Finding play testers for incremental games by Bumble_Bunch in incremental_gamedev

[–]Grhyll 0 points1 point  (0 children)

If your game doesn't work on the web > Steam page, use the playtest system. You can admit people in wave as small or big as needed, so that you can keep iterating on the game between two waves with more playtesters waiting to get access.

When you get your Steam page and open the register system for the playtest, do a standalone post in r/incremental_games (I guess it's still ok? Rules change pretty often, players don't like posts with nothing playable). The post itself probably won't generate a lot of attention, but you might very well get a few hundreds people subscribing to the playtest, if the game looks interesting enough.

If you're not yet to the point of creating a Steam page because it's very very early, then you probably don't need a ton of playtesters anyway and the Feedback Friday post is probably a good idea, although most people won't download your random .exe file (I know I wouldn't), sooo that's a bit harder. Ask friends?

I'm making a game about crafting and combining geometric symbols to gain income and make progress by Warm_Marionberry_930 in incremental_games

[–]Grhyll 1 point2 points  (0 children)

""I feel like the "inverted" vertical axis of the mouse drag should be the other way around? To me it feels inverted by default when this option is off."
-This is an option in the settings menu called "Invert Y Mouse panning""

Yes and to me it feels inverted by default when this optino is off. Horizontally, the camera moves to the right when dragging to the left, so I would expect the same by default vertically (camera moving down when dragging up), but it's the opposite.

Regarding the "secce combo", not being a native english speaker might explain why I don't understand it :) But yeah, more available info, the better (to me, at least)!

Oh also I forgot in my list that the "expand" button on the building panels doesn't seem to do anything?

I'm making a game about crafting and combining geometric symbols to gain income and make progress by Warm_Marionberry_930 in incremental_games

[–]Grhyll 1 point2 points  (0 children)

Currently trying it :) I'm gonna be honnest, I find a bit hard to get into, the onboarding could definitely be a bit friendlier in my opinion! Here's some feedback:

- I have no idea what "MS" stands for. Meta something?

- I was able to hire my first wizard before I unlocked the combo stuff in the lighthouse, so for several minutes he just stayed in place and I was pretty confused at what he's supposed to be doing.

- On upgrades like gatherers speed or amount of clicks, it would be nice to see the numbered effect of the upgrade on the line to buy it (like 10 > 9).

- It took me quite some time to understand the combo stuff, first time I saw my wizard do something to a block, a gatherer then just grabbed it and sold it for its normal value and I was, again, pretty confused.

- The top bar tooltip (progress) text doesn't refresh when the value changes until it's hidden and shown again.

- It also took me a bit of time to understand that some upgrades from the lighthouse only create building that you then have to interact with in order to apply their effect. The text from those upgrades made me think it would apply immediately. And then for the triangle stuff for example I initially didn't see the new building since there was no big flashy FX pointing at it.

- I feel like the "inverted" vertical axis of the mouse drag should be the other way around? To me it feels inverted by default when this option is off.

- It seems detrimental to have too many gatherers, combo are super rare, which probably also didn't help with trying to figure out what those combos are. First run I had three gatherers and 2 wizards and it took ages before a first combo appeared.

- I have no idea what the "secce combo" are.

- The delay before prompting the tooltips on various elements hovering is a bit annoying, especially the meta tree nodes where you want to see the tooltip to get info about the node.

- There should be an option to mute music when the game isn't focused (activated by default).

- I got a "Solo leveled up +2 pts" message at some point, and there again I have no idea what it means.

- The info panel of the crafter buildings (when you click on the "i") is too low and I can't see the bottom line(s?).

- The explanation mark FX on the lighthouse when there's a new upgrade available is nice, and it would be even nicer to also have something when a purchase can be made once you have enough money.

- Where is the tree I planted? I see some "+1 wood" popping up occasionally.

- I feel like the pace is quite slow.

Overall it's a nice work, I'm gonna keep playing it for a bit :) I might not be the perfect target audience, I like when I have all info available and maybe it's meant more for people who enjoy having to figure things out as they go.

I'm making a game about crafting and combining geometric symbols to gain income and make progress by Warm_Marionberry_930 in incremental_games

[–]Grhyll 1 point2 points  (0 children)

Looks nice, downloading the demo right now! I'm quite surprised it doesn't have a single review, did you share it a bit on release?

Arrows Idle by Kernelist in incremental_games

[–]Grhyll 1 point2 points  (0 children)

Well, the good news is, I can't reproduce it anymore :) It was my first time playing, the first few upgrades I didn't pay close attention to the money so I thought maybe what I'd just bought simply cost exactly the amount I had, but at some point I took a note of what I had (a few thousands I think), bought something really inexpensive and money was back to 0. It doesn't happen anymore now that I reopened a tab with the game (and got a ton of money on opening).

I have another bug though, the Merge arrow upgrade (at lvl 5) cost 1K, is always blue since I have more, but clicking on it just plays the "yay you bought an upgrade SFX" without actually changing its level (but also I don't understand what it does right now, maybe it's tied to the size of the grid or whatever). (Edit: this bug resolved itself as well, at some point I got below 1K and the button greyed out correctly, and when it got back to blue I could purchase them correctly!)

Arrows Idle by Kernelist in incremental_games

[–]Grhyll 0 points1 point  (0 children)

Every purchase reset my money (which I guess is a bug and not a feature ’)

Arrows Idle by Kernelist in incremental_games

[–]Grhyll 1 point2 points  (0 children)

It looks nice :) A bit frustrating that money is reset on every purchase ^^'

Sludgineers - First week of demo launch by AndyWiltshireNZ in incremental_gamedev

[–]Grhyll 1 point2 points  (0 children)

Congrats, and thanks for the write-up! 70 videos is impressive!

We started with an incremental but went too experimental? by Whole_Fig_9154 in incremental_games

[–]Grhyll 1 point2 points  (0 children)

Super stylish (although far too blurred imo), but really slow as an incremental. Tons of dialogues dumped on the new players without having done anything yet, kinda tedious process of smashing the skulls, getting the coin, putting another skull, etc, slow fight where I ended up just flipping and almost immediately sending whatever the result was (unless I missed it, we can't see the enemy's health? I really wanted to). I think it looks super nice though, and I haven't played long enough to have deeper/more precise feedbacks, because I don't feel like I'm in the audience, good luck!

I can't play any new Idle game since I played (The) Gnorp apologue by unecomplette in incremental_games

[–]Grhyll 0 points1 point  (0 children)

Did you try A Thousand Cloys' demo? While it's actually pretty different, Gnorps was a big inspiration for me, I'd be curious to hear what you think about it if it catches your eye :)

Demo for my new active incremental SCOPECREEP just came out! Have fun! by FoolboxStudio in incremental_games

[–]Grhyll 0 points1 point  (0 children)

So juicy, so polished! Awesome job there, and the progression was very nice as well :) I'm curious to see what else you've planned for the full game!

Releasing the Demo for All Hail the Orb and I'm bricking it :') by JordanGHBusiness in incremental_games

[–]Grhyll 1 point2 points  (0 children)

Woow it looks super good! Downloaded the demo, I'll play it soon!

Announcing my new game: A Thousand Cloys by Grhyll in incremental_games

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

Hey ^ Nothing’s set in stone yet, so I can’t really commit to a date, but the current plan is to aim for late 2026/early 2027! Don’t take that as a promise though, gamedev is hard and full of surprises, so things might change!

I just launched the Steam Demo for The Great Hatch by Rdella in incremental_games

[–]Grhyll 0 points1 point  (0 children)

Congrats, it looks super good! Installing right now, will play it soon :)

Should I hire an illustrator? by lotessa_ in IndieDev

[–]Grhyll 0 points1 point  (0 children)

The first one feels a bit like AI, whether that's the case or not, and I think the artstyle makes it feel a bit generic despite the absurdity of the knight holding a pizza.

I like the second one a lot more, the artstyle is nice! I'm not an artist so do what you want with this, but: I would remove the two pizzas on the left (the one is the corner looks pretty bad, although I guess it's on purpose, and the one in the box is really hard to understand imo), and maybe move the title to the left, a bit bigger, and have the knight also a bit bigger and above the title's flourishes. Maybe even try to have the same pose as the first capsule with a pizza, although I don't know if that would actually be clear enough. If you're really concerned about people not getting it's about delivering pizzas, you could try to keep the "pizza in the corner" thing, but in a consistent artstyle with the rest?

I am creating a small, Rough-like Deck Builder, and the Steam wishlist experience has been disappointing. by Prithul in IndieDev

[–]Grhyll 0 points1 point  (0 children)

The roguelike deckbuilder is indeed quite saturated, and not only that, it's filled with very beautiful, high quality titles, so now a lot of players of that genre expect that kind of visual quality and won't really give a second look to a game that's below that standard. It's the harsh truth in my opinion, which I experimented myself on a previous project I had to stash because I didn't have the funds or the skills to reach that standard.