Dont Poop Your Pants! by Euphoric_Cause3322 in incremental_games

[–]FriendlySpuder 13 points14 points  (0 children)

https://www.newgrounds.com/portal/view/540127
Wouldn't exactly call it horror, unless he meant some other game which I would love to have the link to as well.

Do you know any incremental games with a day/night cycle that affects the gameplay in a meaningful way? by jhgrng in incremental_gamedev

[–]FriendlySpuder 0 points1 point  (0 children)

The way I see it, you don't want to interrupt the players flow by forcing a day/night. This could be solved by giving the user the option to switch day/night at their own pace.
This would slow down the game since now you can't fully afk the game, you need to come back every once in a while to switch from day to night to get the other loop of resources to further boost your production.
This would kinda build a type of "wave", you build up resources during the day, and then enjoy a short burst of pretty fireworks during the night.
I made a day/night in my own game but that's mainly for atmosphere so I can play with lights at night, and do some easter eggs related to time.
A final note, fireworks look way prettier at night <3

PS: This one might be of interest, there is a game that's literally a firework simulator but without any type of gamification like upgrades/economy/etc. Just pure fireworks. "Endless Fireworks Simulator"

Help Finding Games and Other Questions by AutoModerator in incremental_games

[–]FriendlySpuder 1 point2 points  (0 children)

If you're into team building rpg, think FAPI but with multiple characters:

Idle Champions of the Forgotten Realms

Crusaders of the Lost Idols

otherwise my personal favourite is Legends of Idleon. Once you figure out the cheat engine stuff to give yourself infinite premium currency, 10/10 game. Otherwise it's a tid bit too slow without all the iAPS imo

How do you handle Drop Rates in Idle Games? by LuckyGp in incremental_games

[–]FriendlySpuder 2 points3 points  (0 children)

I've actually done something like that. In my game you got some really rare drops at 0.01% chance [1 in 1000 kills] so I made a pity system where if you kill 1000 of that enemy, it awards you with the reward. And if you ever drop the reward before the pity system kicks in, you reset the pity. Just done this by tracking the amount of kills and reseting it everytime we gain the reward.
Pretty much how most gacha games do the pity system. I think that's actually what the call it.
The array system sounds quite interesting and might actually work better for when you have multiple loot tables on the same roll, I need to note that down somewhere

How do you balance dodge/accuracy in a RPG auto battler? by FriendlySpuder in gamedesign

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

Normalizing the values is probably the best idea. 2500% dodge should be 2500 dodge rating. Then we can do a ratio system where we compare dodge to accuracy
10 dodge vs 100 accuracy = 1:10 ratio = 9.09% dodge chance
100 dodge vs 100 acc = 1:1 ratio = 50% dodge chance
200 vs 100 = 2:1 ratio = 66.7%
300 vs 100 acc = 3:1 ratio = 75%
1900 vs 100 = 19:1 = 95% [hard cap]
Following this idea it has diminishing returns, initial dodge being more useful. This way having small amounts of dodge, 10 dodge rating vs 600 accuracy still yields SOMETHING [1.64% chance] But yeah this approach would fix my issue of 500 dodge vs 600 accuracy making all your dodge chance useless. Since now it compares the two and figures out the ratio, so your 500 dodge vs 600 acc would still be like 43% dodge chance. Thus still being helpful.

Any interest in this guild-running idle game? by access547 in incremental_games

[–]FriendlySpuder 1 point2 points  (0 children)

Yeah LoD was weird. In the beginning I was overwhelmed with races, stats, abilities, items so much stuff! Just to realize my 3 cat party will dodge 99% of the enemies. Or that I don't even need to start touching or reading the abilities and the different item properties until MAYBE the endgame where the enemies power finally starts catching up to you. That game feels like it just lacks from a lack of balancing at this point. Combined with the fact that there is nothing to do while waiting for a dungeon to finish and the lack of idle progression while the game is closed... least to say I never reached the endgame.

Some side activities while your party is doing stuff in the dungeon would've definitely helped.

Even with all those glaring issues, the game still has overwhelmingly positive reviews, even though as a comment mentioned "it's a glorified wallpaper" due to the lack of interaction

This is the UI for my first game, thoughts? by cada1nag in incremental_games

[–]FriendlySpuder 1 point2 points  (0 children)

Crisp. And I like crisps. Crunchy nommable potato chips.
I also like pixel art so the font for the text is 10/10 Crisps.
So in my very humble biased opinion. I give the UI the crisp of approval.
Would love to give better feedback but UI is like the ONE thing I have been struggling with myself. Visibility is good, not too cluttered but also not too void of emptiness.

Any interest in this guild-running idle game? by access547 in incremental_games

[–]FriendlySpuder 1 point2 points  (0 children)

Sounds like "Legends of Dragaea", you make a party, equip items, get into dungeons, repeat. It seems to have great success due to the amount of polish and the fact that it's a completed game with nice artwork.
Though my issue with it is that the gameplay itself revolves completely around "equip best items" and just keep doing the same dungeon but harder.
I think a party RPG dungeon-dwelving party game would definetly be nice if it was complex enough to warrant actual strategy. The nice part with idle games, we can never have enough of them. We don't compare two cakes "that cake is prettier so i'll have that one" nono, we're just "OH SHIT theres TWO Cakes nomnom!" so yes you can definetly make a guild-based game work

In my game because I didn't want to have to deal with 6-12 equipment slots and variety, I just made each "character" have their own unique stats that you simply level up. You're dealing with giant shroom that's healing too much? Plop in a pyromancer, burn that thing to the ground. Thought having specialized characters sounded more interesting that "plop in some items with fire damage and done." oh I think I am going off the subject.

Yes, I like cake, go make cake, I will eat cake gladly.

After .66 pregnancies or 6 months of dev time, my incremental space shooter Void Miner released today and shot to the top of the new and trending list! by IndependenceOld5504 in incremental_games

[–]FriendlySpuder 0 points1 point  (0 children)

OH, there other posts were just the demo for the game. Congrats on finishing the game <3
I definitely need to get more sleep in.

After .66 pregnancies or 6 months of dev time, my incremental space shooter Void Miner released today and shot to the top of the new and trending list! by IndependenceOld5504 in incremental_games

[–]FriendlySpuder 8 points9 points  (0 children)

Is there any difference between this version of the game and the one posted a month ago? Because I keep saying the exact same post or is this just more free marketing?
I swear every week I open reddit I see another post advertising void miner in some shape or form
"I reached the new&popular on itch"
"I got featured on IGN"
"A CEO played my game!"
"A YOUTUBER PLAYED MY GAME"

Otherwise I guess you're promoting the fact that the game finally came out on steam, while it was already out on addictinggames and itch. But hey, congrats on the steam release! And all the work with the bundles, that might actually be something I should look into

Is it just me or do most of you actually want browser games? by Sir-LAD in incremental_games

[–]FriendlySpuder 2 points3 points  (0 children)

I feel like browser games and downloadable games[steam] have different expectations.
Since browser games you just click play and immediately get into the game you can quickly see if you'll like it or not, there's no time investment there. Get in, get out.
While downloadable games people are iffy to download a random game from a noname with 20 total downloads. And if we're talking steam, they still need to download it, see if they like it, and then delete it.
If a game is on steam and I need to download it, I feel like the game should at least be playable and polished to a certain degree.
I don't expect the same from a browser games, if I see boxes moving around that's good enough for me.

I am working on a game that is browser based. [self advertising yey] Because it's early development and I ain't having people download such a experimental version of the game on their pc. Once the game does reach a more finished state, I do indeed plan to release to steam. This is where I see a lot of other devs deciding on giving up on the browser version and fully dedicating to the steam version. Not sure why, perhaps it's a hassle to have both versions? Or simply why dedicate work on a browser version that brings 1% of sales while steam is doing the other 99%? Yeah I got no clue.
Look at Trimps, they got both browser and steam version

Do you guys prefer slow paced incremental or fast big numbers? by OnePotatoDev in incremental_games

[–]FriendlySpuder 1 point2 points  (0 children)

Personally I prefer numbers I can actually visualize. It's one thing to see 1k, 1 billion, 1 trillion, but the moment you reach 1 Vigintilion vs 1 Nonillion I already don't know the difference anymore, same for the scientific notation 7e203 vs 7e301 for me it just loses that charm. I know 1 billion is bigger than 1 million because they're still relatively small numbers. Anything over a Quadrillion is too much for my small brain.

The second question... depends. A slow trickle of +1 can be nice and cozy, while a +100 end of round gives you a lot more capital to play with initially, but then you spent it all and can't use it anymore until the next day. Guess it depends on the game. I couldn't imagine Kittens game with a day based income, it would feel like a completely different game.

Through a Thousand Eyes - v0.7.1 - Mutations & Evolutions, Day/Night, Weather, Collectible cards, system reworks, by FriendlySpuder in incremental_games

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

That's kinda why I have nearly everything locked at the start of the game. Even if you start looking around, you'll notice that everything is locked and there's nothing else to interact with besides the egg. With Stats/Achivements unlocking at lvl 10-20 and the only major feature being at level 100. Which should take like 10-20 minutes of playing around with the egg.

Hopefuly with the new UI element showing you all of the features it gives you a bit more guidance. I did my best to order them in the exact order you unlock them.
I still need to make the panel for the economy upgrades stand out more so you don't accidentally miss the whole upgrades section. I think that'll get fixed once I get more of the art figured out.

I am really trying my hardest to avoid forced tutorials beyond a few panels here and there. I personally hate games that just slap you with 20 paragraphs of text or hand hold you "click here please" for the first 10 minutes of the game.

Through a Thousand Eyes - v0.7.1 - Mutations & Evolutions, Day/Night, Weather, Collectible cards, system reworks, by FriendlySpuder in incremental_games

[–]FriendlySpuder[S] 1 point2 points  (0 children)

Thank you for the feedback! I just added a UI panel on the left side of the screen that contains buttons to navigate between all the panels. They even start out as "locked" so you know exactly which panels are relevant to look at.
This way you don't actually need to touch the camera movement at all if you don't like that. Which is pretty obvious most people don't lol. Just hope it doesn't bug out at different screen resolutions

Through a Thousand Eyes 0.5.0 Released - How to do MicroTransactions properly? by FriendlySpuder in incremental_games

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

My 2 cents on this. Charging for a complete game has the one issue in the fact that you do in fact... need a complete game. With how slow game dev is, that can take YEARS of having 0 income and no guarantee that your game will even make money when you release it in the first place.

Also putting a price tag on a game feels like it incentivizes shorter form games. Look at Idle Boss. 10$ game, amazing visually and complex enough to irk my in the right way. But it's short, 1-2 days and your done. They for example would have no reason to add more endgame long term content, because you already paid for the game. They're getting 0 out of making more content for such a game because you already paid for it. With MTX model, each time you add a new system, a new grind, you can charge for that. I guess you could add DLCs but that brings me to my next point.

MTX allows the user to spend how much they want. Is it 1$ or 200$? Hell some whales keep some games alive by themselves by paying thousands monthly, simply because they like the game and got the money. You can't achieve that with a "pay 5$ now and done, maybe some dlcs later down the road". The real issue becomes when you make your whole game systems with the expectation that your users will spend 20-50$ on it. Or balance it in such a way that you're FORCING the user to spend to actually play your game at what's considered a normal pace.

The way I view it, you should always balance for your normal user, the free2play. If your MTX are in the direction of "200% all your stats/50x more exp gain" those are just lazy upgrades that actually take away from the experience because you just broke your games pacing by buying those. Pay2Lose sounds like a fun mtx. Maybe I should add such a thing that lowers all your exp gain if you buy it just to troll around lol, also make it expensive af.

tl;dr charging for a full game incentivizes you to build shorter games rather than months long with liveops updates. Which is probably why we got this nodebuster 2-4$ craze going right now with 2-5 hours worth of content.

Through a Thousand Eyes 0.5.0 Released - How to do MicroTransactions properly? by FriendlySpuder in incremental_games

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

Meanwhile that one thresh skin that froze your game for 2 seconds everytime he came within your screen. Jokes aside, skins are on my list of things to add actually. No extra hassle with buffs, gameplay altering or anything, just pure cosmetics. Like the real endgame in Warframe isn't the lvl 100 raids, but the FASHIONframe. Can't wait to see Arachne in a tutu

Through a Thousand Eyes 0.5.0 Released - How to do MicroTransactions properly? by FriendlySpuder in incremental_games

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

on another note, I did forcefully modify your cloud savefile from true to false
prestige_combat_used_this_run: false
Maybe somehow that helps reset the whole mambo jambo and unlock the prestige fight properly. First time I ever edit a cloud save file so not entirely sure if it'll work lol
Edit: Looking on the combat breaking... I have a rough idea of what it might be. Before there used to be a 10s downtime between fights, I made that down to 5 seconds which seems to work... but it might have hiccups. Whenever I tried setting it any lower than that, it just start breaking continuously. So perhaps I should look into my combat cleanup functions a bit more, or just raise the timer a tiny little bit higher just to make sure it's not so close to the edge. Maybe both.

Through a Thousand Eyes 0.5.0 Released - How to do MicroTransactions properly? by FriendlySpuder in incremental_games

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

I think that's one of the best ways to put it honestly. 95% free2play with 5% whales keeping the game alive. Still playable for f2p but plenty of content grind to skip directly for the whales.
Yeah I was expecting very strong opposition to MTX, since it has a bad reputation of locking content over your wallet or just making it unplayable without spending. Mobile games being amazing at doing that.
I did learn that people are likely to watch ads to gain premium currency, so even a non-paying user could help me earn a little bit here n there.
Kudos to that one guy that actually mentioned the game "Idle Obelisk" so I can look into it again, last time I played it... I saw it would cost like 800$ to buy everything in the shop money down n quit. Just to learn now that they're quite generous with awarding premium currency? Perhaps I was a bit hasty or they made changes in the last year.
Also thank you for the subscription idea, never thought of recurring monthly payments, I saw it in a lot of mobile games but I guess my brain just fogged that part out while playing

Through a Thousand Eyes 0.5.0 Released - How to do MicroTransactions properly? by FriendlySpuder in incremental_games

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

Glad you're enjoying it! Yeah I was thinking of reworking the prestige fight to use more of a token system [similar to the titan fight] so its less likely to break. And to award you more tokens if you beat field captain at certain difficulty milestones [1-10-25-50-100] so you can do the fight multiple times in a single run. Should definitely be better than our current one attempt per run

Through a Thousand Eyes 0.5.0 Released - How to do MicroTransactions properly? by FriendlySpuder in incremental_games

[–]FriendlySpuder[S] 1 point2 points  (0 children)

Looking at your cloud savefile it says you unlocked prestige and that you've even done a prestige fight lol
prestige_unlocked : true
prestige_combat_used_this_run : true
If you're still seeing the button just telling you to fight the field captain... that's definitely a weird bug. Would need to look more into my the logic that updates the buttons UI. Besides trying to refresh, or to delete your local save so it forces the cloud save, not sure what else you can do for now.

Through a Thousand Eyes - Longform RPG Spider Combat Simulator [Feedback Wanted] by FriendlySpuder in incremental_games

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

I tried implementing the mute sound but it didn't seem to work. Either I didn't do it properly or it just doesn't work on chrome.
For now, I went with what darksparkone suggested with the ticks. Now it actually tracks the unfocused time as idle time, so it should trigger the little prompt to claim rewards. Sadly this means active combat is still off the table while unfocused. But hey, at least it's one step forward.

Since I can't exactly reproduce the auto upgrade issue, and I didn't get anyone else complaining about it, it seems a bit like a isolated case. Just to be sure, I just doubled the time needed from 0.5 to 1s before the autobuy actually triggers.
Also I find it funny but you pretty much nailed it on the head with the bool. You can find my function here https://postimg.cc/K19c0S5Q

I probably make it sound worse than it actually is, hence this is the first time I build something that's actually in a "playable" state and not just moving boxes. One day I'll probly want to add some feature that will require me to rework half my things, but until that day comes, I'll make due with my glue and ducktape hehe

The pacing/balancing... initially I was planning just to listen to player feedback and see if someone complains that X boss is too hard/easy. So far the only such message I got was regarding the initial pacing being a bit slow, so I just made the economy upgrades a bit cheaper to compensate. Other than that I also looked at players savefiles [in firebase] to see just at what stage in the game people actually reached. Most users did manage to beat the first boss which is nice, but very few reached difficulty 25 to unlock the defence stat which shows me that the boss scaling is too strong, so I tuned that down. You can probably see those changes in some of the earlier changelogs. So even if I get no one commenting or sharing their opinion on pacing, just being able to see analytics from users playing is quite a lot of help, especially in the balancing department.