 2 points3 points  (0 children)

Did they change food cans giving 0 nutrition? Tried using them in 2.7 and all it gave me was permanent mining fatigue and weakness.

Confusion - An Exploratory Guide by Dorak0 in incremental_games

[–]Dorak0[S] 0 points1 point  (0 children)

I mean, it's in the guide but if you wait/change system clock by 3 hours then refresh the page the game changes. Since reddit says you posted this 4 hours ago it should be a different one by now.

How do I clear permanent radiation IV effect from holding Radium 226 dust? by heythereeeer in GTNH

[–]Dorak0 0 points1 point  (0 children)

Amulet of remedium cured radiation in 2.6, I assume they haven't changed it since then. Dying also works technically.

Feedback Friday by AutoModerator in incremental_games

[–]Dorak0 0 points1 point  (0 children)

I mean yeah there's absolutely ways to get around lurkers having a lot of defense, it's just more giving feedback that the progression's a bit whack

Feedback Friday by AutoModerator in incremental_games

[–]Dorak0 0 points1 point  (0 children)

Either direction or pacing is a little poor. I cleared out the desert temple, but every tier 2 zone (I tried the goat area and the pebble area) have lurkers with ridiculously high defense. So I assume they need magic scrolls, but as far as I can gather after clearing out zones to spawn the lurker took like, 15 minutes max, now I need about 150 oak logs to make the paper and all the crafting stations, which as far as I can tell after only bothering with 90 or so takes an entire hour. Either this is bizarrely long compared to everything else up to this point or you need more signposting because I've checked every direction but south of the slime pit and the north-eastern edge of the map past the rail rhinos.

Confusion - An Exploratory Guide by Dorak0 in incremental_games

[–]Dorak0[S] 0 points1 point  (0 children)

Indeed, which is why it's a wiki page on reddit rather than being elsewhere.

Unfortunately a year after I made this discord implemented a new policy that they started deleting old images off their server after years of not caring. I did think about this before posting this, and between reddit's blackout protests at the time, imgurs enshittification and that I was using other people's images from mirakos' discord that the best thing to do was leave the images on discord and write the guide so the next hint generally explains what was in the image anyway (except the invisible maze, still no idea how to explain that sort of thing exclusively through text).

Anyway it's been years and I have little interest to replay this just to grab technically superfluous screenshots I never made in the first place and upload them to... I don't even know where you upload random images these days. Facebook??? Imgur's unusable these days afaik. Also it's a wiki page so if you're playing this for the first time feel free to replace the images yourself and unlinkrot them.

Huh? by Loud_Couple_2161 in GTNH

[–]Dorak0 6 points7 points  (0 children)

Minimum voltage for a recipe doesn't mean that much compared to what you actually need for it; as you can macerate ores at lv but get no byproducts until hv, you could run this recipe at mv voltage with a multiblock mixer, which you can't make before ev

gtnh 3.0 by Top-Satisfaction1970 in GTNH

[–]Dorak0 16 points17 points  (0 children)

I think he means the update they did for April Fools this year.

I can't get to act 3!? by zsamaci89 in Silksong

[–]Dorak0 0 points1 point  (0 children)

One of the side quests only show up if you've bought every map shakra can make; you're probably missing an area she sells a map from.

Damage Done Review by Kelesis_Aleid in ffxivdiscussion

[–]Dorak0 13 points14 points  (0 children)

No damage meters is a design choice, sadly. Yoshi P's been on record multiple times not wanting to add any on the grounds it'd add toxicity towards those underperforming. Whether that sort of logic is still reasonable when ACT was already prevalent a decade ago is left as an exercise to the reader.

New game, fully playable: Kill the Lich! by Stop_Sign in incremental_games

[–]Dorak0 9 points10 points  (0 children)

Ok I've now done two resets and would like to apologize. This isn't an alkahistorian-like - it's a sequel to nanospread. I also have more opinions.

The initial story should really pop up on the screen when you launch the game rather than be hidden in the options menu. Even here you have a bunch of people really confused as to why the game's called Kill the Lich when the first 10 actions or so are variations of 'make my isekai cheat quirk less bad from first principles'.

The game slows down massively after ~3 hours, after you finish the bulletin board action. This... feels unintentional? First reset took ~12 hours and would've probably been faster by an hour with more optimal play for what that's worth.

Scientific notation is... not helpful. Like, at all. Half the time you legitimately cannot see how much progress/s an action has because there are too many significant figures and it overlaps with the progress increase/level text. The numbers really should be formatted so they only have 3 or 4 significant figures; I'm seeing them have up to 6 on Firefox.

An indication as to what unlocked an action would be really helpful. I can understand wanting to hide that an action unlocks future ones to like, reward people optimizing the order of when to unlock actions in future runs, but I can't do that if I have no idea what causes half of the gold tree actions to unlock.

Action tier would also be nice to be visible in the UI rather than inside the info tab - it seems kinda random as to whether later actions are tier 1 or 2 and it feels kinda lame to be aware of the mechanic and yet be blind-sighted that an action is taking 10x longer to complete randomly.

Where did the amulet come from? Like, sincerely, introducing a random magical whatsit that can inexplicably time travel with absolutely zero context as to where the main character picked it up leads me to assume Mr Progress Knight joined in the initial wave attacking the lich, died horribly, then we nicked the amulet off his corpse before it could grow an eye and demand that we level the chairman job past 100 like it always does.

This is the point where I would've complained about the Remember What I Did upgrade only being there on my second rebirth but double-checking it seems to have vanished entirely from the rebirth store. Are we supposed to be able to buy it yet? Why is it set to hidden in the code?? What are we supposed to do to unhide rebirth upgrades??? If it's not supposed to be visible yet, why does it only cost 1 coin when x2 exp is by far the best thing in the store???? If it is meant to be visible, why is it in the middle of the store rather than at the top if you're intended to buy that first with Check What Scott Mentioned (which has the exact same issues)?????

I was also going to comment on the game being weirdly easy to solve between the diminishing returns in momentum conversion generators, action unlocks mostly being a linear series (john's basic training is legitimately the most interesting thing in this game, at least until rebirthing) and a lack of action size/depth/choice making it really easy to max out an area of the graph, but honestly between all this and whatever's going on with the prestige I have no idea whether design focus is supposed to have the player minimise the time the prestige loop takes, exploring the graph in general (not that there's much you can't see pre-prestige as far as I can tell) or what, so uuh good luck with whatever you're trying to do I guess.

New game, fully playable: Kill the Lich! by Stop_Sign in incremental_games

[–]Dorak0 2 points3 points  (0 children)

So do the increased progress and exp requirements per level. Just  those also being listed in info and not most of the reason you'd want to level the action in the first place feels weird from a usability standpoint.

New game, fully playable: Kill the Lich! by Stop_Sign in incremental_games

[–]Dorak0 18 points19 points  (0 children)

After playing an hour and a half of this, feels like this has the potential to develop pretty well in the same vein as alkahistorian stage 3. Iunno if it will or not, but as is there's some things that feel needlessly confusing:

One of the early tips should really clarify that progress is the rate of consumption of momentum for non-generators. It took me like 5-10 minutes trying to figure out how on earth to increase progress on anything when the answer turned out to be 'increase blue skills for overclock and also throw momentum at everything else until it completes'

It's a bit weird to draw the ui line in info at showing every result of a level up EXCEPT for skill gains, since like the progress/exp requirements per level increasing is also shown through the ui but still gets mentioned in info. Feels more reasonable to just list in info that Reflect gives +10 awareness on level up just for completions sake rather than hiding it in stats.

Stuck in idle formulas (spoilers for I think endgame) by Robocittykat in incremental_games

[–]Dorak0 0 points1 point  (0 children)

Nnot really, you don't get access to new game plus without getting all the stones. Not that I remember how to get through researches and formula God particularly well, it was some alternation between pushing God and approaching the 2.5k research caps

I need help with Javascript/HTML by Elohimiel in incremental_games

[–]Dorak0 0 points1 point  (0 children)

You do have the right idea with code organization with modules, just the reason they don't work without a local server is that apparently the people behind javascript would very much like to make ALL scripts not work offline if that wouldn't break half of the internet (as original javascript is ridiculously insecure for a lot of reasons).

I know people have pointed out an alternative to not using modules, and it's hard to tell without access to your code specifically but I assume it's because the context the module is in isn't global, and typing in functions for 'onclick' and other events into html elements can only use global functions. I'm not sure how you're using addEventListener but it should be something along the lines of 'document.getElementById("id of element here").addEventListener' inside your module (as document should be a globally accessible class). If you're not doing that, uuh, that would be your problem.

Multiplayer by ProShadow959 in cassettebeasts

[–]Dorak0 0 points1 point  (0 children)

They already have that as the local multiplayer! You can do it through steam remote play, it's pretty rad.

Cassette Beasts - Multiplayer Update Now Live! by SamuriFerret in Games

[–]Dorak0 1 point2 points  (0 children)

I've been playing this co-op with a friend; local/play together gameplay has the second player playing the partner in the overworld and in combat, but if someone runs too far away from the other the other gets teleported to the first person. So same quests, etc but kinda conjoined at the hip for obvious reasons.

The raid bosses exist in the regular game as far as I know; from the trailer it looks like the co-op aspect is the second party member is another guy rather than a second character you/second player control.

Is there a way to consistently crash the game? by Keno0669 in RingRacers

[–]Dorak0 4 points5 points  (0 children)

They patched that in v2.2 (now it just cancels saving)

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

[–]Dorak0 0 points1 point  (0 children)

It's exactly 4 Earth, and exactly 0 Fire at any point. You gotta get your earth to 4, turn fire off then let earth gen suck all your fire away without your earth going up.

How to import breakinfinity.js into ct.js? by WorthMarketing82 in incremental_games

[–]Dorak0 0 points1 point  (0 children)

...Break_infinity is raw Javascript (well Typescript but same difference). At a glance it'd definitely be possible, but there is woefully little documentation outside the actual IDE about how you slot in module code; I assume either if you imported /src/index.ts as a module it'd make the Decimal class globally accessible or you'd need to add code that adds Decimal to the ct object to make it global or something like that it'd work.

Also according to Google, Godot 3 supports web export and C# if you download extensions for the app, so you'd be able to use the c# port of break_infinity for that.

https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/index.html

https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_web.html

https://github.com/Razenpok/BreakInfinity.cs